haniball 13 Posted yesterday at 07:22 PM (edited) Hello @L @Overlady, Do you plan to change the recipe, drop rate for the bee Key and eldritch Key or make diq worthy again? Right now, herbals are in very high demand, because it very needed for a lot of processed itens and there are a lot of life skillers, which makes them playe expensive. At the same time, the drop rate for these keys is not very high. With that, the main way to obtain them is through crafting, which makes the keys very expensive. This ends up making the cost of leveling way higher than the value of the character itself. Thank you once again Edited yesterday at 07:27 PM by haniball Share this post Link to post Share on other sites
xkintaro 2,297 Posted yesterday at 07:38 PM I would easily swap the low-level herbal key requirement for alloys. Mush, bee and eldritch should use alloy, leaving herbal only for LC/HC key. But I already suggested that 2 years ago and today eldritch chunk = crap. We have 5 main crafting materials (alloy, herbal, fish oil, etherdust and efrium ingot), and all of them are needed in most recipes. However, just one item affects the price of all of them. There should be more variety, and not just all of them in every recipe. 1 Share this post Link to post Share on other sites
TadsK 304 Posted yesterday at 07:53 PM 17 minutes ago, haniball said: Hello @L @Overlady, Do you plan to change the recipe, drop rate for the bee Key and eldritch Key or make diq worthy again? Right now, herbals are in very high demand, because it very needed for a lot of processed itens and there are a lot of life skillers, which makes them playe expensive. At the same time, the drop rate for these keys is not very high. With that, the main way to obtain them is through crafting, which makes the keys very expensive. This ends up making the cost of leveling way higher than the value of the character itself. Thank you once again I agree that these keys could be a little better to drop or cheaper/use other material to craft, as herbal demand is very high already. If you make them worth to craft with herbal, it would drive this demand even higher. But the new dungeon limits will impact that as well, so we need to see the overall economic impact of the change. If people are not using 1000 keys a month, crafting all those keys is not needed anymore. But, that being said, the reason bee and mush keys are not cheaper is because lower level map content was barely existent. Mush keys would come from SoD players or those mules that do quests in Lost1/2. I saw some DQ3 parties being announced, which would drop bee/mush keys. Also more SL parties. I spent a few hours(3-4) in SL and it dropped 2 luminous and 3 sunken keys, without a full party and without eye. So it was not that bad after all. Ice Mine and Ancient Weapon are other maps that could drop mush and bee keys I think, but they don’t see much play other than complete their quests once. The daily/party quests there are not good, the spawns are not good, the overall play there is not good. Ice Mine is slightly better but the mob composition and spawn is still annoying and there is no party play there. I still managed to get a key (mush or bee) pretty much every time I did the quest there on a new account to kill the spiders. AW is just terrible. Spawns suck and probably the damage/health pool of monsters there is still too high. I don’t even have its quests completed in most of my characters because I t feels terrible. They could promote more parties in ET3, Ice Mine and AW and it would greatly improve the availability of the keys and experience for 12-13x players. Now that you can turn EXP POT off, it should be worth to go hunting around for some keys yourself in these maps. Share this post Link to post Share on other sites
haniball 13 Posted yesterday at 09:08 PM 1 hour ago, xkintaro said: I would easily swap the low-level herbal key requirement for alloys. Mush, bee and eldritch should use alloy, leaving herbal only for LC/HC key. But I already suggested that 2 years ago and today eldritch chunk = crap. We have 5 main crafting materials (alloy, herbal, fish oil, etherdust and efrium ingot), and all of them are needed in most recipes. However, just one item affects the price of all of them. There should be more variety, and not just all of them in every recipe. I agree 100%. In the future, there will probably be a lot of keys on the market, because of that limit at dg, but that is what happen with everything in a mmo. In that case would make sense to let players trade a certain number of lower-level keys for a higher-level one to help reduce the supply similar to Sheltom. A lot of MMOs handle this problem like that. 1 hour ago, TadsK said: I agree that these keys could be a little better to drop or cheaper/use other material to craft, as herbal demand is very high already. If you make them worth to craft with herbal, it would drive this demand even higher. But the new dungeon limits will impact that as well, so we need to see the overall economic impact of the change. If people are not using 1000 keys a month, crafting all those keys is not needed anymore. But, that being said, the reason bee and mush keys are not cheaper is because lower level map content was barely existent. Mush keys would come from SoD players or those mules that do quests in Lost1/2. I saw some DQ3 parties being announced, which would drop bee/mush keys. Also more SL parties. I spent a few hours(3-4) in SL and it dropped 2 luminous and 3 sunken keys, without a full party and without eye. So it was not that bad after all. Ice Mine and Ancient Weapon are other maps that could drop mush and bee keys I think, but they don’t see much play other than complete their quests once. The daily/party quests there are not good, the spawns are not good, the overall play there is not good. Ice Mine is slightly better but the mob composition and spawn is still annoying and there is no party play there. I still managed to get a key (mush or bee) pretty much every time I did the quest there on a new account to kill the spiders. AW is just terrible. Spawns suck and probably the damage/health pool of monsters there is still too high. I don’t even have its quests completed in most of my characters because I t feels terrible. They could promote more parties in ET3, Ice Mine and AW and it would greatly improve the availability of the keys and experience for 12-13x players. Now that you can turn EXP POT off, it should be worth to go hunting around for some keys yourself in these maps. Even though I didn’t have the same luck as you, I get that the drop rate might be fine. But it’s hard to see that drop rate because a lot of systems stopped working well after DGs were introduced, like IC, SL, and SS since they’re done mostly for money. Would be nice to understand the direction that they are taking like what’s supposed to be the main source of EXP? DGs (even with limits), the old systems like SS/SL/IC/DIQ, or both with one being a bit better? Not talking about late game here since I don’t know how it works yet. 1 Share this post Link to post Share on other sites
xkintaro 2,297 Posted 18 hours ago 5 hours ago, haniball said: I agree 100%. In the future, there will probably be a lot of keys on the market, because of that limit at dg, but that is what happen with everything in a mmo. In that case would make sense to let players trade a certain number of lower-level keys for a higher-level one to help reduce the supply similar to Sheltom. A lot of MMOs handle this problem like that. For high-level keys, demand has decreased, but for low-level keys it has increased. There are more high-level players sunken now, for example. Share this post Link to post Share on other sites