2. When I completed the Anvil of Fury quest, the anvil appeared next to the blacksmith. But when I reloaded the game and get to the dungeon level 10, the Anvil of Fury was there again while being in the town. Shouldn't it be removed from the dungeon? Or are those two anvils completely unrelated?
I think all quests are like this. You can stumble across all quests a second time. Quest items like tomes (which you read like Chamber of Bone) and other items such as The Anvil, The Magic Rock and The Gold Potion can all be viewed a second time. Maybe quest areas could remain, but removing quest items to avoid confusion?
3. When I found The Bramle (unique ring) it looked as ordinary ring at first (sprite-wise). But when I identified it it changed the look completely (see the pic).
This is intentional and was also the case in the original Diablo 1. I kind of like it. Some items (normally uniques and greens) show a unique model when identified. I like this idea. It makes identifying more interesting. The element of surprise.
2. I think the background of the goods of the traders (Gheed, Griswold etc.) should be somehow highlighted if it's the magic item. Now they all look the same (see the pic.).
Agreed. White highlight for basics, blue for magic, yellow for rares, gold for uniques, yeah you get the idea, lol.
3. I think NPCs shouldn't wander too far from their original spot. I like them moving around but few steps should suffice. It's annoying when I have to look for the blacksmith when I need him. Maybe Gheed could be an exception.
Once you know their pattern, they're easier to find. They have static routes and don't wander too far in my opinion, other than the Tavern Owner who isn't that important anyway. It's fun looking for them in my opinion. Love how the dev's made them move around. Also love how people like Wirt move when certain Quests become available. Makes the town much more lively then it was before.
5. Could Scrolls of Identify vanish only when you click on an item (when using them)? Because now they're immediately gone when you right-click on them. You cannot change your mind.
Definitely agree. This should be the case when you right click any scroll but not use it, such as an identity scroll, lightning scroll, town portal scroll or inferno scroll.
6. To me, stash chests in the town feel like they're out of place. Why would the hero move them next to the tavern? What about placing them right next to the house where you start? I think it's more appropriate position (see the picture). In addition, you wouldn't need to change the position of the Farnham when he would want to give you a quest, as you would be walking around him a lot more.
I actually prefer them where they are. They are centred in town which is good. It's not just about distance, but it's also nice to be reminded where they are. Putting them out of the way by the house complicates finding them for new players.
7. Would it be possible to disable automatic opening of the doors? It's annoying when my hero goes to the room where I don't want to go yet. Or make it at least toggleable.
I think toggable would be ideal. They've spent the time to implement automatic opening of doors (which I like), so they may as well leave it in the game and add the option to disable it for those who don't like it.
8. When Cain is identifying an item, is it really neccessary to go through all those steps? Particulary the third step is completely needless (see the picture). You can only see the full name of the item, nothing more, not even the stats.
Agreed. The third step can be removed. Also, an identify all option would be cool.
9. Would be nice if scrolls would not automaticaly place themselves to the belt slots.
Yeah, I've suggested this before. An option to allow or disallow automatic placement of scrolls and elixirs into the belt.
Is there any penalty when dying? Like loss of some money or loss of the items' durability?
Not sure, but if there is, it should have a message saying how much gold or EXP you lost when you die like in Diablo 2.