Well you see the problem here IMHO was the absence of thee Merchant in RE5 and RE6...I've got a complaint for ya, the changing of the money system to the point system, and the weapon upgrades to the skill upgrades.
The progression of upgrades started awesome in RE4, then sled downhill more with each game. In RE4 it was extremely fun trying to figure out which guns you wanted to take vs the amount of space you had in your case. The merchant had so many different options of things you might want to bring along, not just lots of different weapons, but attachments for weapons, each one you had to value it's use vs the space it took up. You had to decide when it was worth it to buy more stuff or save for a bigger case, and which guns you should upgrade. Selling things was also a viable option. Ammo too. Say you decided to go the game without using the TMP, as i did my first time. Then, all ammo that you find for it you can convert to extra funds. Finding treasures was also an awesome factor into the game, they could be sold for high prices, and some you could decide if you wanted to wait and combine them or sell them early for a much needed upgrade.
RE5 didn't do it AS WELL, but it still did very nicely. You no longer had to play tetris with your inventory, and you had a case with unlimited space so you could give and take weapons between chapters. This was a bit dissapointing because i liked havin to make the hard space-usage decisions, and being able to expand my inventory. I also liked being able to equip very tangible addons to my weapons like the Red-9 and TMP stocks. This was also where they started you out with maximum health, instead of letting you upgrade it through yellow herbs, which I disliked because in RE4 finding yellow herbs was like an orgasm. The treasures could not be combined, so they turned into a gimmick, you might as well could have just replaced them with sums of cash and had the same exact thing.
RE4 and 5 both kept me on edge for the next weapon though, I distinctly remember how happy i felt when i found some of the new weapons, like an awesome childhood memory. Finding the shotgun in RE4 in the first village scene was just so climactic. It was exactly what you needed to blast your way out of that tight barricaded house, it was just an iconic find. In RE5 had some great ones too. Those silver cases, you remember those? Whenever i saw one of those, it was like running into one of the huge chests on Zelda, you just know something awesome is going to be inside. In both games, I was super stoked after finishing boss and mini-boss fights, because they'd always drop a very tangible sign of my accomplishment. Chainsaw infected in both games would give you something awesome to remember them by, (a ring i think), and El Gigante left a huge pile of money, 15,000 or so if i remember correctly. I would always thing "SHIIIIIIIET, you just bought my pistol some more firepower!" Speaking of firepower, that's also what RE4 and 5 did awesomely. Specific stats and upgrades for each weapon. In RE4, 1 power was the starting power of the first pistol, and based on that i would always calibrate my choices. You don't even know how amazed i was when i got my Red-9 to like 5 power, I was like, "each shot of this is going to blast them like 5 pistol shots all at once," and i felt it too very well, i could shoot an enemy like twice and he'd drop.
RE6 is just disappointing in comparison. There is virtually no inventory, just a list of items that you scroll through. Skill points progress your character, but i really don't feel much of a difference at all. The weapons all seem to blend into each other. Each campaign has different weapons, but i just don't see enough difference between the way they operate. I am just thinking "well, looks like i found the generic shotgun weapons of this campaign... oh and here is the generic machine gun weapon of this campaign." Bosses are now just something to kill so the story will progress, not something i want to unload into because i'm going to get an awesome reward. I guess what i'm trying to say is that RE4 felt like an awesome strategic shooter RPG, RE5 still was like that but not as much, and RE6 felt like an arcade style game; like if i played my save game and my neighbors, i wouldn't be able to tell the two apart.
First of all the addition of the Merchant in RE4 was one of the greatest things ever to happen in RE IMO, it was just a great idea for Capcom to add this guy into the game, he was really something :')
Now onto this gun stuff I have to agree that it was very, very, but very rewarding to customize your weapon and I did very much liked the idea of whole upgrading your weapon to make it a beast, i honestly fell in love with my Silver Ghost in RE4, it was like my baby
In RE6 it was plain lame you found a weapon and that's it... You just kept it forever no actual specific upgrades or anything :/ and it's all because of those stupid skills... Capcom was so into making RE in COD that they HAD to add perk like skills into the game so it can "appeal" to the COD crowd... (including those other COD like features)
I don't know what you guys feel about the skills, but I personally did not like them, it made the game feel weird in way. It just didn't feel right none the less. It also made your character feel like an unnecessary RPG superhero where you have to upgrade him and stuff, "skills" basically and that's not what Resident Evil is about.
Oh yea and it took the fun out of customizing your weapon ^0^ plus the stamina bars thingy was straight up the most horrible addition to game really disappointed with that. If they don't want us spamming melee then why even give us more melee options to use?
I believe they should of kept it simple, the only time where you would able to use melee would be when
1. After breaking free from a zombie grasp you would finish them off by using some sort of bad ass finishing move.
And also...
2 When there are multiple zombies close to you or are in close range you would be given the ability to melee the **** out of all them in Jake's fashion except less Jakeish.
Same with the dodging, the addition of all the rolling and stuff was nice but it would of also been cool if they kept the dodging mechanic from RE3, and RE Revelations in that case being that when you are aiming at an enemy and that enemy strikes you, you have the ability to press a button at the same time of the attack and then being able to dodge it in that precise moment.I like
As for the inventory I think RE5 was as close as a good inventory for a Resident Evil game IMO.
So we carry on...
When I look at the early beta of RE5 they were going to include the merchant in RE5 and I don't remember a lot but he was basically going to have a vast variety of weapons for you to buy for money and it looked very promising until they took him out for no apparent reason, I'm guessing because they implemented coop.
You see what I believe they should have done for RE6 or maybe what they should do for future RE games is that they need to bring him back of course, but like let's take RE6 as an example to show you what I mean.
So in RE6 the Merchant was in the game and he was basically your safe zone like on older RE games, you know when you entered that one room with the typewriter, item box, and awesome music
Now a good idea would be he would be located in secret locations where danger is not present a place where it is very hard to find. (not that hard)
Once you found him (this being early in the game) he would have a a few weapons available for you to buy, buy? There's no money in RE6 right? Instead of having to include money again they would add TREASURES that are located through out RE6 some of them being jewels,rare items, and shinny items ^-^ like those of RE4 where you can combine and sell them to the Merchant.
The reason I wouldn't like money to be include is because it was kinda stupid trying to pick up ammo,herbs,grenades, and skill points at the same time and picking up money would be the same thing. Plus money in general appearing in RE6 in any way is just... yea.
So these treasures would be the main use of buying weapons and you guys have to admit it would be fun finding them like it always has they can be anywhere as long as there accessible.
As you progress on he would have a more and more weapons available to you instead of having to find them.
Instead of finding weapons you would have the chance to be able to find "weapon parts" instead. ( you like that huh? :3)
The merchant would provide you with weapons and weapon upgrades like damage,accuracy,piercing,reload speed,recoil deduction, all that good stuff and you would provide your weapon that you bought with different parts that you find through out the game for example a stock-piece for 3-round capabilities, extended clips, sights,suppressors,scopes, anything that is attachable to your weapon and these extra parts for different guns would be hard to find BUT they would make your weapon very useful in the long run. You would only be able to customize your weapon at the merchants shop, I don't why but I like it that way.
Not only that but the glorious ITEM BOX would make it's return Where you can store other weapons you've bought, weapon parts, ammo, grenades, healing items, and of course treasures for you to take out anytime you cross paths with the Merchant again.
But I also believe it would be nice to have a replacement for the typewriters... Let's say you being able to save your data using little memory chips on your phone? Or maybe even a laptops?
And that my friends would probably be a great potential solution for customizing weapons, looking for treasures, and I guess the melee as well but most importantly the customization option for weapons.