DownClan
01-05-2017, 03:10 PM
Currently, the majority of collectibles drop from collectible nodes in dungeons (and dungeon-like landscapes). The type of item is controlled by the type of collectible node, combines with the effective level at which the instance was opened.
People who "farm" for collectibles thus will always run the quest on the lowest difficultly that still puts the quest in the appropriate level range for the collectible(s) they are after. Famers typically try to avoid anything like "combat" which might slow down the rate at which they can repeatedly enter the quest, hit the collectible nodes they care about, and then exit and reset the quest so they can repeat.
My suggestion is to make it possible for MOB's to drop any level-appropriate collectible. Currently MOB's will drop treasure bags, but the bags are limited to "cultural" collectibles only, and even the determination of the level of the cultural item dropped is hard to plan for. Thus, nobody farms MOB kills for collectibles, they only farm collectible nodes.
My suggestion is to increase the chance of MOB's dropping treasure bags by 50%. That is, if a MOB currently has a 2 in 20 chance of dropping a treasure bag, I would make it a 3 in 20 chance. I would then make any treasure bag that the MOB drops have a 50% chance of using the current system for MOB treasure bags, and a 50% chance of acting exactly like an "adventurer's pack" collectible node for the CR of the MOB.
This means that players who over time kill lots of MOB's and pick up the MOB's treasure bags, will be collecting level-appropriate crafting materials. The more MOB's you kill, the more crafting collectibles you get. As opposed to the current system, where getting more crafting collectibles involves deliberately avoiding MOB's because they are a waste of time.
People who "farm" for collectibles thus will always run the quest on the lowest difficultly that still puts the quest in the appropriate level range for the collectible(s) they are after. Famers typically try to avoid anything like "combat" which might slow down the rate at which they can repeatedly enter the quest, hit the collectible nodes they care about, and then exit and reset the quest so they can repeat.
My suggestion is to make it possible for MOB's to drop any level-appropriate collectible. Currently MOB's will drop treasure bags, but the bags are limited to "cultural" collectibles only, and even the determination of the level of the cultural item dropped is hard to plan for. Thus, nobody farms MOB kills for collectibles, they only farm collectible nodes.
My suggestion is to increase the chance of MOB's dropping treasure bags by 50%. That is, if a MOB currently has a 2 in 20 chance of dropping a treasure bag, I would make it a 3 in 20 chance. I would then make any treasure bag that the MOB drops have a 50% chance of using the current system for MOB treasure bags, and a 50% chance of acting exactly like an "adventurer's pack" collectible node for the CR of the MOB.
This means that players who over time kill lots of MOB's and pick up the MOB's treasure bags, will be collecting level-appropriate crafting materials. The more MOB's you kill, the more crafting collectibles you get. As opposed to the current system, where getting more crafting collectibles involves deliberately avoiding MOB's because they are a waste of time.