So, the initial question in the OP of
this post from the Devs is a little hard for me to interact with, without checking on some stuff that people would expect or dislike.
If you have
specific opinions about how these drops should work or
develop specific opinions through reading or participating in this thread, please please make sure to go put them in that Dev Discussion thread, it's very important to Intrepid. If you don't have strong opinions yet and don't mind discussing/arguing it out with me, read on...
Simplicity vs Immersion
I don't think this
has to be a fight between conflicting values/design goals, but it really depends on who you're talking to, right? All I know is when 'a thing is too simple for me to enjoy it', and obviously, for some people, there must be a 'too complex for them to enjoy it'. I spend a lot of time trying to figure out how to simplify stuff in design without losing the essence of it. So, while I'd want Part-Break/Abyssea Proc System levels of complexity personally, I know not everyone wants to have to coordinate all that, and definitely don't want to have to do it for mobs that they already outlevel or can lowman, i.e. 'anything below the higher echelon of bosses. The part of this I care about discussing is basically
'how okay are people with conditions that make you have to do something to get a specific drop from a mob, assuming that it has a different 'more generic' drop on the same 'loot roll' if you don't do the thing?'Economy vs Streamlined Experience
This is separate, for me. And in this case, I definitely believe it's a fight. If you streamline drops/paths to good gear, even with varied builds, the economy suffers. So I personally never want two mobs to drop the same gear. I don't want them to drop similar gear. Technically I don't want them to
even drop gear. I say let us craft everything and let the market decide. I've seen a lot of 'support' for this sentiment on forums but my question is something more specific today:
If mobs have a chance to not drop anything unique, but are still really rare to encounter in the world, is this a good or a bad thing?
My own answer to that is covered next.
Defending Ring vs Pixie Earring
FFXI reference. Certain mobs basically have two drops in the same slot. You can only get one or the other. One of them is known to be very great, and the other is basically 'standard gear for the level'. I vastly prefer this personally, and I think it can work better in Ashes than in most games that do it because other games need to do things like make the 'common' drop Bind on Pickup so it doesn't lose all market value. Ashes could let us 'deconstruct it to get the recipe for it' instead, have Artisans learn to make better ones, etc. But I don't know how this affects that dopamine hit that some people get. I would figure it works the same, but I don't actually know since I don't feel that as much as most. I do hate fighting a boss and getting nothing, though, even when the boss is fun, in economically competitive games. I'll spare you the biased essay on why I think that design type sucks, but I'm happy to read 'em.
Is it important for you to have mobs that can be defeated yet drop nothing, or drop nothing unique, on 90% of kills?
Basically, would you
hate a system where most or all boss/elite mobs always drop either X or Y. Tumok drops either "Bespored Ash Wood" rarely or "Tumult Mushroom" in the same loot roll slot, but never both, and if so why?
Once again, if you have strong opinions on how
exactly drops should work, Intrepid needs those, they made a thread. I'm reaching out to the 'I didn't think about that much' people, and I guess 'the people who like discussing stuff with me'.
Thanks as always.