Spawn
Slayer
- Joined
- Dec 5, 2005
- Posts
- 8,076
- Location
- The Netherlands
- Society
- The Ministry
- Avatar Name
- Storm Spawn Bootcamp
The recent VU saw a lot of small improvements.. well done!
I think loot 2.0 remained untouched. Maybe some Mindark employee reads this thread and maybe they will think it makes sense.
Loot 2.1 should include:
- DNA animal parts for all creatures that can be spawned on landareas, so there can be more diversity at the landareas. I am not talking about Creatures that were won in contests, but creatures from which DNA was looted in the past. Currently the only DNA that still loots are Merp, Exarosaur and Neconu.
This gives incentive to hunters to start hunting creatures more if they know they could loot a rare dna part.
- Rare material drops for blueprints that currently are useless. I understand why BTAU and ATAU stopped dropping in large numbers in the past, but no drops at all makes these blueprints obsolete, and we should encourage diversity + people invested in blueprints.
This gives incentive to both hunters and crafters
- Totally stop dropping good L-weapons/tools in loot. Instead, drop new non-sib UL weapons/tools in loot and provide upgrade possibilities to sib/enhanced stats with crafting/mined/farmed materials (like you did with adjusted ep-41 and all other weapons)
these ul non-sib weapons do not have to be the old school weapons, but could also be new non-sib UL weapons. (like the gravis guns from arkadia)
The SIB market should be in total control of the crafters. Crafters are the only ones to craft L-items and with crafted and looted and mined and farmed materials, players can upgrade their non-sib UL gear to sib using NPCs
Do this also for lower level gear (8-30 dps weapons, low level faps etc)
The effect of this is that a hunter gets a real item in their loot, which is always cool. Lower level players can use the upgrade path to improve/sibify their looted items, while level 100 players can simply use the items they loot and there is a new reason to craft. Because some materials also have to be mined up, the miners are also happy. And lastly, because one ingredient is also a farmed material, the landplot farmers are also not forgotten.
A side effect is that weapons/items are no longer tt-food, but always have value.
L-weapons have value because they are crafted and serve a purpose (good eco or dps or both)
Unlimited non sib have value because they are real items that do not break.
adjusted or sibified items have value because they have sib and nicer stats (although L weapons should always have the best stats)
- Introduce buffs on makeup masks and crafted clothing
To revive the makeup and tailoring market, blueprints should be adjusted to include small buffs for the wearer. There should be a terminal where blueprints/makeup masked can be dropped which will have the following outcome:
1 the blueprint/mask gets destroyed- nothing returned
2 the blueprint/mask gets destroyed- some residue returned
3 the blueprint/mask gets adjusted to include a small random buff (1 to 3%)
the effect is that there is a reason to wear makeup and clothes.
I think loot 2.0 remained untouched. Maybe some Mindark employee reads this thread and maybe they will think it makes sense.
Loot 2.1 should include:
- DNA animal parts for all creatures that can be spawned on landareas, so there can be more diversity at the landareas. I am not talking about Creatures that were won in contests, but creatures from which DNA was looted in the past. Currently the only DNA that still loots are Merp, Exarosaur and Neconu.
This gives incentive to hunters to start hunting creatures more if they know they could loot a rare dna part.
- Rare material drops for blueprints that currently are useless. I understand why BTAU and ATAU stopped dropping in large numbers in the past, but no drops at all makes these blueprints obsolete, and we should encourage diversity + people invested in blueprints.
This gives incentive to both hunters and crafters
- Totally stop dropping good L-weapons/tools in loot. Instead, drop new non-sib UL weapons/tools in loot and provide upgrade possibilities to sib/enhanced stats with crafting/mined/farmed materials (like you did with adjusted ep-41 and all other weapons)
these ul non-sib weapons do not have to be the old school weapons, but could also be new non-sib UL weapons. (like the gravis guns from arkadia)
The SIB market should be in total control of the crafters. Crafters are the only ones to craft L-items and with crafted and looted and mined and farmed materials, players can upgrade their non-sib UL gear to sib using NPCs
Do this also for lower level gear (8-30 dps weapons, low level faps etc)
The effect of this is that a hunter gets a real item in their loot, which is always cool. Lower level players can use the upgrade path to improve/sibify their looted items, while level 100 players can simply use the items they loot and there is a new reason to craft. Because some materials also have to be mined up, the miners are also happy. And lastly, because one ingredient is also a farmed material, the landplot farmers are also not forgotten.
A side effect is that weapons/items are no longer tt-food, but always have value.
L-weapons have value because they are crafted and serve a purpose (good eco or dps or both)
Unlimited non sib have value because they are real items that do not break.
adjusted or sibified items have value because they have sib and nicer stats (although L weapons should always have the best stats)
- Introduce buffs on makeup masks and crafted clothing
To revive the makeup and tailoring market, blueprints should be adjusted to include small buffs for the wearer. There should be a terminal where blueprints/makeup masked can be dropped which will have the following outcome:
1 the blueprint/mask gets destroyed- nothing returned
2 the blueprint/mask gets destroyed- some residue returned
3 the blueprint/mask gets adjusted to include a small random buff (1 to 3%)
the effect is that there is a reason to wear makeup and clothes.
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