I do want to go on stream at some point and talk about drop table design, the principles and guidelines that feed into it.
This is no ones individual agenda - this is something we agree on as a team and discuss. It is not factually accurate or fair to pin the blame on any individual. If you want to pin it on anyone, pin it on me, it is my job to ensure the design team get these things right.
Now I'm gonna braindump some thoughts on drop tables...
The grind lengths is a valid concern, something we've been talking about lately as a topic similar to "power creep"... "grind creep". That is that for something to be valuable enough for its power in comparison to alternatives, it needs to take longer to obtain. Now that is a statement that warrants discussion in of itself - but it is something we've been talking about as we recognize the feedback that's been stated repeatedly over a number of releases now.
The big challenge I think we have for drop table design is dealing with these two different perspectives:
- Ironmen and Cloggers - they have a far more vested interest in time to "complete" the content or obtain the specific drop themselves.
- Mains - generally focused more on GP/Hr. Getting a drop is helpful to that of course and what you're hoping for but isn't the be all and end all.
Taking that further, if we're introducing a new "niche" item like the Bone Claws - I say niche in that they're not the new best spec weapon. Economically we want that item to sit at a reasonable 'price progression' point. DDS is cheap, D claws are expensive, ideally this sits somewhere between the two. This is essentially the progression ladder for mains.
However - because it is niche, it doesn't have some universal level of demand. Tons of players already have dragon claws and may not want a pair of these. Long term if we wanted these to sit at for example 20m, we need to ensure the supply and demand levels of these is appropriate. With niche items that's going to mean supply ought to be smaller for this value and that is to say it should be rarer - or that TD's shouldn't be quite so desireable to kill for other reasons.
This is in direct conflict with the alternative perspective, that the item is niche and thus should be easier to attain than an item that is more powerful. This is naturally how an ironman progresses. The problem is now flipped on its head, if the item is fairly common because its not particularly powerful, on the GE it is likely to have a huge supply compared to demand and be relatively worthless.