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I hope the second game improves on this aspect.
I can't remember many of the dungeons, as most of them are much more homogenous in design, being mainly composed of dark and narrow corridors with the occasional open room for combat. Soulflayer Canyon was the most interesting dungeon in the game solely because it had elevations and altitudes which it actually used (beyond being nice to look at). The fact that the DLC in Bitterblack Isle was yet another dungeon actually disappointed me a bit. I wish they used those resources to add more locations to the sparse overworld instead.
I’m usually brushing up on pawn bestiary and area knowledge, and unique loot, when traversing Gransys
This is one of the most innovative things in DD, There is just no other RPG, where this is available in that way.
All other party-based RPG have much more interaction with the members, but they're also much less autonomous. And the fact, that the real fun is to rent player-created pawns, stands out on its own.
I also wouldn't have anything against a co-op-mode, where you can play the game with others. Best cross-platform. (My boss is a real DD-fan, but plays only on playstation...)
What's realy bad about this game, is the inventory-design. To seperate weapon-equipement and the rest of the inventory is one of the worst designs I've ever seen! And you even can't access the weapon equipment on its own, but must use the inventory or main menu for that...
What's also bad, is the safe-system. There is no Quick-safe (a REAL failure nowadays). But the safe you can do manually, functions just like that. And you don't know, when a hard-safe is done, if you didn't play the game, yet. The safe-system can be very unforgivable, if you don't know what you do.
AND: there is no auto-walk. This is also a real failure, in a game, where manual walking is so important.
(If you don't do this, you won't level your vocation-levels very fast. You will get the most xp for them, if you kill critters, And critters are easiest encountered, if you don't use the quick-travel-system.)
And then, there is the fact, that you only can use 4 quick-items. (I don't count the lantern!) I find the way, how you design them to a hotkey not so bad, though. (Other RPGs use a quickslot-system. DDDA just use the keys directly...
Throwing items is another topic: open inventory, pull only ONE throw-item to the weapon-slot.. rince and repeat if you want to use more...
But don't get me wrong! I LOVE the game! There is a reason, why I have way over 1000 hours in it!
But the inventory-system is just the worst I've ever seen!