Too Human: Five Quick Fixes

The editors at IGN Australia were able to spend some time with a near-final build of Silicon Knights' Too Human and are offering up a list of "quick fixes" they'd like to see before the action RPG is released.
Loot Drop System

This is a tricky one. The game rewards skilled combat with loot drops (for non-RPG or World of Warcraft players, this is randomly dropped weapons and armour), but the randomizing system doesn't discern between what's useable to your chosen class and what isn't. The game does automatically (if you prefer) sell off any low-level excess weapons and items, which is a handy feature but it doesn't help that your equipment menu does eventually fill up with crap that you can't use.

Variety is a lovely thing especially in an RPG of this nature. But it's frustrating to have to sift through items that you cannot use only to find that a tiny fraction of what is being dropped actually applies to you.

How to Fix the Problem:

From a technical standpoint, there may be equations that dominate what kinds of items drop and how often, but there needs to be a better system behind determining what items are most relevant to which class and which ones simply aren't. It may be as simple as redefining how game objects are categorized behind-the-scenes dividing them up a little better and then instructing the game to favour class-specific items a little more generously, in line with the player's class. Then again, it might be a wholly complex mess of programming that threatens to unravel the whole project like a loose thread on a knitted jumper. Who knows? Silicon Knights does. Hopefully the team is looking at this issue right now.