How much consideration is being put into the depth of loot tables to ensure that there is a healthy enough variety? Beyond just setting up the tags, are we going to be looting the same five items over and over again in a place?
TL;DRLoot variety is up to the designers, who use tags to filter the items that can be looted and can be very specific or open, instead of using traditional percentage loot tables.
That's entirely down to the designers setting up the areas, setting up the missions. It can be as varied as they want it to be. At the moment, just early stages of development, we've got 2,600 items that can be looted. And yeah, the designers can use the tags to filter down which ones of them should spawn where, when, why, all sorts.
I think this is a major difference probably from what we get to see in other games, where you get a loot table: this is the loot table, it's the chance that each item has of spawning into that chest. We've gone a bit different here, where it's based on what the designer puts. A designer can actually put on a crate just 'Behring green pistol'. And pretty much that crate is only going to spawn green Behring pistols, if the pistols are tagged correctly with green and Behring and pistol. So those tags can be very detailed, again, from a color to the actual manufacturer, to the type of weapon, to whatever we want to say about that pistol. So semi-automatic: we can say only semi-automatic weapons in this way. Or we can just leave the containers like, yeah, spawn whatever. It's up to the guys building the content. The system is made in such a way to be very flexible for this. Generally, we're going to try to make sense of it. And we don't want beating hearts spawning in an underground manufacturing facility. It makes no sense. So this is up to us to filter out the things that don't make sense, because otherwise it's going to be silly. It's going to look like a circus if you can get, I don't know, guns in a kid's playground. It doesn't make any sense.