I agree with the OP in principle, but I'm not sure adopting his preferred approach would work out in practice.
Take the stated example of the wasamu. Yes it should drop a special crafting hide material rather than e.g. a furnishing plan or a greatsword, that's just basic commonsense where lore and immersion are concerned. However, if it did drop a special crafting hide material then any number of players and bots would farm every wamasu in the game in order to get that drop and sell it on the guild traders for a ridiculous price. I'm not convinced that would make the game "actually exciting". You could counter farming by making such drops bound, but that would generate a whole lot of other complaints.
It's an interesting topic, and it identifies a genuine problem, but I don't think there's a simple solution.
I agree with the OP in principle, but I'm not sure adopting his preferred approach would work out in practice.
Take the stated example of the wasamu. Yes it should drop a special crafting hide material rather than e.g. a furnishing plan or a greatsword, that's just basic commonsense where lore and immersion are concerned. However, if it did drop a special crafting hide material then any number of players and bots would farm every wamasu in the game in order to get that drop and sell it on the guild traders for a ridiculous price. I'm not convinced that would make the game "actually exciting". You could counter farming by making such drops bound, but that would generate a whole lot of other complaints.
It's an interesting topic, and it identifies a genuine problem, but I don't think there's a simple solution.
Spearblade wrote: »Why can't that wamasu drop a skin/hide unique for crafting certain items? Why do the precious gems like diamonds, sapphires, rubies, etc to craft specific traits and styles have next to no value? You have such a diverse number of monsters in the game and there's next to nothing to differentiate them. Make harpies drop harpie meat so I can make some fancy gold quality harpie tenders. I want incentive to hunt/kill certain NPCs for various objectives and right now...
katanagirl1 wrote: »I find it humorous that small enemies like mudcrabs have good loot but larger enemies like wamasu have trash loot.
That’s why I don’t bother to engage them anymore.
Spearblade wrote: »So this has been bothering me a long time, but it actually hit me while I was running by a wamasu in West Weald. It's a cool monster design, but there's literally no reason for me to stop to kill it. The loot in this game is THOROUGHLY UNINTERESTING. Virtually every NPC in the game, aside from being brain dead easy to kill, is also full of largely nuisance items that serve little to no purpose aside from clogging up your inventory. Nothing has value.
Why can't that wamasu drop a skin/hide unique for crafting certain items? Why do the precious gems like diamonds, sapphires, rubies, etc to craft specific traits and styles have next to no value? You have such a diverse number of monsters in the game and there's next to nothing to differentiate them. Make harpies drop harpie meat so I can make some fancy gold quality harpie tenders. I want incentive to hunt/kill certain NPCs for various objectives and right now...there's like...nothing. Mudcrab Chitin for some alchemy recipes I guess? Scrib Jelly... EXPAND UPON THESE THINGS. Everything is currently standardized. Every creature with skin drops Rubedo Leather. WHY?! As a result, the ingredient has next to no value. The answer is not, and has never been, to make higher quality armor cost HUNDREDS of leather to craft it. Forgive me, but that's just lazy. It'd be far more fun to need to hunt down a minotaur for their hide or something. Add some LIFE to your game.
Spearblade wrote: »I agree with the OP in principle, but I'm not sure adopting his preferred approach would work out in practice.
Take the stated example of the wasamu. Yes it should drop a special crafting hide material rather than e.g. a furnishing plan or a greatsword, that's just basic commonsense where lore and immersion are concerned. However, if it did drop a special crafting hide material then any number of players and bots would farm every wamasu in the game in order to get that drop and sell it on the guild traders for a ridiculous price. I'm not convinced that would make the game "actually exciting". You could counter farming by making such drops bound, but that would generate a whole lot of other complaints.
It's an interesting topic, and it identifies a genuine problem, but I don't think there's a simple solution.
Bots are an entirely different issue, but yes, they're a potential concern. However, with a diverse pool of items, there's less of a chance of everything being farmed to stupid low prices, or monopolies on a market. Another thing I thought of was the potential of having zone specific crafting materials for their available crafted sets...like the aforementioned wamasu skin being needed for crafting sets in Shadowfen for example. Granted, few crafted sets are actually used these days- but it's one option to potentially add flavor. I won't claim to have the answer as to how to revitalize the loot/crafting system in ESO, as I think there's multiple viable approaches. But status quo is flawed.
Agree with the OP. Loot is ESO's biggest problem, and by extension it's limited crafting system. This is the only MMO where PvE makes you lose money. They even had to put in undaunted vendor items just so it isn't totally screwed.
People arguing about too many ingredients are missing the point. You wouldn't add more, you'd just change what we currently have. Right now you can delete 90% of all crafting ingredients and be totally fine. It's mostly worthless bloat to fill the crafting bag.
Imagine if all those meaningless ingredients were replaced by resources only obtainable via specific creatures.
Example: In order to make a bear food, you need to actually kill bears. And for stronger recipes like Bear Haunch you'd need to find rare bear meat in dungeons with bear-type bosses like in Fang Lair, Bloodroot, etc.
Spearblade wrote: »So this has been bothering me a long time, but it actually hit me while I was running by a wamasu in West Weald. It's a cool monster design, but there's literally no reason for me to stop to kill it. The loot in this game is THOROUGHLY UNINTERESTING. Virtually every NPC in the game, aside from being brain dead easy to kill, is also full of largely nuisance items that serve little to no purpose aside from clogging up your inventory. Nothing has value.
Why can't that wamasu drop a skin/hide unique for crafting certain items? Why do the precious gems like diamonds, sapphires, rubies, etc to craft specific traits and styles have next to no value? You have such a diverse number of monsters in the game and there's next to nothing to differentiate them. Make harpies drop harpie meat so I can make some fancy gold quality harpie tenders. I want incentive to hunt/kill certain NPCs for various objectives and right now...there's like...nothing. Mudcrab Chitin for some alchemy recipes I guess? Scrib Jelly... EXPAND UPON THESE THINGS. Everything is currently standardized. Every creature with skin drops Rubedo Leather. WHY?! As a result, the ingredient has next to no value. The answer is not, and has never been, to make higher quality armor cost HUNDREDS of leather to craft it. Forgive me, but that's just lazy. It'd be far more fun to need to hunt down a minotaur for their hide or something. Add some LIFE to your game.