Originally Posted by spectralhunter
Originally Posted by Seraphael
You've seen nothing yet! Just wait until you really hit civilization in Baldur's Crate city. Happy days ahead!

Unless they fix how looting is handled, I can’t imagine finishing this game. It’s tedious and we only have seen part of Act 1.

If DOS was also like this, I have no idea why it got good reviews. It’s a horrible design.

Absolutely agreed. The excessive loot focus is why I never finished DOS2 despite having some of my most enjoyable moments in any game, finding the story and combat rather compelling. I even called it the real spiritual successor to BG-series long before BG3 became a thing.

Larian seem to try to implement as many aspects, no matter how cheesy, unimmersive or cheep, as they can that trigger dopamine in people. They ignore all the issues with this and I suspect the rationale is that; if you don't like an aspect - you can ignore it and everyone's happy. Right? Wrong. Fortunately D&D is the antithesis to Larian's preferred Diablo-on-steroids looter style, so at least we don't need to upgrade weapons and armor every 20 minutes. But it's bad, and much worse if you're OCD/completionist, like me. And a strong incentive not to finish the game if you're a casual gamer on top of this.

I dream of a loot system that would give us less insignificant loot, but more visual representation of significant loot (to trigger dopamine without the grinding annoyance). Coupled with individual inventories that are limited to maybe 10 quick slots in the hot bar, all accessible in combat. And an abstracted group inventory, that auto-sorts and divides types of loots into clearly defined subsections, not accessible in combat. Somewhat realistic encumbrance limitations (no carrying 50 weapons, 30 armor pieces, 15 barrels, and 250 miscellaneous items). A limited crafting system that clearly indicate which items can be used for crafting and for what purpose (so as not to hoarding everything possibly useful at a later stage, and usually forgetting about the use long before you find the other ingredients needed for the crafting). Added bonus for those who like to RP more heroic characters as opposed to scavengers/corpse looters.

But I guess that would lead to a streamlined game that some segments of "old school CRPG'ers" would criticize as "dumbed down", while also giving marketing a less impressive number to work with when they sell the game due to the reduction of the grind.

Last edited by Seraphael; 04/03/21 09:07 AM.