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Is bad itemization here to stay for future games? #652390
09/04/19 12:15 PM
09/04/19 12:15 PM
Joined: Jul 2014
Posts: 141
Tuco Offline OP
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Tuco  Offline OP
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Joined: Jul 2014
Posts: 141
As the title suggests, I'm starting to wonder if terrible itemization is going to become a staple of every Larian release even in the future years, with little or no hope to ever see it addressed properly.

It's baffling that it only got worse at each game and, for all the amazing work they have made in other areas, the developers apparently still refuse to even recognize their core system as deeply flawed.

The daunting randomness of stats in a game with a finite number of encounters and how it made basically impossible to reliably plan for long term builds, the mind-numbing amount of busywork required to constantly keep your party up-to-date with the insane curve of the scaling... and quite frankly the clownish look, all contributed to diminish the enjoyment you are supposed to get from the progression in these sort of RPGs (Baldur's Gate 2 comes to mind).

Finding a powerful item you will stick with for a while (or for the entire end game) is supposed to be a thrill,but in D:OS 1 and 2 it was a triviality, as at any given moment you knew it was some randomly generated vendor trash that you would ABSOLUTELY need to replace in a couple levels at max.

In a title that was so close to be one of my all times favorites, this single aspect was so bad it almost single-handedly ruined my enjoyment of the game several hours in.

Re: Is bad itemization here to stay for future games? [Re: Tuco] #652560
10/05/19 06:10 AM
10/05/19 06:10 AM
Joined: May 2019
Posts: 2
DM PSX Offline
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DM PSX  Offline
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Joined: May 2019
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I just finished DOS 1 (loved it), and I agree.

I really hate the modern paradigm of being a dungeon janitor who sifts through thousands of pointless drop items with barely distinguishable properties, before carting them all back to town and flooding the merchant's inventory with them. Like I'm a metal scrapper on garbage day. Am I supposed to be saving the world, or am on cleaning detail to pick up all this junk in the dungeons so the dungeon realtor can sell it to the next group of monsters?

Then I have to hold alt, carefully moving the mouse over the 45 items the boss just dropped all over the floor, and carefully click to identify them all. Then I have to pick them up to compare them. Apparently the boss was also a metal scrapper from the dungeon janitor guild. Does he have bottles too? I hear you get a nickle back for each one.

Then I get back to town and I have to spend like 30 minutes trying to figure out what to sell and what I might need, and compare all the items against 4 people. Then compare to all the nearby shops. Then I have to maintain a relationship with the vendor, promise to date his daughter, teach his son how to stand up to bullies, etc...

Just give me some gold instead of 45 random junk drops, and let me move on with my life. I'm just going to town to convert it into gold anyways. Spare me the middle man and minutes of my life I'm never getting back.

And yeah, the stats on the random items are usually pointless, and a waste of time. I was getting SEEMINGLY worse stats on my drops at end game then I was at levels 5-6. I was actually swapped out some end game gear for level 5 gear to fight the void dragon because the bonuses were so much better.

IMO, it would be much better if the vendors all had specialties for the items they make, and they simply scaled them up over time. Then you would have a reason to visit the different vendors. Instead they all just regurgitate random drops. This isn't a loot action rpg where you play through over and over again looking to get marginal increased stats on disposable items.

Re: Is bad itemization here to stay for future games? [Re: Tuco] #653299
23/06/19 11:22 PM
23/06/19 11:22 PM
Joined: Jun 2019
Posts: 3
Hoarmurath Offline
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Hoarmurath  Offline
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Joined: Jun 2019
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I hate this too! Especially the "mouse over specific item very specifically" system. Funnily enough, even BG1 did this better, and that was before Beamdog added Quick Loot as a system.

Re: Is bad itemization here to stay for future games? [Re: Tuco] #653318
25/06/19 08:48 AM
25/06/19 08:48 AM
Joined: Dec 2016
Posts: 113
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Bukke Offline
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Bukke  Offline
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Joined: Dec 2016
Posts: 113
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The randomly generated loot is also one of my least favourite aspects of the games, especially so in D:OS2 where you eventually have to replace equipment every time you level up to avoid falling too far behind. That being said that's just as much the level scaling's fault as it is the loot system's. I think DM PSX' post summarises how I personally feel about the endless waves of weapons and crafting materials that you need to sift through, so I'll leave it at that.

I remember a couple of years ago (I think it was before D:OS2's release but I'm not sure) I read the randomly generated loot is one of Swen Vincke's personal design philosophies because it means you won't necessarily find the same loot on subsequent playthroughs or something along the lines of that. I don't remember if it was a forum post or an excerpt from an interview, but I've been desperately trying to find it to no avail. If it's one of his personal preferences I'd imagine the system is here to say since he, as far as I am aware, ultimately is the highest authority in Larian's hierarchy.


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