TIERED LOOT
"You can have my weapon when you pry it from my cold, dead fingers." — Cole D. Walker
The loot system should’ve been a survival element in the game for your character to diligently and tactically in an effort to accomplish or acquired something, not dropped in the middle of combat for instant gratifications. Players spend more time managing cluttering inventories than playing the game and don’t value weapons and outfits because of the ‘loot-drop’ system of disposable duplicates which the player must dismantle to upgrade. Tiered loot-drop during a direct engagement with the enemy sidetrack players from the tactical gameplay aspect of the game (imagine if PVP matches had a loot-drop). At lease, implement a ‘Scavenger-Loot’ system available on the highest difficulty (realistic difficulty) with unique rewards for Tier One operators.
Instead of a tired ‘loot-droop’ from enemies, developers could implement a scavenger hunt for loot where players get to keep weapons found but scavenge for different nonduplicate levels of weapon's parts & outfits to upgrade their gears. Contrary to a ‘loot-drop’ system, in a ‘scavenger-loot’ system, players associate the loot with their own decisions not those of the game. Also, of course, they’ll associate successful scavenger missions with overcoming challenges and something they achieved for themselves, instead of instant gratifications that come with loot-drops out of nowhere.
Developers could scatter all weapons, gun’s parts, blueprints & outfits all over the island in ammo boxes, shelves, lockers, bunkers, crash sites, camps, abandoned sites, and on top of that Ghost Recon Breakpoint have 793 hidden places for players to find. Only items such as ammo, explosives, grenades, syringes, SKELL credits, and water should be ‘loot dropped’ from enemies, and especially when players physically grab enemies, during melee takedown, and for disposing of enemies’ bodies in a stealthy cover way. “You keep what you kill, that is the wolf’s way.” — Cole D. Walker
I am not a fan of the entire weapon/level/loot and grab implementation at all. I felt Wildlands really nailed this part of it. You get a base weapon be it a sniper/LMG/assualt rifle and you gather parts from the world to refit or modify it to improve things like accuracy, handling, range. Heck I would skip missions and side missions and just scavenge parts which were nice side treks in and of themselves. The current system seems too Division like and hurts immersion rather than helps.