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The Talent Tree set to 60 points was a conscious decision the Devs have discussed before, and it gives a fairly good amount of customization to characters, especially when you consider you can set up 5 different Presets of these 60 points, any of which you can later delete and reset up. Combined with the 5 presets for skills, you have a powerful set of tools for creating the right character for most jobs, while still limiting a character a little bit so their choice of which character to play still has some meaning.
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There may be other Talents added in, and the overall tree expanded as the game goes closer to release, and more and more knowledge points and mechanics become available that can be influenced by the Talent tree.
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Totally agree, the Road system of enhanced movement on paved roads is great. As to expanding it to lesser roads, I feel this isn't needed. The Devs have stated that Fast Travel is something they purposely want to limit in the game in order to give the game more of a Merchant Caravan Economy feel to it. They already have plans for Mounts to come into the game and thus expand travel in several regards.
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Equipment degrading to the point it needs to be replaced is an intentional feature of this game, not merely a limitation. This is to encourage the merchant economy as all equipment is player-crafted/enchanted in game. The Devs don't want players finding their perfect set of equipment for their build, then just making sure to keep it in good repair, they want to actively encourage players to make/purchase spare copies of the equipment they love so that it can be swapped out, also possibly encouraging later game players to try different enhanced gear instead of just resting on the same ole same ole load-out they have come to find works best for them. The game is meant to evolve and change over time, as well, and who knows, Repair capabilities might be in the plans, but during Alpha, that's just another mechanic that needs to take a step back until the meat and potatoes of the game are ironed out.
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Totally agree about needing something to tell you where your party members are. An Arrow when their close on the outskirts of the mini-map would be fine. If within the mini-map's current field of range, then an Icon should show, and once they are in zoom out range to be seen, said icons/arrows can go away.
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Bigger plots are current reserved for outside of City plots only, as really right now the only compensation for building outside. Within the city, the 4x4 is considered what most city civil engineers would allocate at most to any given structure, except maybe an official city building, which obviously could take up whatever space was needed to get the job done. Outside of a city, it is expected that a Player is going to need a bigger structure to hold some of the things the city services provide to the city dwellers, if nothing else, additional places for storage, as the hermit doesn't have a separate locked bank vault, like all city dwellers and even city visitors have.
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Remember, this is an Alpha, and many things are going to change as the game progresses, our feedback is important in order to encourage that the game moves int eh direction the majority of the player base prefers, but always remember that the Developers have a plan that may not be always clear as of yet to that player base about what their final product is expected to look like and be able to evolve into.
I did not address your points in any sort of order, but rather as I thought about their answers, as I didn't have the original post at hand to reference.