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I think they added that in August
Mostly just good for staying capped off at 99,999,999 after a death(s)
But it also highlights how useless anything that isn't at least purple is in this game.
And it removes game-play. Deciding what to pick up, what to carry, what to sell, that was game-play. You may not have LIKED that, but that's what it was. It required thinking about, choosing.
So, yeah, it's definitely a positive quality-of-life change, but it also dumbs-down the game.
"Encumbrance" (in whatever form it takes) has been a part of RPGs since the beginning.
As I've said elsewhere, the point of a game is to give you a feeling of victory. And in order to do that, the game first needs to provide a feeling of adversity (to overcome). The more successfully the game provides that feeling of adversity (without actually overwhelming you), then the greater the feeling of victory you get when you (eventually) win.
How does any particular game provide that feeling of adversity?
There are lots of answers to that of course. But Encumbrance and Durability are two of the tools in any developer's toolbox. Players hate them. Players always hate them, but that doesn't mean they aren't useful when designing a game.
They are for example almost always elements of any sandbox and/or survival game.
That doesn't necessarily mean they can or should be a part of an ARPG. But traditionally speaking, they usually have been since the very beginning (by which I mean Diablo (or D1 for those who only think of D3 or D4).
Like I said. I have mixed feelings about it.
Yes, auto-selling is easier, more convenient, not dealing with that element is a relief.
But it also dumbs-down the game, it's easier to accumulate money (meaning money has less value), it highlights how valueless lower rarities are in BL3. And it's less time spent focused on inventory management. It means the game experience is shallower. It means the game has less verisimilitude and less adversity. Which in turn means ... less of a feeling of victory.
Might have been interesting if they made rarity selectable. Trying a run with only one specific rarity or a challenge to see how far you can go with blue or lower, etc. , but still get something for the gear you will not be using.
So I don't see it as dumbing down the game, just a QoL tool that can clean up an annoyance and had potential to compliment personal challenges.
Why it took this long to get something like this is crazy.