Deus Ex: Human Revolution's shitty "director's cut" gives you cheat DLC hacking devices which make higher level hacking skills pointless.
I played the base version and higher hacking skills were pointless anyway, if you were good at it. It's games like this that make me wish for a smarter hacking, where higher level of hacking skill actually contributes to you being able to hack something.
Same goes for lockpicking in most games where lockpicking is manual (Skyrim, Thief: Deadly Shadows, etc.).
In a separate note: Stealing
Most game make game too easy with stealing thanks to savescumming. Thus players can have access to many things with that action.
I speak, of course, of the trinity: Fallout series, BG/IWD series, and Planescape Torment.
Still, to fix it, the easiest way would up the skill check way up, so only a specialist can do it. And that bring up another trade-off: people find it too hard so they just abandon that feature.
I really liked Kingdom Come: Deliverance's take on it, because you either had to replay a day if you got caught or... live with it. But in most games
ANY failure/consequence is rendered obsolete by save-load feature, not just stealing. Combat injuries/"death" penalties, for example.
Exploration: made more or less pointless by level scaling, unless there's hand place loot.
Unfortunately level scaling was created for brainless retards who always whine that "gaem is railroaded" and "gated" and that you can't go absolutely anywhere right from the start. These imbeciles are particularly prevalent in the Bethestard camp so Todd created level scaling to appease them.
Wasn't level scaling supposed to keep the game challenging by making sure you can't outlevel everyone?
Although I always thought that making combat lethal is the best foundation for keeping the challenge in: if there is a possibility to die in any encounter, you tend to seek various ways to mitigate it. Some of it may be through buying better protecting gear, but it also enables people to be creative if they are trying to treat combat as last resort.
How does randomized loot contribute to replayability?
Theoretically by having different loot on each playthrough you have different ways to operate. But this requires good game design. Chests in Exanima always feel special, because pretty much any object (aside from a weapon, if you have a set preference) can be useful to you.
The only thing supplies added to PoE was the annoyingness of having to return all the way to town to buy new ones when you ran out.
Resting in a dungeon should be dangerous. You should be required to find a small room and a way to bar the door, and ambushes should be frequent.
It's the walk of Shame. Punishes you enough that you at least start considering rests instead of just spamming
What was pointless in PoE was the ironman mode.
Why? Because if you don't know what's going to happen you can get yourself into a fight you either can't win or can't win without reloading a lot. And if you can't win the combat or reload to win it, you're pretty much as good as dead. Why? Because you can't disengage, because disengaging will trigger attacks of opportunity, which traslates into: "You're dead, lol!", so it's the same result as fighting. This means you have to re-roll your character and play again from the beginning up to this point (this time knowing what you can take on). Until next time you get yourself into a situation where you can't win.
At this point you might as well save and load when needed.