A week ago today I halted building out a new zone as I was working on populating the NPCs and their drops, ended up going down a rabbit hole that ended with me completely rebuilding the combat system. To the player it's not particularly different but the math behind it is completely new.
My first system depended a lot on fancy curves, factors , coefficients etc to try to have Attributes scale appropriately across different values and level ranges. Lots of game work themselves into a corner with the math and usually no way out other than number bloat. I also was noticing that I without intention was turning the game into a loot carousel and I really didn't want that. Those types of games you just plow through gear and you care nothing about it, it comes and go so quickly that it doesn't feel impactful.
I'm not going with a system where Attributes are more impactful (EQ never escaped this issue and rendered attributes meaningless) but that means I need to make them more predictable and controlled. I am removing attributes from gear, classes each now have a data table of attribute increases per level that are fixed. Combat formulas are now driven by variances rather than their raw numerical value. NPCs have a baseline. So for example chance to hit a melee attack is based on the attackers dex versus the defenders dex but the game calculates the variance between the two and determines the % chance prior to the random roll.
There is a battle between two elements, you need the steepness of mob strength to be high enough that a player can't venture too far out of their current range, but if it's too steep then the player can struggle to fight each subsequent level NPC without boosts to their strength. If I want gear to matter then I can't just give the player that increased power just from leveling but have to account for loot sometimes not being acquired because of randomness either of die rolls or the players behavior.
I believe I have a more workable solution that will scale better over the level ranges. Kind of frustrating to be back testing early levels again but hopefully makes for a better result in the end and I can get back to more content.