Posted July 28, 2011
First and foremost, the random-loss-of-control bug. It's a definite glitch, and it's *damn annoying* if you're either Quen-ed up at the time (because it's not fixed by being hit, but by taking /damage/), or if you're in a highly damaging situation (where, say, you are much more likely to resort to your expendables in the first place); letting the Draug hit you just so you can swing swords or cast a sign is not smart.
Second, the quest flags sometimes make little sense (has /anybody/ found a quest that actually involves the Report for Thaler, for instance), should expire after irrelevance (this matters for /heavy/ quest items, like Seltkirk's armor, which is nice but not what you want to be wearing in late Act 3, say), and should probably protect a better in alchemy (like the ingredient autopicker never picking a quest item unless you've run out of appropriate non-quest items, and explicitly warning you when it does).
Third, the sword-drawn status involving cut-scenes. Perhaps the most idiotic case is the fight against Dmitri; after all, *you bear all responsibility for starting the fight* so you have NO excuse to be unprepared but the game only gives you control with swords sheathed and standing in very close range. Absurd.
A distant fourth, it's fairly odd that while you get extremely precise detail on how much damage individual weapons do, you have much less information on e.g. Aard stun chances, and it's completely up to you to pause the game and parse the combat log to judge how many hp monsters have. It would be more consistent to either have damage numbers be fairly vague but with textual descriptions in the monster info (e.g. "You expect that the average Nekker would not survive more than a few blows with your silver sword" or "Draugirs will be barely damaged by your Igni")... or to have knowledge grant data about hit point ranges and attack strength, which is much less RP and is more G.
Second, the quest flags sometimes make little sense (has /anybody/ found a quest that actually involves the Report for Thaler, for instance), should expire after irrelevance (this matters for /heavy/ quest items, like Seltkirk's armor, which is nice but not what you want to be wearing in late Act 3, say), and should probably protect a better in alchemy (like the ingredient autopicker never picking a quest item unless you've run out of appropriate non-quest items, and explicitly warning you when it does).
Third, the sword-drawn status involving cut-scenes. Perhaps the most idiotic case is the fight against Dmitri; after all, *you bear all responsibility for starting the fight* so you have NO excuse to be unprepared but the game only gives you control with swords sheathed and standing in very close range. Absurd.
A distant fourth, it's fairly odd that while you get extremely precise detail on how much damage individual weapons do, you have much less information on e.g. Aard stun chances, and it's completely up to you to pause the game and parse the combat log to judge how many hp monsters have. It would be more consistent to either have damage numbers be fairly vague but with textual descriptions in the monster info (e.g. "You expect that the average Nekker would not survive more than a few blows with your silver sword" or "Draugirs will be barely damaged by your Igni")... or to have knowledge grant data about hit point ranges and attack strength, which is much less RP and is more G.