Re: Choice Grade Quartered Materials
Posted: Mon Nov 21, 2005 7:11 pm
Obviously game mechanics come into play here... but if we forget that let's talk...
Obviously the differnt kill methods along with the different aim methods could impact both quality and quantity. We already have differring quantities based on "danger level" of the mob Carnivores drop lots, herbies less, and plants the least. (Not sure where kitin classes fall)
I like the idea of better Q mats. maybe if it was just a % chance for each mat to be a certain Grade. As follows for example.
Standard above ground baddie:
50% basic
35% fine
12% choice
3% excellent
Destroyer above ground:
5% basic
30% fine
50% choice
15% excellent
Named above ground:
0% basic
7% fine
35% choice
55% excellent
2% supreme
Goo infected above ground:
0% basic
0% fine
10% Choice
20% Excellent
70% Supreme
Take those numbers above and modify them slightly better for mobs that are underground... EG:
Standard below ground baddie:
20% basic
35% fine
32% choice
12.75% excellent
0.25% Supreme
Named below ground:
0% basic
1% fine
5% choice
80% excellent
14% supreme
Goo infected above ground:
0% basic
0% fine
5% Choice
10% Excellent
85% Supreme
Add a modifier to the amount of mats you can get based on above/below ground...
I also think the destroyer/slayer/etc mobs should be more random travelers, have random spawns, and more frequent spawns. That would help alot too. Similar things for the nameds, but maybe just not more frequent.
All of the ideas expressed as well as hopefully mine are great discussion points... hope someone can see this sometime.
Noin.
Obviously the differnt kill methods along with the different aim methods could impact both quality and quantity. We already have differring quantities based on "danger level" of the mob Carnivores drop lots, herbies less, and plants the least. (Not sure where kitin classes fall)
I like the idea of better Q mats. maybe if it was just a % chance for each mat to be a certain Grade. As follows for example.
Standard above ground baddie:
50% basic
35% fine
12% choice
3% excellent
Destroyer above ground:
5% basic
30% fine
50% choice
15% excellent
Named above ground:
0% basic
7% fine
35% choice
55% excellent
2% supreme
Goo infected above ground:
0% basic
0% fine
10% Choice
20% Excellent
70% Supreme
Take those numbers above and modify them slightly better for mobs that are underground... EG:
Standard below ground baddie:
20% basic
35% fine
32% choice
12.75% excellent
0.25% Supreme
Named below ground:
0% basic
1% fine
5% choice
80% excellent
14% supreme
Goo infected above ground:
0% basic
0% fine
5% Choice
10% Excellent
85% Supreme
Add a modifier to the amount of mats you can get based on above/below ground...
I also think the destroyer/slayer/etc mobs should be more random travelers, have random spawns, and more frequent spawns. That would help alot too. Similar things for the nameds, but maybe just not more frequent.
All of the ideas expressed as well as hopefully mine are great discussion points... hope someone can see this sometime.
Noin.