I finally caved this weekend and bought the game through Steam.
2: Density and quantity of interactable containers is a big problem.
Quite often, seemingly random containers in a scene will actually have better loot in them than containers that highlight when you press the highlight key.
This is a problem because it feels like you may be missing out on something unless you search every last box, bag and crate in a scene. And this can take AGES in busier scenes.
Maybe fill non-important containers with no-value trash, then colour their nameplates accordingly?
Good points but for # 2 :
To me this is great. In my RPGs, I LIKE to feel that I might of missed something. This isn't a heavy loot arcade game like Diablo. Otherwise what in the world is the point to make containers and add objects anywhere?
You would rather enter an area and auto-get everything with a simple button? No point hiding stuff anymore. I would actually go a step further and REMOVE the ability to highlight areas that can be searched. Or tie it with a perception skill or certain attributes. Now that to be would be amazing.
One step further, In games like Arcanum: Of Steamworks and Magick Obscura (2001), the loot in some containers in the game is generated based on your character's name, and possibly other characteristics such as gender, skills, race and background. Keeping things fresh for a new playthrough. Man is that game amazing, playing through it right now. Rad item designs. I adore slot based inventory systems. I know I'm weird

Restrictions for me are a PLUS in the RPGs experience.
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