[Suggestion] Skinned Mobs Drop All Hide Types; But Scaled

Running around killing deer…and it dawned on me (this happens a lot).

Mobs that skin Hides (so Turkeys need not apply) should drop a weighted scale of all the hides that are level appropriate.

Basically it would work like this:

Animals in EF would drop 100% of the T1 Skins. But as you transitioned up into WF it would be more of a 50/50 split between T1 and T4 (Thick Hide). As you moved into places like Mourningdale the scale would shift to something like 25% T1 and 75% T4.

Places like RW would see the scale shift to something like 20% T1, 20% T4, and 60% T5 (Iron Hide).

The general idea is that you can go in the ‘high end’ zones and still get some of the lower tier hides. But, obviously, if you want a higher yield you’ll still need to go to the ‘lower end’ zones.

I’m lvl 60. I have a crap-ton of Iron Hide. So now I’m stuck in the low and mid -tier zones farming mobs that will never yield decent gear, even to sell, because most players are lvl 60. All so I can craft up into Infused Leather. It’s boring content.

Think about it. I can still find Hemp in RW. But I can’t skin Rawhide there. They clearly had the intention of spreading out the lower-end resources to all zones, with a scaled weight that would see the lower level zones having the most of the lower tier resources.

Edit: They also have this sort of already. But it appears to be only for +/- one tier; so I skinned a lvl 47 and got mostly Thick Hide, but did get 2 Iron Hide. My change would make it, probably, no Iron Hide and ~80% Thick Hide and ~20% Raw Hide.

((I’m not entirely sure the cut off levels where the next tier drops. But most of these lvl 47s are giving me just Thick Hide. So I assume Iron Hide is probably lvl 50+ for a 100% drop rate.))

4 Likes

This, or let us use solvent to convert ironhide to thick hide and thick hide to rawhide. I really need to spend most of my time in low level zones because of how the crafting and processing works.

Edit: you can get rawhide from goats and sheep, but no thick hide in 50+ zones.

That’d work…I’ve gotten so much of the uncommon and rare Solvents that I’ve taken to using the Material Converters to convert them to Flux.

((Fun Fact: Using higher grade solvents on gems does not increase the additional craft chance. Like it does for every single other craft that uses ‘refining materials’; sandpaper, crossweave, etc.))

1 Like

Yeah, I have wasted a lot of potent solvent on gems, though it was so cheap I do not really mind.

bump

Disagree. It’s good and healthy for the game when you need to visit low and mid level zones.

Hey @Willard Willard. Good to see you here making us think this thoroughly.

I understand that the game team wants us players roaming around the map and visiting places time and time again instead of nesting somewhere.

What @Illutian has suggested wouldn’t harm the roaming as much as bots and campers are doing now. Let me explain why.

If we just stretch the example of farming materials to another resource (let’s say orichalcum nodes or elemental motes nodes), we see that most farmers are having to spread thin and wide enough to find secret and/or uncontested spots.

Taking the example of elemental motes, which is the most similar to skinning as OP suggested, we’ll notice that there’s a huge problem in the making.

We used to have a way to farm T1 motes and T5 motes, the latter of which has been deprecated recently (too bad IMO, as I was eager to find the elemental animals that would drop fire, death and air quints).

This deprecation has made farming T1 motes much more relevant, and as such, bots are running rampant and have fixed routes that prevent legitimate players from farming enough motes. Thus, most players are buying motes from the market and spend more time inside towns than roaming around and harvesting… Which defeats the purpose of you wanting us to explore!

Conversely, we currently have a way to farm refining hides (rawhide, thick hide, iron hide) that seems to be thresholded upon the level of the skinned creature. According to NWDB:

  • Under level 42, it would yield rawhide.
  • Between levels 42 and 52, it would yield thick hide.
  • At level 52 or above, it would yield iron hide.

To make zone roaming more relevant, the dev team could build upon what has been enticing and successful before. Say, the idea of the elemental bears, wolves and deers giving quints.

