Re: Raise the salvage drop rate again.

I'd like to underline Sepplord's argument because it's something that does not seem very obvious at the start.
Neither feathers nor selling Rog's to other players GENERATE gold for the economy and that's a huge issue in the long run because there are some fixed costs that can not be reduced like armorcrafting, weaponcrafting and alchemy. Every time a chain wearer buys a spellcrafted set at least 4p get deleted from the game in the form of mats, much more if it includes MP pieces with a small profit going to the respective crafters.
With the dramatically increased leveling speed people are just not making enough gold during the leveling process and end up having to farm at 50, something that is really limiting, boring and unfortunate.

I personally craft(ed) for fun and profits, mostly profits. If my customers don't have any gold to spend above the bare minimum over the crafting cost then i'll just not waste my time doing it. Inflation really is the least of the problems because having too much gold in DAoC is not immediately going to ruin anything. No resources are finite, markets can barely be cornered because it's so easy to just find another crafter or level one yourself and every account can only purchase one housing plot.

What's the solution? Bring back a more SI-like gold progression. Players should have AT LEAST 3p when reaching 50 and only need to do the bare minimum of farming to get geared. This does not mean the-best-SC-ever-geared. In order to allow solo players to farm efficiently (something that was done a lot in SI) and let leveling players earn more gold the salvage and sell values of all rog's should be at least tripled.
There will always be some sort of equilibrium between gold/hour that can be farmed and gold/feathers, this should be of very little concern to most players and they should choose whatever activity suits them best at the time but once again, there are fixed costs from crafting that need to be considered first when nerfing farming opportunities.

Re: Raise the salvage drop rate again.

I had a very simple idea. Remove all classic salvage loot(or leave it and just nerf the amount you get based on new guidelines) and increase salvage rates for RoGs based on their utility. It adds RnG to salvaging but doesnt break it (how often do you get 20util RoGs non stop?). As well it would GREATLY increase the amount of farming locations so you wont have 20 people fighting over a few camps.

Re: Raise the salvage drop rate again.

Credit where credit is due

https://forum.playphoenix.online/viewtopic.php?f=40&p=67015#p67015

- increased coin reward for pve tasks (kill animals, humanoids, in dungeon, in frontier etc.) from 3x coin drop of a mob of your level to 50x. At level 50 this means an from on average 3g30 to on average 55g30


A great change in my opinion that is going to help out levelers and casual farmers (especially slow ones) a lot.

Re: Raise the salvage drop rate again.

Mura wrote:
Wed 22 May 2019 6:32 PM
If you can't do the raid, you can farm feathers and rogs in DS and DF with an 8-man easily enough.


Not true. It's not "easy enough".

Most certainly can not do a raid if your PC is a 10 year old laptop that only just runs Daoc. This does not effect me personally but it does effect one of my guild mates. Raids are just not an option for him which screws him over.

But according to you we have DF or DS. Well...we cant farm feathers in DF if our realm does not own it and we can't farm DS as a small (like really small) group. Even attempting to join others... if you play / only own casters or have not done DS previously then there is a strong chance no groups wants you (at least in Mid). As someone who plays caster classes, I've never once been allowed on a Darkspire raid and I really don't want to roll a melee class to be able to do so.

Now I will admit, I'm in a small guild. There is only 3 of us on at any given time (so no DS) but we're casual players and have been doing this for 18 years. We're not changing now. However we did feel we could farm enough to either craft or buy stuff we needed for templates.

Now we spend more time trying to farm than having fun and quite frankly, getting a lucky invite to a Hulk farming group is boring. For a game that has so much emphasis on PvP, far too much emphasis is on farming now to be able to compete in PvP. It's daunting for players who are more casual.


But I have solution.

Ideally I'd like to see rates returned to what they where, if only for salvaging so I can craft what I need rather than zerg for thousands of feathers.

However, I dont think this will happen so why not re-introduce scale-able instances that came with catacombs /darkness rising (since the entrances are there in dungeons and dotted around the realm now) but have them reward feathers. Obviously make it available to very high levels any maybe even have a time on each instance before you can re-do it but we need better options that this constant zerg raid farming. The whole battlegroup thing is what killed ToA for me as I was never on when they happened back in the day and it's having a negative effect on our guild now.

