The loot though is simply not satisfying enough. As is the customisation. All too often you find the best shit off dead bodies than quests. As for my character, well when you're in first person view, that pretty much answers your question. Cant see shit which makes all that effort and customization unnoticed. There's also way too much uesless loot, and the upgrades are also near useless. It's all about perks you equip in conjunction with the weapons you find.
I hope that looter/"MMO-like" itemization finally dies off in single player rpgs, once and for all.
I can't think of a more cancerous design in the genre: it's illogical and unimmersive ( can't equip items because of "level"), makes exploration more restrictive ( anything not close to your "Level" is either too hard or too easy), character progression and difficulty ( you eventually get good enough gear and just steamroll through everything, regardless of character build), and you're just non stop juggling through inventory/gear until you're just tired of it.
And what's worse, even if you
like that type of system in looter games ( like Diablo), it's still poor on it's own, because there is little variation with item modifiers..It's like being fed the most bland, tasteless food, one spoon at a time.
It's mind boggling why they still use it, when best selling SP games are completely fine without it ( Skyrim, Fallout 4, GTA V, RDR2, etc).
All they had to do ( and it would take them
less work) is this:
Divide all gear/weapons into three categories
Standard: Low price, High customization/upgrade path, mediocre stats, highest number of options
High tech: Expensive, only found on elite enemies, medium customization/upgrade options, above average stats, less number of options
Uniques/Prototypes: Earned from quests and "boss" encounters, low/no customization and upgrade options, exceptional stats
And add, for appearance/style, unique gear sets ( like Witcher sets).