@junkrolandpoopedout
Yeh. No. If you've played the game you know that a level 200 is getting purple every time. The small probability of getting a brown is the exception that proves the rule.
More importantly though, it's crap that a lvl1 opens a cabinet and finds a 4 wrench but a lvl200 finds a 600. It's dumb. Levelled loot /can/ work, as a piece of the balance puzzle, but as a system on its own it's dumb.
Leveled harvesting makes sense. On board with that. Levelled loot not so much.
I agree to some extent.
I can see the idea behind the current loot, the fact that being low level means low level items and high level means high level items seems balanced enough.
However, I think it carries too much weight in the current system.
Personally, I hope that one day we can have a system that's more dynamic in general. That is a loot system that has some way of accounting for where the container is (I'm thinking something similar to the districts we have for cities), as well as some area based difficulty that factors into it. That way there's a risk and reward aspect, as well as logical places to go looking for certain items.
There are currently POI with decidedly higher difficulty & gamestage, but what if these POI could also have higher odds of rare or high quality items?
What if certain districts had different odds for items?
They could, to some extent, do this in how they design their POI, moreover how they design the containers and their layout. Of course, the challenge here is bloat, as this would give us a bunch of nearly identical containers with different loot lists, which would take up a lot of block id's and make the loot table massive.
They could also redesign the loot lists in general, so that this is done through logic & in a dynamic manner. A sort of smart loot system that is intricate, so we wouldn't need a ton of similar blocks and lootlists to achieve this effect. Rather it would account for the district / group a POI belongs to. However that could be a lot of effort to implement, and could turn out to be a large system that's a lot of work.
But yes, I agree that leveled loot should only be a piece of the puzzle, and not the basis of the entire loot system.