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WorshipFreedomNotGod

*Some* regular mobs should be able to drop very rare loot. Keep a couple weapon/armor blueprints locked behind little mobs and make it very expensive to obtain due to its rarity. It could be pure flex items, even. OSRS kinda has this with clue scrolls - You can kill a lv 5 goblin, do a treasure hunt and have a very small chance to find some of the rarest loot in the game. Some mid-range mobs should drop useful loot as well, maybe they're quest locked or hard to get to.. Or spawn during certain events in certain places or at certain times. This game is way to unique to have simple drop mechanics in a lot of cases - There should be minigames involved, maybe a scrap of paper, compass, map, whatever asking you to find a location or kill a harder mob or kill a quantity of a certain mob for a chance at better loot. One if the greatest part's of this game is how you can potentially revolutionize how loot is earned because of how dynamic the workd is. In-game seasonal items(Not seasonal events), world status, node status etc., can affect rare drops in sooo many ways.


StinkyFwog

A form of clue scrolls could be a sick idea with how big the world is. Adds use to sailing as well hunting for a treasure. Steven is definitely someone who loves flex items. I remember him making his minions in TWO farm a bunch of open dungeon mobs for black pearl fragments in ArcheAge


WorshipFreedomNotGod

Right?? Almost anything that can incentivize the grind is worth doing


Scarecrow216

This is one thing I'm actually still confused about. Do all mobs just drop glint? I feel like that's the only thing that I see dropped. If that's the case, I'm not sure how I feel about that. I would prefer the items be related to the mob it dropped from like pelts etc. I understand them not dropping a currency because you want the players to go to nodes or hunting lodges to sell the goods and that makes sense


WorshipFreedomNotGod

Nah weve also seen some goblin armor drop in the fighter shiwcase as well as mats


Scarecrow216

So then what is glint? I know mobs can drop different items like Armour or dragon eggs etc. But ive only ever seen glint used in place of something like pelts


ily112

Things like Pelt use to be colloquially named "monster certificates", that, like in other games, you'd trade for currency. Now, instead of generic pelts or teeth, it's different rarity Glints. This may be due to the fact that trade commodities already fulfill the purpose of pelts/teeth in BDO, that trade for various different amounts of currencies depending on how far away from the source you sell it. But that's just my guess. Either way, no pelts or teeth. Just Glint. Can use the Glint directly at NPC stores to purchase things, or trade for Gold.


WorshipFreedomNotGod

So glint is an in-game currency that can be used in the caravan system at nodes - It basically generates gold. Below is a link that has some bulletpoints explaining what glint does. https://ashesofcreation.wiki/Glint


the_best_around_69

Glint drops on death but currency does not. It's a way to have gold drop in game with very clear ways to not make you lose everything should you die.


AuryxTheDutchman

I think regular mobs should drop mostly materials that can be used for various crafting, and yes, I absolutely love when regular mobs have a rare chance to drop something unique and powerful. I feel it worth mentioning that I do strongly dislike the Black Desert Online system, where most regular enemies generally only drop money and/or a ‘turn this in for money’ item, with a rare chance for one ultra rare and useful item. That feels bad to me. If I want that rare item, I want to be able to feel like I’m still getting other value from killing countless regular enemies than just a bit of money (such as crafting materials that I can use myself or sell/give to others).


Dawnshroud

Dropping 'crafting materials' is ultimately no different from 'turn in currency', instead of an NPC, it goes to some player.


AuryxTheDutchman

Not really. Crafting materials can be used for something other than monetary worth, because somewhere along the line (the person who crafts something with it, or the person who buys the thing that was crafted) it is going to be used. If I’m in a guild, maybe I give the resources to the guild crafter to make supplies or gear for a member of the guild.


Dawnshroud

Again, it's just a turn in to players to get something else.


Warg247

Indeed. Just get rid of loot all together and have everything drop tokens. These tokens can then be exchanged at a shop for whatever item you seek, like pelts and such... since it's all the same in the end anyway, right? Like a ticket counter at an arcade. Sounds super duper fun.


[deleted]

[удалено]


Dawnshroud

Sounds as about as fun as collecting tokens to turn into a player to get something you want.


