(no title)
rschmitty | 11 years ago
In many games, believe it or not, is a actually intended. Once certain mobs start dropping certain items, people start camping only those mobs and ignoring everything else causing a large bottle neck for the population (in the case of multiplayer only obviously).
Additionally, say you give a mob 0.01% chance to drop The Sword of a Thousand Truths. And of course everyone wants the The Sword of a Thousand Truths. So every day you go out and farm these kobolds until your fingers are numb rather than exploring the world.
Finally, by providing a clear path to getting what you want, you will likely max out sooner and stop playing until the next content patch, which in turn means less revenue for your game
thaumasiotes|11 years ago
> of course everyone wants the The Sword of a Thousand Truths. So every day you go out and farm these kobolds until your fingers are numb rather than exploring the world
but playing for such a duration is already a massive design failure.
logicchains|11 years ago
ars|11 years ago
The mobs should not be concentrated so much in one area, spread them around, mix it up so one area has a ton of different mobs.
Very few games do this though.