Such as no random drops, 100% crafted or story/level obtained items? Those games do exist, but I can't think of any off the top of my head in this particular subgenre. Random item types and randomly rolled mods on said items is a feature that goes along with this subgenre.rusty_shackleford wrote: ↑ March 16th, 2024, 04:09Alright, hear me out.
You have items that aren't randomly generated crap but items that had thought and time put into their design and a reason to exist in a specific place or on a specific character.
What attracts people to these types of games varies. The OCD gambler types enjoy sifting through piles of shit because they might possibly miss that 1 in a million item if they don't. They're people who're incapable of realistically accessing probability, and instead of basing their approach on a realistic here and now, they're more concerned with "what ifs".
The reason I like it is there isn't a subgenre of RPG where player choice has a bigger impact on success or failure. if my choices are smart enough, then I'll be able to roll with the punches that RNG throws at me, which is an uncertainty factor that makes a player have to adapt, providing the game is sufficiently challenging. Loot filters as robust as LE's allow players like me to remove the ass from the pie, and be perfectly content with the possibility that I could miss out on a 1 in a million item I could filter out by mistake.