In fact, the current weapon usage requirements are completely distorted. You don’t understand the game well, so you only see the surface. Imagine how many attribute points does Elden Ring have? Players can easily reach level 100 or even level 150, in this case. Elden Ring still does not have so many high-demand weapons, and you set up countless weapons with 42 ability requirements when there are only 87 attribute points in the game, which leads to only a few choices for a school. This conflict and error actually stems from the essential conflict between the soul series and the dark series, and the combination of randomness. If you use random item mods, the problem of Elden Ring is also very serious. Most of the weapons you get cannot be equipped or used at all because they do not meet the usage requirements. Therefore, Wicked’s process of obtaining items needs to be greatly improved, and the attribute values should also be greatly improved. For example, lower the usage requirements of most weapons, and then mark their basic values and attribute compensations, and divide them into sabcde like the soul series. The current attribute restrictions are not the other paths you are exploring. It is a completely early version of the soul series weapon attribute design. Compared with your design, the weapon attribute design of the soul series is a completely superior replacement on the same path.
There is also a need for some concessions in terms of randomness. For example, when launching something like a main attribute treasure chest, they don’t necessarily have to have a different appearance. You can just change the color of the box and add an icon. The probability of these treasure chests appearing is lower. I think it is more appropriate for players to only find 2-3 after going through all the plots. Of course, they can also appear when you play repeatedly in the future, which can increase the player’s desire to explore. The items in the box will detect the highest main attribute of your current character, determine it as the main attribute, and then will definitely drop equipment related to that attribute. In addition, the probability of killing a specific enemy to drop the equipment worn by that enemy increases. For example, if we want the clothes of Stan’s mercenary, then the probability of all Stan mercenaries dropping related clothes increases by 20%. This not only retains random drops, but also gives players a certain target bias. In addition, it is best to set the probability of some monsters dropping blueprints slightly higher, such as monsters that drill out of the ground. In other words, slightly increase the connection between equipment and corresponding monsters. And through some notes or prompts in the game, secretly remind players of the existence of these mechanisms many times.