During the campaign & “Path of the chosen” difficulty I had a decent droprate of things like “Essence Ember”, “Wool Threads”, “Black Pearls”, etc….
WIth every farming run I came out with a good amount of mats.
Now with LVL30 and decent gear I thought I increase my difficulty to “Path of the Unspoken” for more challange and hopefully even better droprates/loot as reward for the effort.
But in NRFTW the loot droprate seems to be buggy…..In “Path of the unspoken” (hardest difficulty) the droprate of high value crafting mats, Essences, etc… is practicaly 0 while in “Path of the Thorn” (easiest difficulty) it’s very high.
Follow situation:
I’ve farmed 6 hours today in “Path of the unspoken”, did all Plagues there, re-farmed the areas after plague, etc….During that time I dropped exactly 4 “Essence Ember”….after 6 hours.
Same for other valuable mats,….. the droprate felt very off.
To test the counterpart I’ve set now the difficulty to the lowest one and guess what….. the droprate of mats, Essences, etc…is insane.
I got 3 “Ember Essences” only from exploring the area around Sage Road (means after not even 10 minutes).
For comparision: 4 EE in 6 hours (on hardest difficulty) vs 3 EE in 10 minutes (on easiest difficulty).
I hope this will be adjusted in future patches becasue it completely kills the spirit of an ARPG and a very important long term motivation in such games….min/maxing the own char to beat the hardest difficulty and be rewarded propperly for the effort.
I rly hope this is a bug and will be patched in future, so the highest difficulty drop the best loot and motivates us player to develop our character for this challange.
But very nice game so far, rly enjoying it….could have even 1 more higher difficulty level to test the limits of the current builds.
Tbh drop rates should imo be the same across any difficulty.
Setting it to a harder difficulty shouldn’t increase drop rates. This will only push players to playing at the hardest difficulty.
I will also say u would need a much much larger sample size than u are giving to even begin proving there’s a drop rate difference
Rng will be rng in ur sample u could have just gotten very luck with the 3 EE u found on easiest difficulty
Reason being is on the easiest difficulty mobs will die faster and easier. On the hardest mobs will take a bit longer to kill. Which makes since as to why it took 6 hrs to get the EE u found vs 10 min on the easiest
If drops are in fact better on easiest then imo it should be nerfed. So that no matter what difficulty one plays at the drops are exactly the same across the board
Edit: also the data u present doesnt really show whether this is a bug or not. Like i was saying would need a much larger sample size like way larger. As well as rng will be rng
I would say that better drops on higher difficulty are expected — that’s the whole reason you farm it. Otherwise, would you want to play a harder difficulty just because it takes longer to kill monsters?
I have no time to create data sheets or so like people who play video games as theyr job, I have to many other purposes beside gaming.
But as someone who play ARPGs on a daily base since hour 0 in Diablo 1 I can tell when something feels very off and in NRFTW this is definitely the case.
But I can share my experiance here….Lets take Ember Essence drops as example:
I’ve played 6 hours on the hardest difficulty, cleared even all PLagues in all areas there and got a total of 3 Essence Embers in this time. (Plague bosses loot and 8 daily bouty loot included).
In the lowest difficulty I made a short loot run for around 30 minutes and already got 5 Essence Embers.
Same for other materials….killing mobs on the lowest difficulty gives so much more loot than on the highest (2 wool threads, 1 purple item AND coins from 1 single mob are not uncommon).
While on the hardest difficulty I’ve never dropped 2 wool threads from 1 mob (not once in the 6 hours yesterday and also not the days before)….on the easiest difficulty I do so regularly since I’ve turned it down (and can reproduce it).
Same for things like “Boar Hoofs”, “Bear Claws”, etc…On the highest difficulty I got a maximum drop of 1 every two mobs but on the lowest I get even 2 pieces from 1 single mob very often (5 boars this morning gave me 7 boar hoofs on the easiest difficulty….on the hardest I did get the same ammount after around 2 full runs, just as comparison).
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As a long term ARPG player I totaly disagree here with you and for a single reason….long term motivation.
Min/maxing the own character to beat the hardest difficulty and being rewarded for this effort is one of the main pillars in this genre….thats the engine that motivates people to spend 1000s of hours in such games.
If you take away the better rewards in the highest difficulty, why would people spend weeks & even months min/maxing theyr own character when they can have the exact same loot in the easiest difficulty?
noone …rly noone plays the hardest difficulty just for the sake to be more difficult (Not even with a ranking system, see new D4 update with “The Tower” leaderboards….becasue they’re no rewards there noone plays it anymore after 1 week).
