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1) Always allow the full looting of enemies. If they're wearing it, let us have it! Especially vendors!
2) This was just the demo, but be sure to incorporate real-world and realistic consequences to PC actions.
3) I liked the crafting, but also did not like it. The functionality was fine, but the idea that something like salt would be hard to find, or that the town artisans would only have some of the parts necessary for the things you were trying to create. Also, the bought Cuirass seemed leagues better than even the tier two crafted armor. Why invest in crafting armor if for 112 gp you can get so much better?
4) I love that the world maps feel large. My concern is that there is a bunch of randomness to the things we find that may not make sense to the rest of the world-building.
A few common old-school CRPG exploits seem to be present:
1) Load area attacking
2) Drawing Aggro to local NPCs
3) Mobs were easy to kill by kiting
4) Mobs were easy to kill by funneling through world terrain barriers, such as breaks in fence lines, or trees and rocks.
A few bugs (?):
1) The Skinklets disappear if you only kill the Queen then leave and return
2) Clamreach citizens disappear when you go murdohobo on them