Basically the problem is how to balance common drops in order to justify killing certain bosses.Killing a lot of some X boss results in a large influx on common drops, which in turn lose their value.
What is the main reason bosses are killed? Logically most of the time players aim to get rare drops, especially when a new boss comes out. Common drops are generally not the aim, unless one has an ironman account (just mentioning, aim is not to cater to ironmen/women).
What is a possible solution? Implementing a common drop sacrifice system. (Toggleable)Namely, players have a choice:a) Sacrifice all gained common drops;b) gather all drops and sell them.
The ability to sacrifice drops gets unlocked at a certain threshold and only drops from that moment on, gained by killing that boss can be sacrificed. (The aim of this is to not cause panic selling, buying and/or exploiting this system).All drops that are sacrificed get gathered automatically after killing a boss (for example Zuk chest).A certain amount of drops (from the bosses loot table) are required in order to exchange for a rare drop.Of course the exact amounts are the hardest part to come up with.
Upsides of this proposition- Doesn't affect items already in the game- Reduces reliance on RNG, also bad luck mitigation- Doesn't require timegating- No need to massively change/nerf certain droptables- Creates tangible goals for players (collection log hunting)- Creates a choice- Creates immediate usage to drops, without needing to find niche uses
Downsides- Creates a larger amount of rare items, however invention components can remedie this problem
Edit:
Forgot to mention that every exchange would increase the amount of common drops required to get a rare item.
TLDR: Certain amount of sacrificed common drops = rare item
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