Background: I DO like D:OS. Actually I think D:OS is the best party-based RPG of the last decade, and probably the best co-op experience of the whole genre.

Having said that, I have to be harsh with that game on this single issue that almost drove me crazy: Itemization.

Even though I'm the kind of guy who prefers hand-placed items to random loot, it's not the randomness per se that I felt totally out place in the first game. It's the sheer amount of valuable items that the game constantly throws at you, at any given moment, from the beginning to the end of the campaign.

To make even more clear my issue with this system: randomized or not, the amount of potentially useful loot you get by simply killing stuff in D:OS, is so massive, so overwhelming, that crafting and exploring for better loot are basically pointless activities.
Sure, you can make your own magic bow starting from a piece of wood, but why should you? You can explore any corner of the map to find any hidden chest but, again, why?In both cases, you'd get a better weapon/armor in no time by killing the next mob.

From a game so strongly based on its systems, what I was expecting to see are 3 macro-systems (itemization, exploration and crafting) that works together to enhance the player experience. What I got, though, it's a game where 2 of these systems (exploration and crafting) are good-great, one sucks (itemizaiton) and none of them seems to work together with the other two.

I hope this issue is going to be fixed in OS II.
Personally, I have lots of ideas about how to fix it. But, of course, I'm not a game developer.

Last edited by Baudolino05; 05/09/15 06:20 PM.