The item types (weapon, vehicle etc.) are different than the reason they're dropped because it allows for more design space (like making a really good vehicle that people requested.) A new location should always have at least one thing that's quite a bit better than a bunch of the stuff in your inventory, plus one that might not be so good but can be crafted to be better, and then you might end up with some that are weaker than what you could grind from a previous location.
Thus I do realize that it's possible for players to say, farm a ton of weapons from Exham, and then not be able to use the weapon drop from LA, especially since you can always go back and grind Exham to max out your usable weapons. Like you guys, it bothers me that there are items that are currently useless for some players, especially new ones that are coming out. One thing we discussed was just eliminating the Minimum Damage drop, because it can't be crafted and it's almost always going to be worse than a drop from a previous location. But that wouldn't really fix the issue, so this is another one of the problems that we're hoping to solve by making more items craftable.
@Xipe Totec our data does include the raid drops. Both those and Limiteds are quite a bit more rare in people's inventories,
compared to how easy it is to get location drops. New location drops are much more likely to replace older location drops or other types of items that are easily farmed. And our stats show us that location drops are still making it into the majority of people's inventories even with the current amount of raids people have. Also to
@Friendly Fire, we did gave the stats a slight bump more than normal to reset the curve and ensure the items are useful, but you're both right that it ended up being smaller than even we expected at first.
@Zoe Bell @Bogbrush007 It wouldn't be balanaced to make location drops the same stats as a raid reward or a Limited, because you can get so many more of them. You would be able to just farm the location forever and replace your entire inventory with them, making all your previous work useless (and other events less useful to play.) There's still a very useful set of drops from this location for most people. The game offers longer-time players big multipliers thanks to their higher attack and defense stats, but also a large inventory new players can't catch up to — the issue is that this inventory isn't useful, and crafting should resolve that problem. Changing the stats of other types of drops would create other issues and wouldn't clean up people's inventories.
So — in conclusion. We are working on a crafting solution to ensure items outside of your usable inventory are still useful. In the meantime, some stuff is going to come out that isn't as good as your current items, but most of the stuff in this location is still useful to the average player able to access it (or who will be soon.) As you've probably noticed, there's been a number of changes recently that we expected might help resolve this problem, but after analysis we had to scale back on because the root of the issue is elsewhere. We always listen to your guys' feedback, but we have to make decisions based on the in-game data, and I personally think sharing more info with you guys about where the game's at will help us all make better suggestions for improvements.
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