Not really that.
Item bloat is one thing.
Essentially the average loot is solved by generating thousands of items and having thousands of chances to get something good. Technically its the best form of RNG because:
1. You are not limited to X number of trails like weekly bingo lottery in systemlands.
2. It evens out players based on time spent multiplied by juice (quant + stuff).
So the problem of item bloat (aside from deferring currency) is pretty simple, the more you squish items the more uneven players will be.
Think of it this way, a you have 10 people and give each of them a scratch card with 100 chances to "win", where the max payout is $1 000.
Reducing this bloat too much means giving them a scratch card with just 10 chances to win but the max payout is $10 000.
First way pretty much everyone will be (assuming 50% chance) ~ $50 000.
Second way you will have much higher disproportion between lucky and unlucky people.
https://www.wolframalpha.com/input/?...+success+50%25
See the distribution.
So its not easy to solve but possible.
Now the other thing is itemization.
Loot can be extremely good and extremely bad. Meaning the difference between a complete trash and mirror tier items is astronomical in both value and chance to get.
That makes loot on the ground basically trash.
So the idea here is to make loot better ON AVERAGE, by removing terribad mods and weighting slightly higher tiers on higher bases. This will have impact on economy.
But instead the average value of dropped item being 0.1 chaos, it would be like 0.5c.
Deferring currency is ez to solve (aside from server possible issues)
Low tier currency drop 20x less frequently but in stacks of 20 (scrolls), mid tiers in 5, chaos tier in 2, and everything above = no changes.