I guess it depends on your perspective and how you report the information:
How we got here......
After patch 1
- C
arnivore damage was increased and HPs were reduced to prevent long fights but keep the risk in balance.
- To compencate for the change a 'threat' from the carnivores, the drop rates were increased.
- I think in a patch, Herb hit points were increase to prevent the Carnivores eating them all too quickly and ending up with a mob imbalance on the plant/planet.
Net effect - Low HP carnivores - the prefered prey of the Elem magic user - have now become seen as the norm.
How they can change one piece of this complex system and not create a new issue else where, I am not sure.
Increasing Herb drops - will make the risk vs reward on the Carnivores less.
Reducing the HPs on the Herbs - will return us to the point when the Herbs can't stand up to the aggro.
Increasing the HPs on Carnivores - will return us to the point where you can't melee Carnivores. (the patch 1 out cry)
There is an imbalance in the materials system, but I have a feeling its deleberate!
Carnivores tend to drop more clips and suffing than armour shell. However the armour crafting world needs them in quanities the opposite way around. Thus generating waste. I don't see why this is 'wrong'.
I would love it if when I went hunting I could kill cuttlers and get the correct propotion of Armour Shell, stuffing and clips. Then switch to Timis and get loads of linning. (An Armour crafters dream, guess its also the same for the other crafting trees too [one missing piece
scenario])
But this would 'feel' wrong ... too much like a game
Guess I like the querky feel that I get from the game being quite 'realistic'.
However - something that would encourage the hunting of Herbs to bring it into line with the hunting of Carnivores would be nice.
My solution -
Homins! Don't think XP
efficiency. Don't think in terms of levels. Hunt for needs and fun!
*bows*