Intro problem
Lets face it, gear drops are boring. Except for a very few cases, they’re salvage fodder.
The problem is though, this ties in to a greater overall economy concern.
Rewind time a little bit, I think devs realized that gear was dropping far too often. Greens were not worth auctioning, they might as well have been greys. “masterwork”? Apparently “master” is an assembly line somewhere in Metrica.
So they applied a bandaid approach. They made salvaging them give you luck. Okay, so this took a bunch of greens and blues out of the market, great. The price rose as intended. But they at least had the foresight to realize this did a second thing— a huge deluge of materials. So, they added some recipes that took large amounts of these materials to take them out of circulation too. Great.
Looking at it from a purely economics standpoint, the bandages had the desired effect. There’s a problem though. This is a videogame, not an economics simulator. The solution isn’t very fun.
Blue and green gear is still nameless fodder. Gathering nodes are fairly worthless because you can get more from salvaging the gear that drops from nearly every mob or lock box. Furthermore, the system is now awkward and not very immersive.
What needs to happen is an actual fix, not a bandage to cover the problems.
Solutions
Remove gear drops from mobs
Here’s the change that need to be made. Mobs need to not drop gear. Mobs can drop materials, like the claws, blood, etc. That’s great, and it gives plenty of incentive to kill mobs. More rare materials to make the more rare items will drop from harder mobs. Champions might drop the cores a percent of the time and other mobs don’t, for instance. Then, players sell these things because people want to buy them in order to craft them in to things that players desire to buy.
People will still be able to gear up easy enough. Players craft gear that suddenly has a market. As a price control, hearts still sell gear for karma. If the price on crafted gear is rising too much, people can still decide they don’t want to spend the coin and use karma. Furthermore, if players suddenly have an incentive to craft gear, they desire materials. Materials that come from gathering nodes, and of course salvaging still in order to keep the market from being flooded by gear. Gathering becomes more important.
There’s a reason that in this game, crafting has been relegated to mainly leveling xp bonus and a few end-game recipes. There’s too many systems that utterly obsolete it.
So lets stop with the band-aid™ fixes and do a real systematic fix. Lets remove boring gear drops.
*note: There could still be some world gear drops, but make them interesting. None of the generic gear, but some unique gear. A unique sword that can only be obtained from a random rare drop from mobs is interesting and valuable.