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Is anyone else extremely tired of the common/epic/legendary loot and crafting systems found in many games today?

Gamingtodaynews1f - Is anyone else extremely tired of the common/epic/legendary loot and crafting systems found in many games today?

Like many people, I've been playing Cyberpunk 2077 recently and one of the first things I noticed about the game was the common/epic/legendary loot and crafting system that they implemented. Immediately when I saw that I just groaned to myself. I guess it makes sense that a game like Cyberpunk 2077 has a loot system like this, it's an RPG after all. But it really feels like in the past few years this type of system has been getting shoehorned into games where it's not needed or actually makes the experience worse.

What inevitably ends up happening with me in these games is that I end up with tons of duplicate pieces of armor/weapons with very slight stat variations and I end up sitting there constantly (often times after every fight/encounter with enemies) sorting through all that crap to find the best moleskin boots with +10 defense instead of the ones with +9 defense.

After a certain point, it just feels like I'm doing work rather than enjoying a game. Now again, I get that Cyberpunk 2077 is an RPG so it makes sense that there's going to be some sort of loot system. But I do think these systems have been getting pushed into games lately where it just kind of brings the overall experience down.

Some recent examples of this for me are the most recent God of War and Control. Both of these games aren't what I would consider RPGs and yet they both have some implementation of this loot and crafting system built in. Like for Christ's sake, I'm a god of war, not some fucking bean counter! Just give me the next best set of armor after killing the boss and let me get on with the story/game. Don't make me constantly compare armor sets to see which one has ever so slightly better stats.


Control was particularly egregious with this because you're constantly picking up mods for your weapons/character and they all fall into this common/epic/legendary tier system. And the only difference between these tiers is some percentage points. It was just so painfully boring and the percentage differences between drops were so minuscule that it did not feel like it affected your character's power at all. So again, I ended up wasting more time in menus comparing items so that I could make sure my character was equipped with the best loot.

I also have yet to find a game with a crafting system that doesn't feel like a total tacked on, grindy, waste of time. I could probably write another page or two about shitty crafting systems in games but I'm exhausted just thinking about it.

Am I the only one that's so sick of these systems getting shoehorned into every game, especially in non-RPG games? I definitely am more of a fan of games where every weapon/armor/item is handcrafted by the game devs and at some point, you just know that your character is maxed out and you don't need to worry about minor stat differences.

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