Gamers see an inventory screen and lose it?
I guess I understand why one would have a negative reaction to damage numbers popping up on the screen, it's visual clutter. But also those can be helpful to understand how different builds work in-game.
I haven't played many games that came out in the last few years, can someone help me understand? I want to understand the psychology of the :soypoint-2: .
Some games toss in tons of loot to add a sense of progression. If most of it is not useful, it makes the system less fun
Depends on the kind of game also. In Assassins Creed I'm just going to pick the highest number. I do not appreciate the RPG elements here
but in a game like Divinity Original Sin that armor might enhance my playstyle and be something I focus on a ton
D&D 3.5 is a perfect example of how to do magic items right. Each one is unique and has weird effects and synergies.
Lost Ark on the other hand has the worst item system imaginable, where they are all commodified stat blocks with a number, and you grind spend points to slowly make number go up.
Extreme disagree on 3.5, a majority of items players will find are flat bonuses to attack/damage/AC/some stat.
Entry level gear tends to be "+1 this/that". But there's lots of mid/high level gear that gets more escoteric.
Rings of Spider Climbing, Boots of Haste, Lenses of Darkvision, and Crowns of Mind Shielding all have their own niche applications that go well beyond a simple "number go up"
I don’t think you are looking at enough items. +1 to +5 stuff is like 1% of magical items and enhancements and wondrous items
https://www.d20srd.org/srd/magicItems/wondrousItems.htm
The rpg elements in AC games feel like they're there to slow down progression so that you'd spend money on items and boosts. Imo that's the main issue with them.