Not having you manage your inventory!!!
Inventory management is something I've grow to just completely loathe in RPGs/loot games. It just brings any game to a grinding halt having to stop and manage your inventory. Being able to pick up and carry a near infinite amount of different items doesn't improve the core or any game. Witcher 3 has literally at least 2 different chicken sandwiches you can carry, you don't have to manage food but still. The major problem that arises in just about any of these types of games from Witcher to Fallout to Borderlands is that you're constantly picking up new weapons/gear and almost all of them are worthless to you. You're walking around with an arsenal of guns/swords that are useless to you but pick them up and carry them to make money. It also creates needless busywork like finding a new sword that does 5 more damage so you switch it out, then find a slightly better new sword an hour later. The reason I'm actually excited to find a rare/good drop in Borderlands is so I can use that gun for a few levels before it becomes useless.
When you look at a Souls game, the genius is that you get souls from enemies to use as you please whether it's for just plain buying what you want or leveling. You don't get every enemy's weak ass sword and shield, you merely get what you need and nothing else, and you don't even have to pick it up to boot [that's the cherry on top
]. Then, when you do find loot in a Souls game, it's unique, it's special. If you want to use a scythe, you either find it or buy it and that's it. You don't find another scythe in an hour that does 10 more damage, you level up the one you have.
Video game RPGs have lost their way with regards to how a character increases their damage. Weapons play far too much of a role with regards to increasing damage and that's the crux of the problem. Even in DnD (the RPG blueprint), your damage is dictated by your level. As a rogue, your sneak attack gains more dice; as a ranger, you gain more shots in a round as you level; as a wizard, you can inflict more damage by gaining access to better spells. If your a level 5 ranger in DnD, you don't get say a level 10 bow that you have to hold onto until level 10 to use. But that's how it works in Witcher or Borderlands. Moving damage onto weapons vs character leveling has caused inventory management to be such the pain and waster of time it is now. Your character should be improving thus raising their inherent damage output vs better weapons doing that. Such inventory management does nothing to improve the core game and only needlessly bogs it down with basically fake complexity.
How much better would your Borderlands experience be if there was just one of every type of gun like a Souls game? Then, you wouldn't have you and 3 friends going to sell everything after every quest while equipping new guns and shields.
Inventory management is something I've grow to just completely loathe in RPGs/loot games. It just brings any game to a grinding halt having to stop and manage your inventory. Being able to pick up and carry a near infinite amount of different items doesn't improve the core or any game. Witcher 3 has literally at least 2 different chicken sandwiches you can carry, you don't have to manage food but still. The major problem that arises in just about any of these types of games from Witcher to Fallout to Borderlands is that you're constantly picking up new weapons/gear and almost all of them are worthless to you. You're walking around with an arsenal of guns/swords that are useless to you but pick them up and carry them to make money. It also creates needless busywork like finding a new sword that does 5 more damage so you switch it out, then find a slightly better new sword an hour later. The reason I'm actually excited to find a rare/good drop in Borderlands is so I can use that gun for a few levels before it becomes useless.
When you look at a Souls game, the genius is that you get souls from enemies to use as you please whether it's for just plain buying what you want or leveling. You don't get every enemy's weak ass sword and shield, you merely get what you need and nothing else, and you don't even have to pick it up to boot [that's the cherry on top
Video game RPGs have lost their way with regards to how a character increases their damage. Weapons play far too much of a role with regards to increasing damage and that's the crux of the problem. Even in DnD (the RPG blueprint), your damage is dictated by your level. As a rogue, your sneak attack gains more dice; as a ranger, you gain more shots in a round as you level; as a wizard, you can inflict more damage by gaining access to better spells. If your a level 5 ranger in DnD, you don't get say a level 10 bow that you have to hold onto until level 10 to use. But that's how it works in Witcher or Borderlands. Moving damage onto weapons vs character leveling has caused inventory management to be such the pain and waster of time it is now. Your character should be improving thus raising their inherent damage output vs better weapons doing that. Such inventory management does nothing to improve the core game and only needlessly bogs it down with basically fake complexity.
How much better would your Borderlands experience be if there was just one of every type of gun like a Souls game? Then, you wouldn't have you and 3 friends going to sell everything after every quest while equipping new guns and shields.