On episode 11 fields, you could farm planiums to craft endgame equipment, but for episode 13, you cannot farm anything towards your equipment.
In general the field farming is dead since
- no silver drop
- low mercenary badge drops (3 per monster at that monster density just makes it useless to farm)
- emergency quest rewards are lame 99% of the time (why no drop of items that can increase the maps reputation you farm on, for example Relief Supply Bag - Lemprasa Pond when you clear the emergency quest at Lemprasa Pond)
- monster density is low ( for monsters that die in 1-2 hits to spread out on the whole map with most screens having less than 6 monsters on them) and respawn time is high (you bait players at beginner maps like West Siaulai Woods with high mob density and spawn rates but at endgame fields are empty and respawn times are high)
- no skill gem drops (endgame maps no longer hold any value towards gem farming, no gem abrasives, no skill gems to gain)
- no collections (collections are now costumes only that you have to buy for points by doing non-field activities, since field drops cannot be traded in for points, except for planiums; you want players to go back to episode 11 maps to farm?)
- unidentified equipment drops are useless (you can farm them at a higher rate at lower maps because of higher mob density, and their market value decreased a lot; the enchant jewels created by dismantling them yield bad values 95% of the time either way)
To bring back field farming on episode 13 maps :
- introduce a 0.02% drop rate of Arch Stone Fragments on all episode 13 maps in the local drop table (use the separate local jewel drop table that exists for hunting grounds so it isnāt affected by looting chance)
- change the emergency quest rewards to contain Relief supply bags at a 5% rate
- increase mob count or respawn frequency of monsters on episode 13 maps
Thank you very much for reading