Sonic Doctor said:
The first one is a blatant copy of Fable. When you have your weapons out in front of the non-enemy NPCs, a little skull will appear on the up button on the D-pad. It has a red circle and slash through it. If you press and hold it for a second and then let up, it turns off the function that prevents the player form killing the friendly NPCs. The reason I think this mechanic is stupid is that there is no reason for it other than if the player is feeling murderous and just wants to kill all friendly NPCs. Though the problem with this is that every NPC, accept main story NPCs, can be killed, even the quest givers. So if you go on a homicidal rampage and decide to kill the equivalent of the game's town sheriff that just gave you a quest, you will lose that quest and never be able to complete it. That problem gets worse coming up.
Hiya, I'm going to respond to each of your criticisms one at a time. Some I agree with, some I don't, but I'm starting with this one because it's by far the silliest. But on that note, I want to add a disclaimer before I begin; I'm aware that sometimes, written criticism, particularly when directed at a person, can sound belittling or condescending. I want to make it clear that this is not the case, and I am not insulting you.
Anyway, to begin with above quote:
How on Earth can you perceive the above situation to be a bad thing? I can understand being unhappy with restrictions on killing NPCs, as it can feel as though it restricts your freedom. I can understand being unhappy with
no restrictions on killing NPCs, as it can lead to accidental deaths of quest-givers. But how can you criticize the game for simultaneously offering you the chance to kill NPCs if you so choose, while presenting you with the option to prevent yourself from doing so accidentally? It isn't a bad thing at all, it's a good thing.
You can't seriously be complaining that there are consequences for killing NPCs after turning off the feature that prevents you from killing NPCs, can you?
Sonic Doctor said:
Now for a big nail in this game's coffin. It is blatantly obvious to see as we have been told, that the lead designer from Oblivion, Ken Rolston, was a part of the development of this game. First off, when I was a half hour into the game, I finally noticed that there was a number/number next to my weapons and armor. The blasted game has item wear. Most light items have a 20/20, and the heavy items have a 30/30. The game demo lasted about two hours and in that time most of my items had worn down at least by 2 to 3 points. As far as I'm concerned there is no need for this mechanic in gaming, it is my top list of stupid mechanics. While in combat, I should only be worried about beating the enemy and having fun doing it, not worrying if my staff, daggers and armor will outlast my battle with the latest big enemy. Or that when I find that my weapon needs repairing badly and I don't have any more repair items and I am possibly a half our of gameplay away form getting to a place that sells repair items.
In this criticism, you've made a mistake that virtually all user-reviewers and even some professional reviewers make regularly; you've criticised an aspect of the game without giving any details of - or even knowing yourself - how this aspect works into the greater gameplay. Degrading equipment often has a purpose for existing, and this often links into the way the game's crafting system works, the kind of and frequency of loot drops, among other things. It also gives a greater purpose to otherwise useless loot.
For example, in Skyrim, if you find an Ebony Breastplate while being in possession of a Daedric Breastplate, that Ebony plate is just useless weight until you sell it. In KoA:R, the Ebony plate could be a useful backup for when your Daedric is too damaged, or it could be dismantled for parts to repair your other equipment or build new equipment.
Item degradation also has the bonus of making loot more exciting - and necessary - to discover. After all, that shiny broadsword might not last forever.
You should not immediately condemn the inclusion of a mechanic simply because you haven't liked its implementation in other games, particularly if you have no idea how its implementation functions in relation to the rest of the game's mechanics.
Sonic Doctor said:
This is a moronic mechanic and makes the game less enjoyable. I come across and item and say, neat that is the ingredient I've been looking for; I walk up to it and pick it and it says there is none there, then I "RAGE!!!". Why of why instead of putting over 50 pick-able items in one small area and only around 20% yielding and item, why not just put 10 or 15 pick-able items in the area, and just let the player pick them up like he should be able to. Oh, and items don't disappear when you pick them, they stupidly shrink back in on themselves like a turtle. This tells me that the items probably respawn in time, but still the whole thing is just messed up and not enjoyable. It would be like, if in real life, I go outside and pick a dandelion and then it just vanishes from my hand, or if I got to pick it and on it's own, it shrivels and retreats into the ground away from my grasp. Just plain stupid, not fun, and not needed.
It is not a "moronic mechanic", it is a perfectly functional and reasonable one. The reason you don't get reagents from plants sometimes is that your alchemy skill isn't high enough to harvest them from that particular plant with a high rate of success. This is a perfectly reasonable thing to implement; it makes valuable reagents rare and restricts their availability to amateur alchemists.
It's also perfectly reasonable that an amateur alchemist wouldn't be able to harvest reagents from any plant he likes without the necessary expertise. If I told you, a person wholly untrained in the field of Botany, to go out and gather the pollen and intact ovules of a Koki'o flower, you would (in addition to having no idea what one of those looks like) have no idea what I was asking for or how to harvest them without damaging them. Keep in mind that the fateless one does not have access to Google.
Basically, this stops you running around and grabbing a bunch of freely available reagents and selling them instead of leveling alchemy. If you level alchemy, then they'll be useful to you, and can thus justify a higher sale price and rarity, and so, once you have the expertise, the game lets you gather them.
Sonic Doctor said:
So, I proceed to pick the lock and I successfully do it and take the contents, but as soon as I exit the item menu after taking everything. Guard turns and says (snipped)
As for all of this, I agree about the psychic guards, it's a bit dumb. They could probably justify the first guard finding you by saying he heard you pick the lock or, upon finding the lock picked & container robbed, used his stunning intellect to deduce that neither the shopkeeper nor he himself had picked the lock and thus it must have been you. But every guard everywhere immediately knowing is stupid.
As for your problem with the bandits, it's because you levelled up along with the foes around you, but you didn't increase your stealth skill. I had the same issue at first; early in the game I could stealth-gank foes only a few feet away from each other, but as I got further into the demo they started spotting me from further and further away. When I played through the second time I made sure to keep the stealth related skill levelled, and I managed to continue to stealth kill without much cause for concern.
All in all, the game does have its flaws. But among the flaws you report with the game are:
1. Something that is actually a
good thing
2. A mechanic that can and does work quite well depending on the circumstances (circumstances that you are unaware of), and is subjective at the best of times
3. A mechanic that is a completely reasonable and indeed, well thought out feature
4. An actual flaw
5. That one cannot expect to perform reliable stealth kills if they do not level their stealth skill.
In closing, I appreciate that the game may not have been what you were hoping for, but you really ought to avoid knee-jerk reactions like these when posting complaints on a forum. There's always going to be someone who understands the way games work a little better than you do, and they'll always be happy to point out why your points are flawed.