Loot - too much, too little?
Ok, let me start saying I'm incredibly Impressed with wht CDPR achieved with TW3, so I'm not here to piss on the game.
Now, while the game is outstanding in its own, there are few things that I think it could handle better.
I could write down a long and detailed list of what I would improve, and then try to argue for every single point. Maybe even post it in the feedback thread where it would go with all the other posts of people writing down their own suggestions without paying attention to those posted by others.
And maybe I will, at some point. But I thought the issue mentioned in the title, specifically, is a point that should be extensively discussed in a separate thread.
In short: I have a problem with how TW3 manages "lootable" stuff.
I think the over-abundance of *useful* things you can gather/pick up at every step harms the pacing of the game, doesn't really help to make it feel "richer with content", as it was probably intended, but to make it more busy in a less-than-ideal way.
Just to avoid misunderstanding, let me stress that I'm all for highly interactive scenarios in RPG and I have nothing against the idea of needing to gather materials/reagents for potions, crafting and so on.
That said, I also think the game (well, the future games, at this point, since I don't think it's realistic to expect this to be changed even in the incoming expansions) could be a bit more elegant in the implementation of this concept.
For instance I would be absolutely fine with having far less useful herbs around the map, but making them much more valuable. And in the same way, I'd surely prefer if gathering ingots or pelts used to craft armors and weapons would be a far less frequent but far more rewarding matter when it happens.
Same goes with itemization. Having a large number of different weapons and armors? Good!
Having dozens of them dropping randomly from any enemy or popping out of any crate? It makes getting a new weapon considerably less exciting, to be completely honest, especially when it's so (relatively) easy to complete a Witcher set that in your level range will pretty much make anything else obsolete. Even that (supposedly) amazing relic sword which is handed to you with a very dramatic cutscene... Just to let you down when you check it in your inventory just to learn it's little more than "vendor trash".
Even exploring optional ruins and dungeons would feel a bit more rewarding, if you could get out of them something that can be genuinely useful (dunno, more gems, recipes and valuables -or even better, quest-enabling items- rather than another sub-par sword/armor for the vendor, for instance?
Anyway, I'd like to hear more sensible opinions about this (where "sensible" stands for "Please, give the matter some serious thought and argue for it accordingly, rather than defending what the game does just for the sake of defending it).
Ok, let me start saying I'm incredibly Impressed with wht CDPR achieved with TW3, so I'm not here to piss on the game.
Now, while the game is outstanding in its own, there are few things that I think it could handle better.
I could write down a long and detailed list of what I would improve, and then try to argue for every single point. Maybe even post it in the feedback thread where it would go with all the other posts of people writing down their own suggestions without paying attention to those posted by others.
And maybe I will, at some point. But I thought the issue mentioned in the title, specifically, is a point that should be extensively discussed in a separate thread.
In short: I have a problem with how TW3 manages "lootable" stuff.
I think the over-abundance of *useful* things you can gather/pick up at every step harms the pacing of the game, doesn't really help to make it feel "richer with content", as it was probably intended, but to make it more busy in a less-than-ideal way.
Just to avoid misunderstanding, let me stress that I'm all for highly interactive scenarios in RPG and I have nothing against the idea of needing to gather materials/reagents for potions, crafting and so on.
That said, I also think the game (well, the future games, at this point, since I don't think it's realistic to expect this to be changed even in the incoming expansions) could be a bit more elegant in the implementation of this concept.
For instance I would be absolutely fine with having far less useful herbs around the map, but making them much more valuable. And in the same way, I'd surely prefer if gathering ingots or pelts used to craft armors and weapons would be a far less frequent but far more rewarding matter when it happens.
Same goes with itemization. Having a large number of different weapons and armors? Good!
Having dozens of them dropping randomly from any enemy or popping out of any crate? It makes getting a new weapon considerably less exciting, to be completely honest, especially when it's so (relatively) easy to complete a Witcher set that in your level range will pretty much make anything else obsolete. Even that (supposedly) amazing relic sword which is handed to you with a very dramatic cutscene... Just to let you down when you check it in your inventory just to learn it's little more than "vendor trash".
Even exploring optional ruins and dungeons would feel a bit more rewarding, if you could get out of them something that can be genuinely useful (dunno, more gems, recipes and valuables -or even better, quest-enabling items- rather than another sub-par sword/armor for the vendor, for instance?
Anyway, I'd like to hear more sensible opinions about this (where "sensible" stands for "Please, give the matter some serious thought and argue for it accordingly, rather than defending what the game does just for the sake of defending it).