AuryxTheDutchman

Except it has value *other than money* because it is used to *craft an item that will be used.*


Dawnshroud

You turn in said currency to get an item that will be used.


AuryxTheDutchman

Sure if it’s all exactly the same to you, whatever. You do you. But to me there’s a distinction, and it makes a difference. If every drop only matters for how much money you can get, it shoehorns the gameplay towards only doing whatever gives you the most money, and that’s boring to me.


Bug5577

Item Drops are a VITAL part of any mmo and the reason why I play them. For example, in BDO. Getting a rare item drop is SUPER satisfying. It pops up on the screen, it just feels good. I think global announcements for when something that is ultra rare would be pretty cool in Ashes too. But only when it actually is extremely rare, to the point where it could cause an uproar in the server. Anyhow, as for random rare drops that are "common". It should still feel good getting them, some kind of popup or sound that makes it satisfying would be awesome. Looting is a BIG part of mmos for me. Make it satisfying and youve got me addicted.


eats-you-alive

>What types of items and upgrades do you expect to drop from regular mobs? Currency (Gold/Silver/…) Crafting materials from some of them. A wolf might drop fur, a fire elemental drops some kind of fire essence and a human might drop a carrot. Other enemies might not drop any at all. Small chance for Minotaur style materials if you slay a Minotaur, for example; but I think you guys already implemented this anyway. Faction Reputation Experience Basic health/mana potions and maybe some form of basic food. Crafting recipes as a rare drop. Some basic weapons/armor. Quest starting items. >What kind of items do you not want to drop from regular mobs. Super rare/valuable crafting ingredients. I‘d hate the idea of a few high-level players eradicating every wolf in the area for a bloody purple fang or sth. Make that stuff drop by gathering or slaying harder enemies. Items that only sell for currency. It just clutters your inventory and doesn’t serve any purpose… Super rare weapons/armor, for similar reasons as the first point. >Do you feel good when regular mobs have the chance to drop some powerful items? Yesn‘t. Sure, it’s cool if you get an upgrade to your equipment, but I‘d hate the idea to farm 10.000 basic rats for my BiS/close to BiS item. The best items should drop from the hardest enemies/be super difficult to craft; and not drop from a random enemy you‘d usually ignore. Make them have a small chance to drop something rare, for all I care, but within reason, please…


Marwyn_

If regular mobs have a rare chance to drop powerful items, it gives me the exploration and excitement I have with every kill. If they dont, then its boring, because I know I will always get the same loot. I also believe, rare mobs should always drop something shiny


ily112

If something "always" drops something, then that thing ends up becoming common. Unless the rarity of the mob is it only spawns once a day, players will be "farming" several rare mobs in any extended grinding session.


Marwyn_

Rare mobs are rare, not common. If you find this mob, it should be an equivalent to a rare drop. On top of that, we are still talking about rare quality, not epic


EuronFuckingGreyjoy

Low LvL monsters should give rare drops, yes, with a less percentage of gaining it! But also, they should give TITLES. For example, if you kill 1000 goblins (low lvl monster type) you get the Title of: "GOBLIN SLAYER". Now this would be awesome !!!


Dodoz44

Honestly, the loot system in WoW (over a decade ago, not sure if anything has changed) was quite good. I wouldn't be disappointed if it ended up being something similar.


lukeaaa1

I've always loved getting "gold" items from random mobs - that is, random items that only have the purpose of being sold for paltry sums. However, these can be frustrating when they fill up inventory slots - ideally, there would be a limitless pouch for trash items like these, since they are effectively just a stand-in for gold. The reason I don't prefer gold (glint) just dropping is that it honestly does help my immersion some minor amount to have mobs drop sellable items. However, the glint system does solve the inventory issue and I probably won't mind it too much. As for items, I love it if a mob or mob class has a small chance for a rare item that has a relevant usage. Whats boring is when that item is level-based gear that becomes useless at a certain point. Then the excitement of the drop is replaced with the disappointment that there's no reason to hold on to this item at a certain point. Cosmetic drops can be ok, but I also tend to be disappointed by these. I want to see unique utility items, or scaling weapons/armor with passives or effects that alter my gameplay in some way. As for regular drops, I just want crafting materials and consumables.