Eitherway just have a "epic instance dungeon" style thing that can be either done by just a couple of players of any class.

Alternatively give a feather reward for each realm task? Drop the cash reward down and add feathers.


All I know for sure is crafting felt like a viable alternative to constant TG raids but now thats a struggle because I need so much feathers as well and getting the odd invite to a Hulk Raid is is not paying those bills.

Re: Raise the salvage drop rate again.

you defintely can run raids on a 10year old laptop. Have you tried optimizing/setting from the supportforums? The threads might be a bit buried now, and i don't remember it clearly....but we had someone in guild that always had LD in TG and had completely given up on raiding. Then i pushed him towards those threads and he tried a few things, and suddenly it worked perfectly (well...still low framerates ofcourse, but he could stay ingame and was able to tag mobs)

Ideally I'd like to see rates returned to what they where, if only for salvaging

what do you mean "at least for"??? Afaik that's the only thing that got changed, and not even completely, just the droprate of named salavge items was reduced. Salvaging ROGs and droprates of ROGs wasn't touched.

Re: Raise the salvage drop rate again.

merfp27 wrote:
Thu 23 May 2019 4:29 AM
This has my vote. The change ruined a whole type of playstyle for people and seems like it was based solely on animists and their ridiculous ability to farm mobs at a rate the other mass farm classes can’t match. Couple that with the larger loot tables on the mobs in SH and you get people pulling in 20p a hour.
The loot tables on the mobs for each realm should have been checked and adjusted, rather than a blanket knee-jerk nerf to the droprate across all three realms.

I have an Animist, Shaman, and a SM now. Mainly to test farming. And if you’re farming redcaps, a shaman beats an Animist. It’s harder but the amount of mobs that can be killed isn’t close.
Edyp / Barbaz / Armoz / Ociz

Re: Raise the salvage drop rate again.

dbeattie71 wrote:
Wed 29 May 2019 3:22 PM
merfp27 wrote:
Thu 23 May 2019 4:29 AM
This has my vote. The change ruined a whole type of playstyle for people and seems like it was based solely on animists and their ridiculous ability to farm mobs at a rate the other mass farm classes can’t match. Couple that with the larger loot tables on the mobs in SH and you get people pulling in 20p a hour.
The loot tables on the mobs for each realm should have been checked and adjusted, rather than a blanket knee-jerk nerf to the droprate across all three realms.

I have an Animist, Shaman, and a SM now. Mainly to test farming. And if you’re farming redcaps, a shaman beats an Animist. It’s harder but the amount of mobs that can be killed isn’t close.

I’ve tried redcaps. You’re right you can pull a ridiculous amount at a time, but they’ve never dropped a single non-rog in all the times I’ve tried before and after the change. Factor in the higher resist rates and for me they’re just annoying.

Re: Raise the salvage drop rate again.

merfp27 wrote:
Wed 29 May 2019 6:43 PM
dbeattie71 wrote:
Wed 29 May 2019 3:22 PM
merfp27 wrote:
Thu 23 May 2019 4:29 AM
This has my vote. The change ruined a whole type of playstyle for people and seems like it was based solely on animists and their ridiculous ability to farm mobs at a rate the other mass farm classes can’t match. Couple that with the larger loot tables on the mobs in SH and you get people pulling in 20p a hour.
The loot tables on the mobs for each realm should have been checked and adjusted, rather than a blanket knee-jerk nerf to the droprate across all three realms.

I have an Animist, Shaman, and a SM now. Mainly to test farming. And if you’re farming redcaps, a shaman beats an Animist. It’s harder but the amount of mobs that can be killed isn’t close.

I’ve tried redcaps. You’re right you can pull a ridiculous amount at a time, but they’ve never dropped a single non-rog in all the times I’ve tried before and after the change. Factor in the higher resist rates and for me they’re just annoying.

Yeah, they’ll never drop non rogs and the margin of error is zero. Mess up on Animist and you might have to kite, mess up pulling redcaps and you insta die. 😂
Edyp / Barbaz / Armoz / Ociz