If certain content doesen’t respect the players time they simply don’t do it.
This completely kills the long term motivation of an ARPG and I’ve seen so many games in this genre die becasue of this circumstances…..because if theres no need to develop the own character past the bare minimum and the hardest difficulty comes with less rewards and nothing else, why would you play further in such games?
This is OK in a story driven RPGs which you play once and put it on the side, but doesen’t work in a loot based ARPG that comes with replayable challanges & content after beating the main story.
That’s why I left this feedback here because I realy enjoy the game and like the team behind it(reminds me of the good old Blizzard North team) and therefore don’t want this game to die becasue of the situation as described.
Problem is this will push players to play on a difficulty they otherwise wouldnt play on. Because now the hardest difficulty is the most efficient in regards to farming loot.
In turn this also puts players at a disadvantage for not playing on the hardest difficulty. Why ever play on normal when the hardest difficulty has the better drops rates.
The point of playing on a harder difficult is for the challenge. It’s not ment to be an option cuz it gives better drops rates.
Which is why I said imo drop rates should be the exact same across all difficulties. This way players arent put at a disadvantage for not playing on the hardest difficulty. Or feel like they have to play on a difficulty they dont want to play on beacues it gives better drop rates.
That is false kcd1 and 2 players play HC for the sake of the challenge. Hellclock even. Cyberpunk 2077. As well there’s other games as well were difficulty is there for the challenge and not better loot.
Thats exactly what difficulty settings should be for.
Like I said. If this really is the case it shows that loot drops on easiest needs a nerf.
I can counter ur point about why play on the hardest difficulty when easiest seems to give better loot.
Same thing if things were flipped and the hardest difficulty has the better drop rates. Why ever play on easy or normal. All this will do is push players into playing a difficulty they otherwise wouldnt play in or dont want to.
This is exactly why loot drops should be the same on any difficulty no one difficulty should be giving better drops at all
In games like u mention even d3 there are items that only drop on harder difficulties. Thats the main incentive to upping the difficulty even d2 had this. These difficulties are built into the loot game play loop.
In NRFTW difficulties settings arent built into the game play loop
NRFTW doesnt have loot tables like that.
Tbh after reading the rest of what u said. Sounds like u really arent playing on the hardest difficulty for the challenge ur playing on it cuz u want the better loot drops. It really isnt about the challenge for u its all about the loot for u it seems.
Iv been reading alot of forms for this game tbh ur the first iv seen make a post about the hardest difficulty drop rates. It can’t be that bad or a deal breaker since otherwise we would be seeing post about this far far more often than we are seeing them.
It doesnt seem to be that big of an issue for a huge chunk of NRFTW community. Why wast dev time tweaking something a good chunk of the player base doesnt seem to have an issue with
Having loot drops the exact same across all difficulties makes them there for the challenge. Vs having the highest difficulty having better loot just makes it play on the hardest difficulty because of better loot and not for the challenge.
Difficulty settings should be there for the challenge not cuz it gives better loot drops rates.
Now number of players in a realm yes that should increase drops as it does in any Diablo like or poe like game
Plenty of games with loot have difficulty settings there for the challenge and not better drops. And have been very successful games. NRFTW can also be a huge success doing the exact same thing. It already is a success.
Edit also the devs may also want the hardest difficulty to even have nerfed drops to add to the challenge. Kinda like poe ruthless mod. Not saying thats what they want.
Just saying this maybe the goal with the hardest difficulty. For me that would be fun sure more of a grind but thats why I play these game since d1
Edit…my point is difficulty settings here arent part of the game play loop like d3 torment lvls d4 world tiers or even poe maps.
They are ment to be settings like ghost of tsushima. Cyberpunk ect. Difficulties are they weren’t added to be a game play loop or mechanic like in d3/4
These should stay that way.
Also for the difficulty settings to work like this it would need to be built around pushing higher difficulties like d3 torment lvls. Otherwise it causes the issue is mention before.
Why play easier or normal at all when. The best drop rates are on the hardest difficulty. Won’t work well if its not built around this as a gameplay loop
I just wanna bring up the Ember drop rate for players who progressed in the story.
Players in the Discord server says the drop is lowered as story progresses. I do not understand this design philosophy. Why am I as an invested player, giving time to progressed, rewarded with worse loot?
I have an old character in a completed realm and everyone is saying “create a new realm, drops are better”.
yeah it should be, what is this logic. Why should I get punished for choosing the hardest difficulty. there should be atleast a 100% loot icnrease, since I EASILY take atleast twice as long. With your logic anyone would just get pushed into the lowest difficulty, because it is the most efficient farm. Not rewarding higher difficulties in a looter game is the biggest joke ever.
yeah like me, and they hate it, hell even youtube videos about it.
