The true issue with the RPG elements, the leveling and stuff is that there are some weird restrictions in place that aren't needed.
I think it would be a better experience if one is more free tho customize and combine various items and.
Inventory management is not a problem so long as you can style and combine what you want.
Examples:
- Why can't I use certain mods on certain clothing or weapons.
- Why can I only ever craft one rarity of a mods based on my crafting perk? specifically when that works in conjunction with higherrarity mods not working on lower rarity clothing.--> Change it to where a given crafting level unlocks an ADDITIONAL rarity to craft.
Case in point: I still run arund with the occasional common shirt because I like its style, but IF I can mod it, itsliteraaly impossible because I cant craft any mods for that rarity (only legendary)
- Allow clothing pieces to become viable to another rarity once its upgraded to a certain level
case in point: want to wear your original Nomad outfit while out in the badlands? You can upgrade its durability, but it'll always be a common piece of tra..peep. The same thing applies to any other randm piece you might favor for your character.
- Partially revert the mod slot mechanic. I actually preferred how higher rarity clothing could have more mod slots than lower rarity clothing. It doesn't have to be completely as from before 1.5, but something in between would be nice.
- Ability to categorize wepons or clothing of the same type and ranked by level and rarity, and allow a way to have the highest level+rarity version 'consume' the lesser variants. This could perhaps be a method that also adds an effect of 'upgrading', like for instance transferring associated mods to the 'best' piece of equipment.
I think it would be a better experience if one is more free tho customize and combine various items and.
Inventory management is not a problem so long as you can style and combine what you want.
Examples:
- Why can't I use certain mods on certain clothing or weapons.
- Why can I only ever craft one rarity of a mods based on my crafting perk? specifically when that works in conjunction with higherrarity mods not working on lower rarity clothing.--> Change it to where a given crafting level unlocks an ADDITIONAL rarity to craft.
Case in point: I still run arund with the occasional common shirt because I like its style, but IF I can mod it, itsliteraaly impossible because I cant craft any mods for that rarity (only legendary)
- Allow clothing pieces to become viable to another rarity once its upgraded to a certain level
case in point: want to wear your original Nomad outfit while out in the badlands? You can upgrade its durability, but it'll always be a common piece of tra..peep. The same thing applies to any other randm piece you might favor for your character.
- Partially revert the mod slot mechanic. I actually preferred how higher rarity clothing could have more mod slots than lower rarity clothing. It doesn't have to be completely as from before 1.5, but something in between would be nice.
- Ability to categorize wepons or clothing of the same type and ranked by level and rarity, and allow a way to have the highest level+rarity version 'consume' the lesser variants. This could perhaps be a method that also adds an effect of 'upgrading', like for instance transferring associated mods to the 'best' piece of equipment.