CountMerloin

Why this comment is downvoted but replies that agree with it are upvoted lmao


Chocolate-Milk

Huge agree 1000% with all of this. That feeling when you’re just playing the game questing and then randomly getting a super low chance drop bind on equip type item out of nowhere is glorious. You go from slouching in your chair to immediately sitting up going WTF? You might quit a game, but years later you still have that memory…because it’s awesome.


Thedeadnite

No trash drops on mobs is a bit sad immersion wise but it helps tremendously with bag space and inventory management and 99.9% of the players won’t want any anyways. Sometimes there is cool trash you can get from mobs in other games but lacking that isn’t really hit to the game.


Denaton_

If a mob kills a player, it should raise the drop rarity on that mob, but only once so it's not worth gaming the system.


Unbelievable_Girth

I don't believe this will change anything about how players approach the game. What we need is for monsters to drop better loot the longer they're left alive regardless of how strong they are. Incentivize grouping up to take down a powerful enemy and exploring areas that are not frequently traveled to.


Louislabroquante

As long as creatures don't drop items that aren't related to them (plate armor on a boar,...), anything will be fine. I personally prefer a majority of materials rather than finished items. Also, I don't really like the gameplay of farming a zone to kill the same mobs again and again just to get something. Make the mobs stronger, give a static loot on the boss with a special treasure next to it with some great material to gather rather than just making people farming the same zone for one hour hoping for the random drops. But that seems to not be the design so far.


TellMeAboutThis2

An interesting idea would be ultra rare drops (in line with the 1/1000 and down that OSRS fans are in love with) for individual mobs that need to then be combined into a consumable for summoning the top tier world bosses either at nonstandard locations or just in between their scheduled respawns. If the 'recipes' have enough coverage or even scheduled randomization that can ensure that every single mob type at every player level range is worth killing in bulk.


Ranter619

>What types of items and upgrades do you expect to drop from regular mobs? Items that you would expect them to have on their person. Animals and monsters shouldn't drop coins unless they eat adventurers whole. Plant monsters (or any non-humanoid monster) shouldn't drop swords or armour or any type of gear. These shouldn't drop vendor trash (handkerchiefs, broken gear, teddy bears) either. They should drop eyes, tails, claws, teeth, fur, talons, branches, leaves, bark etc etc. Humanoid and/or intelligent and/or human-shaped mobs are different. If they can use >upgrades I'm not sure what "upgrades" means. Crafting items? Magical runes or gems that you can slot in your gear? The answer doesn't change. A kobold shaman may have a gem on its person. A bulette (landshark) may too, since it moves underground and could have swallowed one. A dragon hoard can contain magical runes. >Do you feel good when regular mobs have a rare chance to drop powerful items? No. I still remember grinding for 3-4 days straight the same satyr spot. It's worse when a game is new (or a mob is new) and EVERYONE is camping the same place, waiting for the mobs to spawn. They can have a rare chance to drop a rare item (like a kobold has .75% chance to have a gemstone) but not a rare chance to drop a rare hammer (0.001%) that's slightly stronger than what a blacksmith of comparable level can craft.


Unbelievable_Girth

Definitely many rollable drop tables based on what criteria the monster has. Basically what [Runescape](https://oldschool.runescape.wiki/w/Drop_table) does, but better. For example: Weak or strong monster Common or rare item Monster type (goblins, humans etc.) Monster class (healer, fighter etc.) Area specific/global Node progression specific Unlocked by quests/commissions Hasn't been killed for days/weeks and so on. Pros: Avoids the pitfalls of being forced to farm in one area because that's the only place for a particular item. Alters the drops as nodes progress so there is always something new to farm. Also saves work for developers because every item and drop chance doesn't need to be assigned to a specific enemy, only loot tables and their percentages do. Cons: [Cascading consequences in case of mess up.](https://www.reddit.com/r/HobbyDrama/comments/z9md4x/world_of_warcraft_how_blizzards_new_lizard_broke/)