Originally Posted by Tuco
Originally Posted by messere
Originally Posted by Tuco

dear Larian people, for future games/expansions you should definitely consider the idea to switch to properly designed/hand-placed loot for each area, leaving randomness just to the so-called "trash loot".


the problem with this approach is that there isnt much player customization, devs would just put the plate for warrior cloth for mage forcing a fixed patch

its not better in the end

Well, actually an ideal scenario would be one where you wouldn't just have *a* plate for your warrior, but several different ones, tuned to be slightly considerably different but more or less of equal value, just to suit different builds. And so on for each class.

And let me repeat what I posted elsewhere (and yes, I'm essentially quoting myself, which I realize is a bit impolite but since I'm arguing the same topic across different boards...)

What really surprise me, every time the itemization topic is argued, are people who try to claim that randomness does incentive "replayability", when in my personal experience it's always been the opposite.
When I think a RPG is good enough to deserve a second playthorugh, the last thing I want is the "thrill" to end up with an entirely different itemization and having to improvise from there, honestly.
In fact, on the opposite, I love to plan ahead things like "I'm going to build a party where the warrior uses weapon X and the cleric weapon Y" (i.e. BGII/ToEE) or "I'm going with a dex build based on that weapon and that armour" (i.e. Dark Souls), maybe even having it as an influence on the order I will address content.

Games like TES or Borderlands, on the other hand... I always feel like I got nothing, as "special items" don't feel special at all; to me they feel just like a foggy blob of random crap that can happen in your hands anywhere, at any time, by mere chance.


You've proven your mindset yet again right here.

You want to feel -special and rewarded-. You want that special and rewarding feeling to come from pre-planning. You hate the vagaries of chance. You play games to be in control of the outcome and you want that outcome to be something you can predict.

Instead of acknowledging it's a player problem (You being the player with the problem) you seek to make the game conform to your rigid ideas of the way things should be presented to you. So instead of examining your own expectations and behaviour and psychological motivations, you simply decry it a failing and expect it to be changed.

You should re-read what you just wrote and how self-absorbed it comes off.

I'm going to double quote this because you actually specifically said you wanted to do something that MULTIPLE people have said the game is TRYING to avoid.

" I love to plan ahead things like "I'm going to build a party where the warrior uses weapon X and the cleric weapon Y" (i.e. BGII/ToEE) or "I'm going with a dex build based on that weapon and that armour" (i.e. Dark Souls), maybe even having it as an influence on the order I will address content."

This is what the game is trying to curtail. It wants each adventure to be different so instead of your -grand strategy- working from the start of the game you have to utilize the various tactical opportunities the game presents. The randomization ensures you can never do the thing you want...because the game wants you to try what's best for your situation. Not mold your situation into what's best for you.

As i've said: It's a player problem, not a game design problem. Stop trying to change a game feature other people love to conform to your OCD issues.