- Dec 3, 2008
Yeah loot is pretty screwed up as a result of the changes. You still find MaxDocs and Bounce Backs in crates a lot, and grenades, but this doesn't do anything since they're aren't accumulated items anymore. Drug shops are still around but are even more useless than before.Noticed a few moments where my gameplay decisions have come up in dialogue or seem to have changed quests, would have to do another playthrough to find out obviously. Side note, the game world is littered with lootable objects (more so than the base game), but of course there's nothing worthwhile inside them since they changed how gear works, makes me think the changes to itemisation weren't a thing until very recently.
That's probably the main thing I'm not happy with - That and the interface for using items being generally ass. It's a pain for me to switch from arm cannon to any sort of thrown grenade.
There was a mod that aimed to address the health item spamming issue in pre-2.0 that imported the idea of "Toxicity" from Twitcher - When you used an inhaler it gave a debuff that on its own didn't do anything, but if it accumulated beyond one it became a problem, so you had to space out your healing item use to avoid that.
I'd like to have seen a system similar to that of the Inquisitor game for the inhaler - Inhalers have "mod slots" in the same manner as cyberdecks, and you get different drugs you can load into it and those effects are applied when you take it. Then you could mix and match between instant healing, regen, stamina restoration, attack speed, move speed, etc - The Juicer is a cyberpunk trope too, after all.