scrappy1342 wrote: »i guess next thing i would do is go to a provisioning station and make 100% certain that i don't already know it. that's usually the case when i can't get something to drop. check all the categories. i don't know which one it's supposed to be under, but when it was first put in, it was put under the wrong category. i don't remember the drop rate being all that bad since it's not something you can buy (short of buying the satchels).
scrappy1342 wrote: »i guess next thing i would do is go to a provisioning station and make 100% certain that i don't already know it. that's usually the case when i can't get something to drop. check all the categories. i don't know which one it's supposed to be under, but when it was first put in, it was put under the wrong category. i don't remember the drop rate being all that bad since it's not something you can buy (short of buying the satchels).
Wait, are you confirming me that recipes do not drop for characters that already know them? I suspected this but wasn't sure.
I already have the recipe OP is talking about but wanted to farm it for alts and I never get it again... Guess I should do it directly with said alts...


scrappy1342 wrote: »i guess next thing i would do is go to a provisioning station and make 100% certain that i don't already know it. that's usually the case when i can't get something to drop. check all the categories. i don't know which one it's supposed to be under, but when it was first put in, it was put under the wrong category. i don't remember the drop rate being all that bad since it's not something you can buy (short of buying the satchels).
Wait, are you confirming me that recipes do not drop for characters that already know them? I suspected this but wasn't sure.
I already have the recipe OP is talking about but wanted to farm it for alts and I never get it again... Guess I should do it directly with said alts...
DenverRalphy wrote: »
[edit] Huh.. and interestingly enough (at least for me).. it's also a Slottable. I'd never noticed that before, as recipes are usually Supplies.
LootAllTheStuff wrote: »Bound as well? Interesting - that one really is different!
LootAllTheStuff wrote: »Bound as well? Interesting - that one really is different!
There’s more than just this recipe that’s bound on Artaeum. I think it might have been an attempt at preserving the value of the Chapter/DLC, but they didn’t seem to repeat it with future content.
While the recipe has to be gotten from a satchel found on Artaeum, those satchels can be traded/bought/sold. The drop rate for the recipe from the satchels is pretty high in my experience on a character that does not know it.
There’s a similar thing going on with the furnishing patterns sold on Artaeum. Not only are the patterns bound but even the furnishings made with those bound recipes are bound too. Or at least were for a very long time.
It’s something about this Chapter/DLC that I think they decided not to repeat. I’m unclear why they haven’t removed the bound tag while they’re working on ways to reduce friction.
Though I’m also unclear why they haven’t removed the unique tag from weapons either. It’s pure inconvenience at this point.
LootAllTheStuff wrote: »LootAllTheStuff wrote: »Bound as well? Interesting - that one really is different!
There’s more than just this recipe that’s bound on Artaeum. I think it might have been an attempt at preserving the value of the Chapter/DLC, but they didn’t seem to repeat it with future content.
While the recipe has to be gotten from a satchel found on Artaeum, those satchels can be traded/bought/sold. The drop rate for the recipe from the satchels is pretty high in my experience on a character that does not know it.
There’s a similar thing going on with the furnishing patterns sold on Artaeum. Not only are the patterns bound but even the furnishings made with those bound recipes are bound too. Or at least were for a very long time.
It’s something about this Chapter/DLC that I think they decided not to repeat. I’m unclear why they haven’t removed the bound tag while they’re working on ways to reduce friction.
Though I’m also unclear why they haven’t removed the unique tag from weapons either. It’s pure inconvenience at this point.
With weapons you would have to check set, level/material, trait, style, and enchant. I'd hazard a guess that doing that repeatedly could add up when grabbing drops all at once with a nearly full inventory. It might just have been easier in terms of code optimization and memory management to go the unique route.
LootAllTheStuff wrote: »LootAllTheStuff wrote: »Bound as well? Interesting - that one really is different!
There’s more than just this recipe that’s bound on Artaeum. I think it might have been an attempt at preserving the value of the Chapter/DLC, but they didn’t seem to repeat it with future content.
While the recipe has to be gotten from a satchel found on Artaeum, those satchels can be traded/bought/sold. The drop rate for the recipe from the satchels is pretty high in my experience on a character that does not know it.
There’s a similar thing going on with the furnishing patterns sold on Artaeum. Not only are the patterns bound but even the furnishings made with those bound recipes are bound too. Or at least were for a very long time.
It’s something about this Chapter/DLC that I think they decided not to repeat. I’m unclear why they haven’t removed the bound tag while they’re working on ways to reduce friction.
Though I’m also unclear why they haven’t removed the unique tag from weapons either. It’s pure inconvenience at this point.
With weapons you would have to check set, level/material, trait, style, and enchant. I'd hazard a guess that doing that repeatedly could add up when grabbing drops all at once with a nearly full inventory. It might just have been easier in terms of code optimization and memory management to go the unique route.
Can you clarify this?
Right now, if you try to pick up a unique weapon, I understand the game has to check if you have a copy in your inventory before letting you pick it up. (The check is skipped or otherwise worked around if you get it as a quest reward, in my experience.)
If the weapon is not unique, then the game checks its properties as part of adding it to your inventory? But why does it matter if your inventory is nearly full? Does having a nearly full inventory slow down the looting process in general, even if no uniques are being looted? (I mean other than the obvious running out of space and having to play Endless Sorting Online to clear up slots — does looting 5 items when your inventory is 100/215 go faster than looting those same 5 items at 210/215?)
If all unique items were converted to named items instead, then would that still be harder in terms of processing when looting?
As the devs long ago stopped adding uniques, this has always struck me as a holdover from a very early stage in the game’s lifetime. I’ve been very curious why they won’t get rid of it and just leave them named, if there’s some other consideration than the one-time investment required for the changeover.