I haven't done a full play through in quite a while. I'm pretty much just waiting for you guys to call the game done to go through it all again and actually read the content. Every time I try to pick it up (which is like maybe every 4 months) I'm just amazed at how much random content and branching storylines there are. It's too much lol. One thing I also hate personally is the dice rolling stat aspect of choices. Like.. If I'm going for a certain choice I'm just gonna save right before I make the choice anyway. It's just a hassle to make me jump through that hoop to make the choice I want to make.
When i first played the game years ago I thought the map exploration was cool. Now I just see it as another cumbersome aspect as well. I love the game overall and the world that was built, but if you guys are looking to trim the fat then.. these are my thoughts.
I'm in a similar boat. I'd probably played through the game at least a couple dozen times in the past. But it has been a good while since I last played (I'm too lazy to look up how long but it was around the start of the goblin arc). But now I'm content to wait for it to finish, while lightly keeping abreast of the development and discussions.
For the random mechanic, I'm kind of two minds on it. When I have a low or medium skill in something I don't really care if I fail. Like I tried, but I knew there was a decent chance of failure. But when I have a high skill, failing a check feels extra shitty. Like this is THE thing that my character is good at, wtf!? So I'll almost always save scrum those failures.
I remember reading a post mortum on XCOM. In XCOM they show you the percentage chance of an attack succeeding. But they said that during play testing they regularly received complaints about the displayed percentages being wrong. So the devs looked into it and they found that it was working properly, yet they still received complaints about it. What they came to realize was that it was the player's perception that was off. If the game said you had an 85% chance to hit, then the character would hit 85% of the time, but it didn't FEEL like 85% of the time to the players. So what the Devs did is they just had the game lie to the player, so if the game said you had a 85% chance you would actually have something like a 95% chance. And just like that the complaints disapeared, now it
felt right.
I'm not saying that I think this game should do the same or anything. But randomness does have a risk of leaving players feeling cheated when they fail what "should have been a sure thing." Personally in story based games I'm more of a fan of threshhold checks. As in if you meet or pass the threashold number you pass the check and if you are under the threshold number you fail. It saves you from feeling like you got screwed over by a bad roll, and removes the temptation to waste time save scrumming till you pass.
But it is probably too late to change the central resolution mechanic of the game at this point. Though I wouldn't mind if they at least made how excactly the mechanic works a more tranparent to the player.