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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Cash from monsters
ArchivedUser
Guest
So heres an idea i had. What if the money that monsters drop upon death goes down every time you lv up to a point where they stop dropping money at all. This would add value to money and the economy where at a certain point the only way to make money is through quests, trading, tasks or thievery. Of course the downside is that it could become fairly easy for the rich to start dictating the pace and direction the world moves in but hey thats what sieges and robbery is for
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Comments
I think it would add value to rare or high grade items. Using your brain to earn money or hard work to gather and trade would make obtaining the item you want feel all the more satisfying. It could be a simple method to making end game material valuable and at the same time make it challenging to obtain while not making the process too grindy or repetitive. After all not getting money from monsters forces a player to be creative and find many new ways to earn some coin.
I hope all drops are tied to the mob that drops them and make some sense. No swords dropping off wolves, no armor dropping off bears.
I don't think that everytime you kill something you should get loot either. Have a potential loot table but on that loot table there is an option for NOTHING.
Also @nabler i agree. I think there should be around a 20-30% chance that there are no drops. Of course you can make this portion realistic too as in killing a boar will always 100% drop boar meat at least cuz where else would the meat of a dead boar disappear to? Then again maybe a mage was fighting the boar and turned it into ash?
Then have a crafting/harvesting class that's defined as "Hunter" and the pieces that come off of creatures are either higher quality, more of them, or a larger variety.
This would allow there to be a dynamic economy between players for the components required for crafting. As these can be anything from bone and sinew, to teeth and fur which can be components in any myriad of other crafting skills.