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Posted

The 25% chance of drop per hit incentivizes to forge copper falxes that do less damage, so they grant more hits and more loot.

Scale the drop chance with damage, so the total loot would be the same for all falxes.

Posted

The total loot is the same for all falxes. Anything that the falx rips out is taken away from the main loot pool. That's why monsters killed with a falx are sometimes already harvested.

That said, having a slightly higher looting chance with damage or depending on the target's maximum health could be pretty useful regardless, since currently it's pretty common to still have to harvest weaker enemies despite having killed them with the falx.

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Posted

Welcome to the forums! I would prefer increasing the loot chance per hit as the material quality improves, not give incentive for the player to remain in the copper age. Some copper tools still have a place in the late game, but weapons and armor are not something the player should stagnate progress on.

4 hours ago, MKMoose said:

That said, having a slightly higher looting chance with damage or depending on the target's maximum health could be pretty useful regardless, since currently it's pretty common to still have to harvest weaker enemies despite having killed them with the falx.

I'd rather just have looted corpses disappear, maybe even to the point of having enemies die immediately if they are still living but have no more loot to drop. That way the player knows which corpses still have loot to potentially collect, while having the nice little bonus of one-shotting the occasional enemy. Higher health enemies could probably die more easily too, but given that many of them have more than one piece of loot it's a lot more unlikely.

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