This is an exact copy of another post of mine in the TW3 wishlist thread that got buried very quickly. I don't think I can add much more to it so I hope it's OK to repost it so it can be seen by more people (and CDPR hopefully). It took me quite a while to write this, so thanks in advance for reading
=====
Here are some gripes of mine with The Witcher 2 and my ideas on how to address them. From what I've read in the thread, these problems are not brought up (except the UI part), but as far as I'm concerned they are very important things that the developers should look at.
-----
A better user interface that is unified and suited to PC (like in the first game). In TW2 you can't switch between the different UI screens (inventory, character screen, journal, map) unless you exit them and there is no visual cue as to the interfaces available.
The ESC key should open one single tabbed interface for all of these functions (with hotkeys for each tab of course). It might even include the current "system" menu with opens up with escape (save, load, etc). Many games have used this system and it is indeed very good.
-----
Pausing during gameplay or a cutscene should completely pause everything. In TW2 when you pause the dialogue line continues playing and you miss it if you pause. The best way to pause and not miss anything is to wait until the line is almost finished (subtitles), which is extremely inconvenient.
On a similar note, potions should not have their timers tick down during cutscenes in such a cutscene-heavy game.
PS: I very much hope this (engine?) limitation will be overcome for TW3, I found it to be one of the most irritating things in the game.
-----
Less items in the game and a better crafting system. In TW2 there are so many containers with tons of materials that are not worth anything. By the end of the game I had like 300 twine and 150 timber in storage.
1) Crafting materials should be more meaningful and valuable. A very good idea would be to omit rudimentary and plentiful materials like wood, twine, and iron, and maybe replace them with a higher gold cost for crafting the item itself. Only the rare materials should be real items that you find and collect(silver ore, meteorite ores, etc).
2) Monster parts in TW2 are alchemy ingredients and optionally crafting items, which makes things more complicated than necessary. They should be one or the other, not both. The two item types remain in their respective section of the inventory. In the current system you might use up valuable crafting materials if you don't pay attention while making potions.
3) Completely get rid of the formula and design sheet items. As an experienced witcher Geralt shouldn't need a formula at hand to make a simple swallow potion. In a gameplay perspective my idea should make everything more organised and easier. Formulas and designs should be acquired/learned from NPCs and added to the journal like they are in both Witcher games, completely avoiding any formulas or designs as "physical" items. In TW2 you can buy or loot duplicate formulas, and you might accidentally sell them for a measly amount of orens.
4) Furthermore, books should be "consumable" items which add information to the journal. After reading a book for the first time in TW2: (1)you can read some of them in the glossary and in the inventory (what's the point? have just one location); OR (2)others are added to the monster info part of the character screen (that levels up as you kill them or read a book), the monsters section in the journal AND you can read them from the inventory itself as well. Buying books, designs and formulas that you've already acquired (info is already in the journal) should not be possible.
-----
A better map. The map screen should have two parts: world map and area map.
The world map should be similar to the current TW2 world map, although a readable script would be much preferred. On the in-game map the only thing I could barely make out was "Temeria". The GOG.com extra downloadable PDF map, on the other hand, is excellent.
In TW2 the area maps have some very big usability problems. While it may look good, from a gameplay perspective it is very unpractical and hard to read, the main offender being the Loc Muinne map. The hand drawn maps in their current state do not clearly indicate which areas are explorable and in some cases do not represent the player position correctly. This can be fixed by making maps that focus on usability instead of aesthetics - make an accurate and clear representation of where the player can go within the game world.
This is a very good example(link) of what I mean by clear map and unified interface.
In fact, I think the map shown on the minimap in TW2 is pretty good and fits my description for the most part, if only we could see it in its entirety and not just a small area around us...