Now, you want us to roam the map? Let’s make elemental animals great again! And of course, let’s spread some greatness to normal animals too. =)

Given that there are zone-relevant level-scaled animals

  • Lower level elemental wolves, deers and bears (and new ones yet to add) would give T2-T3 motes and T1 raw gatherings: hemp, iron ore, stone, green wood (and new ones yet to add).

    • Likewise, mid-level elemental animals would give T3-T4 motes and t4 raw gatherings, and high-level elemental animals would give T4-T5 motes and T5 raw gatherings.

This change would make sense as most bots and campers leave animals alone, just because it’s more time consuming than farming nodes.

If this was implemented, elemental animals could be an alternative source of raw resources and motes for people unwilling to contest with said bots and campers. And looking for the relevant tiers around the map is already a thing, as the current elemental animals are spread between Weaver’s Fen, Brightwood, Edengrove, Ebonscale Reach, Great Cleave and Shattered Mountain.

Likewise for regular animals:

  • Lower level animals that already give rawhide should have an increasing chance to also give thick hide between let’s say levels 25 to 42, which would make hunting them all around the place in Weaver’s Fen, Brightwood and Cutlass Keys much more relevant.

  • Mid-level animals (42+) that already give thick hide could have a chance to give rawhide on their lower levels, and iron hide when nearing level 52.

    • Balance for that increasing chance would be needed so that 42+ animals are a better source for thick hide, and 52+ are a better source for iron hide.
  • In a crazy move, high level animals could have a chance to yield all 3 hides in a spread like 20-20-60 from a total number of hides to yield, separated from the other yieldings as it is right now (Ragehide, Shadowfur and such, and also special leathers like scaly hide).

This could be based upon the idea that your character tries to leave nothing wasted when skinning, and some parts could have lost quality when hunting and skinning the animal.

What do you think?

I don’t think so. Because I think the buffalo in RW (or was it EB…or was it both! D:) Drop something like 360 Iron Hide.

Being ‘top tier’ my change would put it at 60/20/20 (Iron/Thick/Raw). So the Buffalo would still drop 360 total hides. But now it’s 216/72/72 (Iron/Thick/Raw). The Buffalo over in WW by the Hermit’s fishing shack, I believe, drop around 120 Raw Hide.

So, if I really just need Raw Hide. It’s still way more efficient to go to the low level zones to skin. Even if the mobs drop less…it’s still more efficient because, as a lvl 60, I can 1-tap most mobs that are below 30 with a simple Heavy Attack. Whereas the lvl 50+ require several, and therefore, take longer to grind.

((And the ratio is up for debate; 80/10/10 is about as low on the spread as I would go.))

The goal is to still have the player target specific level ranges to get the maximum yield of the Hide tier that they need. While still promoting players to “leave the n00bie zones”.


Common-grade motes. :3

((Like maybe 2-5 drop; as in…you harvest for a chance at 2 to 5 of the element appropriate mote. I would not change the grade of mote in relation to the elemental animal’s level. Because that’ll trigger over-farming. Drops of 2-5 should still leave ‘elemental plants’ as the most efficient.))

Except the same issue that is cited, keeping [EDIT: Low Level] zones populated, still happens. But this time it’s for the high end zones.

On Kroclyea, EB and RW are perma-portaled. Because no one goes to these high end zones. Even though we have a crap-ton of lvl 60s. But yet the lower zones (BW’s level and lower) are filled with level 60s out farming. Mostly young wood trees, but the next big item is the wolves, deer, bobcats, and WW is suspiciously devoid of buffalo a lot of the time.

…every now and then I’ll catch one in the act. A level 60 shooting a poor innocent animal with what amounts to an ICBM. Like the death animation is screwy it; the ‘move animation’ (to attack or flee) is triggered and then the animal rolls over dead.

((Not insinuating they’re bots. Just saying, level 60s clearing out low level zones. Because they can 1-tap mobs isn’t really a good idea.))

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.