Quite a few people on Discord wanted RNG to be removed from weapons. Their arguments were always the same: it was seen as bad for balancing (having the same sword deal a different amount of damage, or offering different focus gain or stamina cost). Others found it frustrating and “not fun” to grind even more just to get the “perfect” weapon.
At some point, Thomas/Moon gave in - or was convinced - but as a result, all randomness was completely removed from weapons. Suddenly, every Scimitar had exactly the same stats. Even worse, entire weapon categories were harmonized too - meaning, for example, that all Curved Swords ended up with the exact same stats!
Sure, the same group of people who had complained before was likely very happy with this change. But from the perspective of exploration, realism, and long-term motivation, making all weapons (e.g., all Scimitars) - or worse, all weapon categories (like Curved Swords) - exactly the same stat-wise was, in my opinion, a real step backwards.
I’m not one of those “min-maxing” players. I loved that one Scimitar could be different from another… just like in real life. After the change, a lot of my motivation to find gear was gone.
“Oh… a Scimitar… who cares – it’s the same as the other 12 I’ve already found. But wait… what’s that… a Cerulean Blade – never mind, it’s just another Curved Sword… they’re (stat-wise) all the same now.”
Why not group all stats in the RNG - so that Damage, Focus gain, Stamina cost, and Weight vary together, for better or worse? Maybe even introduce gear crafting grades, like “poorly crafted”, “average quality”, “well crafted”, and “masterfully crafted”, and tie RNG to these grades? This would even fit perfectly with the crafting system. Using a top-notch (silver?) blacksmith’s hammer? Great – that will increase your chance of crafting a better weapon.
Or just reduce the RNG range. Instead of 5–10 Focus gain, make it 8–10. That would still lead to some variety. Or - if nothing else - keep the harmonized weapon values, but not across entire weapon categories! Why should a Rusty Kopesh have exactly the same stats as a Scimitar? After all, they still have different move sets!
Maybe the old RNG system wasn’t perfect. Maybe the differences were too large, or the wrong stats were randomized. But harmonizing everything was, to me, a missed opportunity.
“Details matter,” as Jack Reacher used to say . And details like these, to me, make the difference between a great game and an outstanding one.
Or, as someone on Discord put it:
“Everything has to be balanced.”
How about: “It just needs to be fun”?