Originally Posted by Tuco
Originally Posted by Gyson
I dislike that save-scumming is both possible and rewarding. However, I also feel that the loot system should be improved so that players aren't feeling like they're screwed without save-scumming. I would love to see itemization at a point where players don't even feel like they need save-scumming, and for save-scumming to be removed out of the equation (and not even missed).

Save scumming is a side issue, as far as I'm concerned.
I don't like it, I'd love for the game to address the problem (i.e. fixed seeds generated once for playthrough at very least) but I have a problem with anonymous, generic, randomly generated loot that goes beyond the potential exploitation of save-scumming.

I simply really, really don't like compulsive rewarding at every step in RPGs.
I like when special items are unique, carefully dosed in numbers, deliberately placed, designed to stand out and properly balanced (or, in some rare case, deliberately unbalanced, just because it's fun).

And that's why reading Erragal trying to guilt-trip me with silly attempts of public blaming about my "dopamine-triggered approach to looting" strikes me as twice as weird.
Not just because it's an idiotic attitude in general, but specifically because the accusation is the exact opposite of the truth.


For the most part, that system is in place to limit quality to a given reward area. Only in places that would seem reasonable (Treasury Room) or off of a difficult/special encounter.

There are some areas where you see an odd amazing reward come from a place you wouldn't reason to be normal (ie a legendary sword in a crate, barrel, etc...), though to be honest... I don't seem to find the quality items in such locations all that often. Most are in reasonable locations and from such encounters.

Some tuning may be required to achieve what you desire and I am sure that will be the goal of many mods in the future.