It's only 30% of population that is estimated to get invested in this, no matter how it's implemented. From that 30% about 15% really enjoy it and ~1-3% become addicted. Been studied in casinos probably since who knows when, but really since late 19th. century IIRC, when they started brining in mechanical gambling machines. Mechanic can be brought to other platforms, doesn't change it. If it swims like a duck, walks like a duck, it's probably a duck, simple as that.I think CS554 is onto something here. The mechanics involved with loot and crafting are just too clunky and unrefined to carry much satisfaction. It's between two extremes: getting absolutely nothing (which can only result in components or eddies which just isn't exciting enough to merit that kind of disappointmet) or getting something so good that can make efforts of maintaining gear you like or made yourself worthless depending on how much you invested in your Tech.
Getting tired, losing focus, engagement, they are on other side of it as for some part of population loop effect is reversed and it can be even repulsive, don't have access to those numbers though. But that's why balancing can be quite important. Then if target is only within 30% pool, it doesn't matter but CP 2077 isn't really that product. If they realize that in CDPR or if that matters to them is different matter. At this point, they are on black, it's been awfully long production. I do not have any doubts that they could intellectually pull some more neutral ground between extremes but it's about if they have incentive to do that.
In single player game that enables many ways to solve problems there are bound to be very powerful weapons and that. It's not dedicated shooter, there are far more variables how things work and work like this must work also for crowd outside of shooter crowd. Optimal strategies bringing optimal results... it's perhaps something that is big issue for outliers.