Hi there,
I have noticed that i find myself doing a bounty in the glades/shallows just to be close to pine wood and copper which i need to upgrade my city even though I am currently past 3rd boss. Even though I think its good design to have players revisit the content, it does feel suspiciously alot like doing a daily chore. I would like to suggest a small redesign of the upgrade system of the city. Combine that with a pretty slow pace of progression through the several ranks and you get a bit of a dragged experience.
My suggestion is to make it so that the items to find aren’t just limited to one region, just more frequent. Add on top also a lootable item from specific enemies like wolf skulls as a requirement to certain upgrade. This makes certain bounties alot more enticing if you are hunting for a specific objective because you will KNOW the right enemy is there. It adds some more excitement to looting plus it might give some interesting choices wether you use certain drops for city upgrades or a new armor. Also remove the wood and ore and clay collector challenges… they are increasing the issue. Just put in some enemy specific items instead. Makes it even more enticing to hunt them.
That brings me to the next topic of enemy hunting. The game currently has an opportunity to add some castlevania elements which I know i love. I think that could make farming not just more enjoyable but also highly lucrative. If certain gear/weapon/gem drops are from specific mob types that make sense (say wolf fangs as a unique dual wield daggers but with very low droprate and have an interesting ability like if you swap weapons u get 30% dmge buff for a duration). Add on top of that a higher droprate for wolf skulls which can be used for specific upgrade of say the tailor, it suddenly makes a lot of sense to start memorising as a player where the wolf spawns are and to come back so now and then to get my hands on a juicy dagger or to complete my upgrade.
I have more thoughts on this but i am curious what you guys think?