
Originally Posted by
Asashoryu
Regarding AE, and its impact on the reward of farming low level mobs vs. level appropriate mobs...
Assuming the issue with higher level mobs not being sufficiently rewarding for upgrade costs is addressed, why not add a variation on a trivial loot system instead to mitigate dominant low-level AE farming by grossly over-skilled players. Something of the nature where mob items (dropped loot) and corpses (harvestable loot) have an increasing chance to be forfeited when attacking with a spell or ability >N levels higher than the mob 'level'.
Arbitrary example follows:
Assume a herd of 'level 20' cows where each will have some associated loot table which governs what can possibly be dropped when killed. Additionally, its corpse can also be the target of 'autopsy' and harvested for its skin, skull or organs.
A player killing such cows with level 20/20 combat skill abilities, would have the full, normal chance of getting loot and harvestable items from them.
Another player killing such cows using one or more level 25 combat abilities might find that 1/3 of the corpses contain useless 'broken', 'burned', 'crushed' or 'shattered' loot (flavor-text variations based on skills used) instead off the normal loot items. Perhaps at this level all the corpses would still remain harvestable, however.
Yet another player starts killing cows from the same herd using level 30 combat abilities. They find that 2/3 of the corpses now contain those useless items, and 1/3 are tagged as too damaged to be harvested. Successful use of the 'autopsy' skill would reveal what powerful skill was used which caused so much damage so the player could adjust their combat skills appropriately, if desired.
Soon after, a fast-running veteran back from a month long hiatus starts farming the same herd with their powerful level 35 combat abilities. They quickly find that the last patch caused *all* of the corpses to now contain useless items and a full two thirds of corpses are further far too mangled to be harvested due to the relatively high-level combat abilities being used.
Finally, a character with the 'Pre-Alpha Tester' title walks by, sees what is happening to the fast-running veteran, realizes that their phenomenal level 40+ combat abilities will simply leave a trail of completely broken and unharvestable level 20 bovine corpses in their wake, and continues on their way... or smartly lowers the level of the combat abilities being use to allow for drops and harvestable corpses.
In summary,
It seems something like this, by discouraging over-powered camping (AE or otherwise) of low-leveled mobs, would encourage level appropriate lateral farming while preserving the sexy 'big boom' capability of level appropriate AEs. By disincentivizing such farming, it would also carry the added advantages of not rewarding high-level players for crowding out lower and mid-leveled players from low and mid-level content, as well as imposing a sort of soft penalty on mismatched skill 'power leveling'.