Hello! I've encountered a few oddities with item drops that I was going to put in a laundry list, mostly because I didn't think these were correctly functioning.
General Issue
I wanted to note that I've encountered a few Tier 1 drops in Tier 3 realms for resources that can scale to Tier 3, mostly from collecting items that are procedurally generated into the world (not as chest contents, but the lootables on counters and whatnot). I don't have specific examples, because I forgot to record them due to the randomness of encountering them while playing. As such, I'd like to suggest that the generation algorithm's data be looked at to make sure it's scaling collectibles appropriately.
Item Specific Notes
Mineral (Salt) - This has the placeholder N wax stamp icon. To my recollection, it dropped in an Antiquarian realm from a chest. It has the same characteristics as Halite (Salt), and could be refined into Spice (Salt) that stacks with that refined from Halite (Salt).
Water Spinach (Water Spinach) - This drops as Tier 4 even in Tier 1 and 2 realms. Additionally, should it not be Vegetable (Water Spinach)?
Wood (Eoten Heart) - I encountered a Holt Eoten offering in either an Antiquarian or Astrolabe Forest. After giving it a meat-based offering (I forget whether it was Predator/Prey/Bug), it returned Tier 1 wood. Was this supposed to be Tier 2 or higher? In other words, are the offering rewards dropping the correct tier?
Flower (Cape Aloe) - Unlike many other materials, including other flowers, these flowers are increasing in tier with realm power. I'm able to get Tier 3 from an Herbarium Desert, for example. Is this intended, or are other flowers supposed to increase in tier as well?
Mode | Both Online & Offline |
Impact | It doesn't impact my ability to play or progress |
Category Tags | Resources |
Realms | Other |
Minor Realm Cards | None |
Steps to Reproduce | No reproduction steps other than simply finding them as described in the per-item details. |
I've noticed that all "offering" resources are T1, even in Ascended realms. This makes the offering option unappealing. It's a great mechanic, and I wish there were more options (such as with Grendels giving their threads and wood instead of just a buff and potion. Killing them feels like kicking puppies. Endangered species level of puppy kicking, too, given their story), but for now it's only useful for the quests.