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.