And yet I think we are all forgeting the one thing Joejoefine is pointing out which is actually the same I've kept saying time and time again.
Its because it isn't there to prohibit the player of such behavior, but to discourage him.
I know that some of you cant sleep at night knowing that there is some loot out there, left behind on a dark room.
Or even worse, knowing that you wont be able to sell it all.
After i am done with a quest i move on to another, i don't go back to get all that i left behind. Why?
Well because i don't need to. Because i have more than enough, to equip myself and the game has no longer the economic problem it had before version 1.7.0.
If survival wants to be made, limit the loot, not the sales. That is what survival games do, they limit what you can get, not what you can sell.
That's not what survival games do. That's what you would like them to do. Back at Fallout merchants didn't had infinite caps so there was an amount of weapons you could sell. When they were out of caps you could trade for ammo and other things but you would eventually have weapons you wouldn't be able to sell.
I remember having to carefully select what loot i was going to leave back at the Glow, since there was no way i could bring everything with me and there was no way i would go there again.
I am sure many other games limit the amount of what you can sell because its a concept that's is hardly new to me. I cant remember what other games did this, other than the Fallout series, but i am sure there were more.
Oh and as for games being badly designed because you after a while can kick everyone's ass... Not a single game I've played has made this impossible.
Its bound to happen on open world games through power gaming or badly designed level scaling. A feature that removes, at some point, the challenge from a game is a flaw. I can recommend some games to you where such doesn't happen if you want me to.
You can make whatever you want, this will still be true and you can always go down in a fight no matter how well equipped you are
At the point i am at on Underrail Rathounds and Burrower Spawn's do zero damage to me unless they score a critical.
Also keep in mind that these features serve more purposes than increasing the difficulty (or boredom in some cases as some of you would correct me
) the weight system adds to the feeling when you are scavenging, to keep an eye open for good items and leave the useless pieces of scrap metal behind.
The fact that the vendors don't buy everything you want them to buy, and the fact they have their own needs not only makes sense, as it makes the game world more believable. Yes its not perfect right now but it is still work in progress.
I am still puzzled by the get all loot, sell all loot goal. Are some of you upset as well that you cant study
an oddity past its limit? What a waste! Don't limit how many times a player can study such oddity limit the number of oddities available? Its exactly the same thing. You got all you needed from the loot you sold, why do you care about the one you did not and could not because the vendor is stuffed with stuff?
Elhazzared, have you been keeping track of Project Eternity, now called Pillars of Eternity?
Josh Sawyer has a very different approach to games, and i believe he allows the player to
teleport extra loot directly to his stash. While i am not found of this, or other many of his decisions, maybe this game can be your cup of tea.