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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Dynamic reward tables and world populations
Dalenor
Member, Alpha Two
So according to the roadmap dynamic reward tables and populations are (likely) already implemented into the game. Has anyone tried to pay attention to those systems?
Personnally, I have a theory that mobs give way more loot when they haven't been killed for a long time. I used to grind in quite heavily player-populated areas (around Winstead-Miraleth) and mobs would very rarily drop more than a few glints. I then started exploring the world and tried killing a few mobs in very remote places. I immediately looted 2 pieces of gear (never had any before) and the glint per mob was 2-3 times as much as what I used to get from mobs in busy areas.
Of course there's a chance that I was just suddenly very lucky, so that's why I was wondering whether you guys had a similar feeling. Overall, I think such a rule is beneficial to the game, because it incentivizes players to stray from the path and really explore the world.
About the dynamic world population, I didn't really see mob spawns changing over time for a given location but I also didn't pay that much attention tbh.
Personnally, I have a theory that mobs give way more loot when they haven't been killed for a long time. I used to grind in quite heavily player-populated areas (around Winstead-Miraleth) and mobs would very rarily drop more than a few glints. I then started exploring the world and tried killing a few mobs in very remote places. I immediately looted 2 pieces of gear (never had any before) and the glint per mob was 2-3 times as much as what I used to get from mobs in busy areas.
Of course there's a chance that I was just suddenly very lucky, so that's why I was wondering whether you guys had a similar feeling. Overall, I think such a rule is beneficial to the game, because it incentivizes players to stray from the path and really explore the world.
About the dynamic world population, I didn't really see mob spawns changing over time for a given location but I also didn't pay that much attention tbh.
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