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Re: Herbivore Drops

Posted: Sun Jun 19, 2005 5:19 pm
by vguerin
iwojimmy wrote:one of the early patches reduced herbi drops vs aggro drops, in the theory that there were more herbis than aggros. Unfortunately, people farm aggros much more than they do herbis. I have been on one or two timari or madakam hunts, but my usual prey is Ocyx, torbaks, and now jugulas.

Herbivores we have now just dont give enough xp to be worth hunting at high levels... we need something like lvl 260 herbis :D , then we might start seeing them on the shelves
You hit it on the head... they lowered the ratio of mats dropped compared to aggro mobs and then made the mobs not worth hunting for XP. This altered the market, probably unwittingly...

Re: Herbivore Drops

Posted: Tue Jun 21, 2005 11:01 am
by ilthor
Leave the herbies alone! They are peacefull inocent creatures that shud be protected as part of the Atysian environment.

:p

But they did increase Xp on some herbies recently...

Re: Herbivore Drops

Posted: Tue Jun 21, 2005 12:47 pm
by borg9
I guess it depends on your perspective and how you report the information:

How we got here......

After patch 1
- Carnivore 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 :P

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. :D

My solution -

Homins! Don't think XP efficiency. Don't think in terms of levels. Hunt for needs and fun!

*bows*

Re: Herbivore Drops

Posted: Tue Jun 21, 2005 1:55 pm
by rushin
i see your point that increasing mat drops on herb's would reduce the risk/reward on scary many fanged things. Is that such a bad idea? As things go now everyone and their yubo hunts carnivoires (with the exception of tims) my opinion is that if they change the dynamic so that herb's are more worthwhile targets that would be great. (Not for Seanchai of course - sorry if ur reading this!) But whenever i am in a team we never even consider hunting 60% of the mobs ingame which seems to be a shame.

On a side note playing with HP/dmg again is probably not a good idea unless its been properly thought out and focus tested on ats for while. I think the delicate balance achieved post patch 1 is just about holding together.. although the repeated 2k hit special's from some mobs is an issue for me, any reason why specials can't be on a (short/random) timer for the fight duration?

Re: Herbivore Drops

Posted: Tue Jun 21, 2005 6:13 pm
by keoni
From what I've seen, the risk/reward should be adjusted between herbies and carnivores. The best way to do this, as suggested, seems to be to increase the number of mats they drop. Right now, with the exception of Timari and the like for the middling range of elemental leveling, there's almost no herbie worth hunting, compared to carnivores. Part of that is the xp issue and the relative ease of kills - but that is exacerbated by the fact that you can get good drops off the carnivores, while you can quarter next to nothing off the herbies. And *that* has had a ripple effect, since you can't effectively hunt to get those types of mats... so certain craft types have grind mats readily available from hunting, while others require that you dig for most or all of your mats.

Some level of imbalance is fine - everything need not be perfectly equal, we're sentient (er, most of us) and we can adjust. But the extent of the current imbalance is extreme, and some level of adjustment - preferably by increasing the mats dropped by herbivores - would be a good thing for the whole system: that is, the economy as well as the ecosystem.

That's my thinkin' on it, anyhow, for whatever that might be worth to ya ;)