Itemization in this game
Looking at Cyberpunk's massive variety of items, this is honestly my No1 concern here...Witcher III itemization, despite being fairly simplistic, ( imo) was disjointed unclear mess.
Too many items with little relevant difference (or use) next to one another, narrowing down most choices to basic stat difference ( like with dps).
Crafting system bloated with too many and often nonsensical ( monster brain for crafting a sword...wut?) requirements.
Massive quantity of items randomly placed in locations without any real context behind it.
Completely linear equipment scaling contrasting more exploration based gameplay of open world: having negative impact on gameplay ( balance) and causing even legendary "relics" to be quickly surpassed by random loot.
Gating items with unintuitive restrictions ( player "level"), which would often clash with other systems ( by the time you reach the requirement, you will likely find something better).
Overall, in my opinion, itemization was something closer to that of mini MMO, but without having anywhere near as wide mechanics and number of options available.
What makes an item "memorable"/valuable? In my opinion, it's a combination of things...process of acquiring it ( difficulty, origin and value: good example Flail of Ages from BG II), where you find it, how it works with other systems( crafting/upgrade/progression), how it's properties impact how you play,
What I would want to see here...tldr: completely the opposite, of what they did previously.
Design weapons and equipment with greater differential between one another, so it's less "which has better basic stats ( dps/armor/etc)" and more "which offers more advantage in a given situation" ( whip: AoE attack, dagger: high speed and backstab, hammer: massive armor penetration, etc)
Instead of crafting/upgrade system consisting of series of linear +++ improvements, use it to offer unique, gameplay changing properties ( where applicable) on equipment.
Handplaced, concealed/rare objects in environment, designed to reward exploration instead of dumping massive amount of junk in "loot chests" across the world..."AAA" developers always overlook the importance of scarcity to give the player sense of reward.
Place them in a proper context, where they make sense in the world, use it to complement (environmental) storytelling ( this is good example: http://fallout.wikia.com/wiki/Survivalist_hidden_cache). (Unique items should have their own mini story to go with it).
Upgrade system designed to extend weapon and armor balancing...the more "unique"/high "tier" item is, the harder and less flexible it is to upgrade. ( on the other hand, standard equipment should offset having lower basic stats, with easier and more rich variety of options).
Keep it simple, intuitive and easy to keep track of...no need for massive amount of diagrams, crafting components, etc. Tone down all the pointless busywork.
No illogical requirements to equip items to keep the game "balanced"...if a player isn't strong enough, the game should directly indicate this with how it plays: recoil, crosshair stability, etc.
I can't think of anything else at the moment, but I'm hoping they will fully re-evaluate their approach ( and why it was criticized) to this, than go with old system "done better".
Looking at Cyberpunk's massive variety of items, this is honestly my No1 concern here...Witcher III itemization, despite being fairly simplistic, ( imo) was disjointed unclear mess.
Too many items with little relevant difference (or use) next to one another, narrowing down most choices to basic stat difference ( like with dps).
Crafting system bloated with too many and often nonsensical ( monster brain for crafting a sword...wut?) requirements.
Massive quantity of items randomly placed in locations without any real context behind it.
Completely linear equipment scaling contrasting more exploration based gameplay of open world: having negative impact on gameplay ( balance) and causing even legendary "relics" to be quickly surpassed by random loot.
Gating items with unintuitive restrictions ( player "level"), which would often clash with other systems ( by the time you reach the requirement, you will likely find something better).
Overall, in my opinion, itemization was something closer to that of mini MMO, but without having anywhere near as wide mechanics and number of options available.
What makes an item "memorable"/valuable? In my opinion, it's a combination of things...process of acquiring it ( difficulty, origin and value: good example Flail of Ages from BG II), where you find it, how it works with other systems( crafting/upgrade/progression), how it's properties impact how you play,
What I would want to see here...tldr: completely the opposite, of what they did previously.
Design weapons and equipment with greater differential between one another, so it's less "which has better basic stats ( dps/armor/etc)" and more "which offers more advantage in a given situation" ( whip: AoE attack, dagger: high speed and backstab, hammer: massive armor penetration, etc)
Instead of crafting/upgrade system consisting of series of linear +++ improvements, use it to offer unique, gameplay changing properties ( where applicable) on equipment.
Handplaced, concealed/rare objects in environment, designed to reward exploration instead of dumping massive amount of junk in "loot chests" across the world..."AAA" developers always overlook the importance of scarcity to give the player sense of reward.
Place them in a proper context, where they make sense in the world, use it to complement (environmental) storytelling ( this is good example: http://fallout.wikia.com/wiki/Survivalist_hidden_cache). (Unique items should have their own mini story to go with it).
Upgrade system designed to extend weapon and armor balancing...the more "unique"/high "tier" item is, the harder and less flexible it is to upgrade. ( on the other hand, standard equipment should offset having lower basic stats, with easier and more rich variety of options).
Keep it simple, intuitive and easy to keep track of...no need for massive amount of diagrams, crafting components, etc. Tone down all the pointless busywork.
No illogical requirements to equip items to keep the game "balanced"...if a player isn't strong enough, the game should directly indicate this with how it plays: recoil, crosshair stability, etc.
I can't think of anything else at the moment, but I'm hoping they will fully re-evaluate their approach ( and why it was criticized) to this, than go with old system "done better".