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Post by allygator on Feb 16, 2016 0:55:49 GMT
Seems like drops are strictly based on player level. Which is unfortunate because one can easily go 4 or 5 tiers of monsters without getting a level up. What if base monster exp was a factor in drop amount?
As is right now there seems to be no difference in treasure drops from a tier 1 area 1 mob vs the last tier of area 2 mob aside from just the exp gains. It sort of makes no sense that a giant ant would drop the same amount of gold as compared to a dragon.
This is really only pertinent for things like plat/bonus coin drops. I say go off the base value before boosts/taxes as income disparity would get extremely out of hand if scaling was applied with a quad or doubles.
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Post by gandor on Feb 16, 2016 1:07:57 GMT
The small drops you get on the side are just little bonuses but they can add up, especially the smaller plat drops. They don't scale that much since it's only based on level bonus, but that's enough. There will be other ways to acquire gold/plat/etc but for now there's more things to spend on than one could reasonably afford, which is much better than the opposite problem imo!
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Post by allygator on Feb 16, 2016 1:13:14 GMT
maybe its just my horrid luck, but at level 18 i only average 350 to 500 plat per 24 hour period. Granted majority of this time is spent fatigued as i'm asleep/at work. It just feels a little slim when training is already costing 40 to 50 plat a piece, and even attempting to contribute to the clan's 20k or so plat needed for the next building seems pretty daunting.
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Post by gandor on Feb 16, 2016 1:18:58 GMT
Drop boost will help with that! But anyway it's not supposed to be like a major source of income, just little side-bonuses that can add up over time to a couple upgrades here and there.
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