AstralUniverse wrote: ↑Mon Mar 20, 2023 9:42 pm
Snipping to cut down on text.
Oh I see what you're saying. Yes you're correct. Triple income per cap-reaching item, but I'd agree it's about like a 50-80% overall income increase if we're just ballparking since obviously some items don't hit the cap - though I think this heavily depends on the content one is doing. Running scrolls in Sibayad's crypts or UD Maurs (Titan's Ascent especially) is very different than the jewelry spam in Minauros or the weapon spam in sailing.
Either way I think it would be nuts to pass on an extra 500k-700k per 1m earned even at the most conservative estimates, but again this depends on the amount of content one does and where they are doing it. For people that thoroughly enjoy Arelith's pve, such as me, then thousands of transactions (counting scrolls and jewelry, mind you) are done over a character's life and that adds up to a significant amount when filtered through appraise investment.
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But back to the actual topic at hand:
The adjustment to pure zardazik dropped it from 3 million each to 500k and less very quickly (a very good thing with #currentmeta), so it stands to reason that dropping normal chests everywhere (which tend to all have noteworthy chances at mithril dust, beljuril gems, matrix-only weapons etc) is going to have a significant impact to the value of these items that, I would argue, are not nearly in need of a nerf in value right now - not only a nerf in value but a nerf in the fun and excitement it is to attain one's 'end-game' gear if it becomes so readily available for cheap at market.
...and if special 'material-free' chests are made just for this, then the skill cost likely wouldn't be worth in the first place, making it 'useless' and defeating the purpose while they just gather dust.
We'd need a comprehensive looting and crafting overhaul, similar to how lesser runes were saved via sequencers, (or something super creative in lieu of 'loot' one finds in chests, or maybe like items similar to 'bounties' that can be sold to fences or something and thus more easily adjusted by the devs as the years go on), if extra chests are sprinkled around, to compensate for the otherwise sudden rise in crafting/matrix items.
I'm reminded of Elg'nizrul (the crinti dungeon in the UD) where anyone can just waltz down to the treasure room and pull out a cool 100k to throw up on the temp markets - simultaneously keeping the treasure room empty when lowbies are running it and swamping the market at the same time. I'm not convinced we need more of this at face value.