Not really the point. The unimaginative and tired game mechanic of "just do anything and wait for the dice to roll in your favor" is the point. Let me work for it! Let me earn it! Don't just give me a system that boils down to little more than login and wait for the server to roll dice.
Here's an example of how RNG could work with the Mastercore system (I'll even do it in such a way that doesn't require any new assets or content):
- Mastercores are mined by the Cabal. You must defeat high-level Cabal leaders to steal their Mastercores. When these high-level Cabal are defeated, there is a reasonable (say 1 in 10) chance that they will drop a Core. That core can then be applied to a weapon to grant Orbs. There is also a 1 in 20 chance that the core might have a modifier, like +1 range or whatever. OR alternatively, you can apply 5 Cores to a weapon and choose the stat you want.
This could even be expanded to allow rarer Cores that drop randomly with higher modifiers, exotic cores that add perks whatever. Or it could even be enemy specific. Maybe the Fallen drop movement specific Cores and the Cabal drop Resistance Cores. Lots of room to go here that still involves a random aspect, but gives the player more authority over the outcome.
The difference here is player action matters. If I want Cores, I know I can go find some Cabal bosses and get to work. It's still random, in that not every one will drop a Core, but it's a path I know that will eventually lead to my goal without being so vague as to be literally anything in the entire game with unknowable odds.
And, once I get that random drop, I can CHOOSE how to apply it. I can build the weapon how I want, It's a thing I can choose to use now or later. It's a thing I can choose to apply to a different gun that maybe I wasn't considering. It's still a random drop with possibly random stats and modifiers, but suddenly it becomes my choice how and when to use it. It's not just random trash being turned into random numbers being thrown back in the trash.
Action leading to predictable result with a reward that remains useful even if it's not necessarily the thing that was desired. All with comparatively minimal coding changes.
And that's just off the cuff from someone who's never designed a game in their life. It's really not that hard to imagine BETTER systems that still respect the RNG nature of a loot-based game. Most other game developers have done it.
[Caveat: I don't think that farming mobs is a particularly great system either, it's almost as unimaginative as "do random things and random things happen!" But it is a system that gives the players agency, and that's MILES ahead of anything in D2 right now.]
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