The Chests Problem

I have a big problem with system of chest reward and randomize content in these.

In RPGs the chests are a a symbolic reward for discovery and a big element of level design and exploration. They allow the developper to build the progression in giving the good item or any other key items at the good moment in the narration. Those are peak moment in main loot or side loot progression. They allow to build narration by the level design in their placement and their content.

In actual NRFTW’s chest system the discovery of one chest is not all of these. the randomizer and the refresh of those kill all the interest to the figure of the chest. At First find one we don’t understand with they content seems so basic and random. After several hours of game opening a chest is like loot anything else. We don’t wait nothing anymore about them (big or small).

Why don’t make them unique and a tool for the progression of cerime ? The chest, when we know there will be something interesting in it is a wonder moment in a RPG. Why deprive yourself of this ?

They’re should be unique (i mean one opening) with great reward in it. Unique Gear ? Great amount of money ? Unique Recipe ? Lore ?

When we explore area in a first place they should be an engine of our research and curiosity. At the moment we lose all interest of those and we opening them mechanically without watch their content..

It’s a shame because finding and opening chest in a RPG should be a key moment of the adventure (CF: Zelda, Elden ring and many others)

Im not blaming the system of replayability of the area but imo chests are not necessary for make the replayability cool and fun.

Even in the lore and the world consistency that make no sense that the chest are renew and random scrap content.
Those should reward the player who explore and sneak all corner and basement.

Make the chest great again pliz

Maybe is deeper that only the chest system and this is all the looting experience that give you too much gear in random place or moment but that not my point here.

I am in favor, and there are quite a few posts with the same issue

It is a key moment, when you open the big chest. It always gives you good stuff.

There is no reason for medium and small chests to give you good loot whatsoever.

And you prolly have issue cause even tho you say “finding and opening chest in a RPG should be a key moment”, you don’t really find best chests since those are usually quite hidden.

The most secret golden chests are always in the same place.

The rest rotate so that exploration is meaningful and you don’t always go to the same spots…

The chest randomization system is perfect. It encourages exploration every time you farm an area again and forces you to look in every corner. Otherwise, I repeat, you’d always go to the same chests.

The only thing that needs improvement is the loot from the large chests, which is currently not good.

This is not DarkSouls.

This game’s loot system does not need to be or be comparable to DarkSouls.

Having such a loot system would not make sense for this game.

I ask myself what this game want to be ngl