What is your point even your point? Put difficulties into PoE2 and ER poeple still play it while hating it. While atleast they would do it right like even D4 compare to the worst Difficulty setting even created in NRFTW.
Your Sentence is the MOST nothing Burger thing I have ever witnessed
So you want us to stop playing the game instead using the forum for exactly the reason it exist?
Maybe tell me WHAT exactly about what I explained prior is wrong. And why it is not bad? Exactly you can not, because I am 100% right.
Hi! Regardless of what the other person implied, your response that sounds like “well people are playing it, so stfu” does not match your moderator status. Please be polite.
I have not found the loot to be less at the higher difficulty compared to the normal difficulty. Thats not saying the loot tables are good there are definitely some issues. You have to make sure that you are digging and fishing whenever possible, that is where a lot of your papers and embers will come from and this does seem to drop off towards late game.
The late game drop off of some embers is the same and that is a bit of a problem.
Once you know where the chests are and the spawn locations, you can generate a lot of loot. Especially if you use the plague mechanic to reset the chests. That might get patched out though.
Your comment clearly had something “superior acting” to it.
On top you were wrong. You acted like most do not care, but the TRUTH is anyone hates it. And any NRFTW youtuber I spoke to is planning to do even more videos about it or GENIUNELY think Thomas will change it and is just an EA thing.
Yeah again, what is your point? of course poeple like me who like the difficulty, still play on it, but we also STILL hate it.
And once again you missing the point and do not even understand my comment or ignoring it in the first place. Right NOW, the loot on unspoken is the WORST of all difficulties, since we not only have an bonus for higher difficulties, we do not even have an Loot increase thats negates the extra challenge and espacially extra time.. So right NOW, easy mode gives the MOST loot.
How is this so hard to understand ? It is the worst game designed difficutly in all of gaming, espacially in a game were you hunt for loot lmao
You mean everyone? I know a big portion of the community and this is not that much echoed.
I think I understand you. You play this game for the loot. I don’t, many player’s want meaningful combat, fun mechanics, enchantments, etc. Loot is not even in my top 5 of why I like this game so much.
So I’ll pitch my question again; there are a dime and dozen arpg’s who will cater to you if you are so hell bend on wanting a loot modifier for higher difficulties, why not let Wicked do it’s own thing?
This game is really special and deserves a better reasoning then “because other arpg’s do it too” I think.
The way you interpreted it was impolite. What was actually written is fine.
I’m lost on you responding to an answer to a question that hasn’t had a chance to be answered.
I don’t hate the difficulty. I love it. I wish end game was harder. I only play on unspoken and am disappointed when joining groups that don’t. I don’t care if it gets more loot or not. Stop acting like there is some consensus on your preference.
Giving extra rewards based on difficulty removes any real choice on what difficulty to play, as players that don’t want to play higher difficulties will be pressured to do so due to the difference in rewards.
No thanks. Play higher difficulties for your challenge, not because you’re obsessed with having more than other people like some jealous dog over food bowls.
There literally is. Wherever you go. And there would even more but the game design is so dogshit unfathomable that many thing it is legitematly just a palceholder lmao. Maybe get your ego in check because you are 1 in 1000 that make factual facts everyhwere you go and can read it non factual. The irony if your comment is outstanding
No , literally smuggish, no value and no productive comment at all. But no wonder you defend this, since your Discussion IQ in a forum seems about the same.
PS: Also again you literally just ignored the core point I described because you KNOW I am right. Enlighten us why should you get punished for playing on hard and get factual less loot compared to play on easy. Why is this a better game Design. Take a deep dive, we are here to learn
First this is not true, shown by literally any game, even D4 Thomas jokes about being to casual.
Secondly I said negate the negative effect. I can farm more than twice as fast on easy.
Example for math resons 2 hour play in crucible: Easy = 20 runs Normal 14, hard 10
In this example because it is the worst difficultly design in history, I would get double as much loot on easy, why? Why should I get punished for playing on hard? Why should you get rewarded for playing on easy? What i the game philosophy behind this?
All I asked for is to have a loot bonus high enough to negate the extra time etc. So I get the SAME loot as on easy. Wich is LITERALLY the minimum how it should be. And by your logic poeple are not forced to play on easy, like you want not to be forced to paly on hard.
So you agree right? or were you just a hypocrite when it was about YOUR difficulty?