Having played in Ktos, a large issue is accessibility of resources. This is often seen in Tenet Chapel F1 as an obvious example. Mob quantities, spawn rates and drop rates form a triangle where players end up just having too settle gear wise.
Glizardons for example have low drop rates but there is also only 6 on the map and they spawn about once every 3 minutes. This does not flow well for players questing in that area or those who are aiming for an item with a minor drop rate that requires frequency. This is reflected in Ktos where some low level items almost never appear on the market board as theyâre completely impractical and put of the way to attempt to get.
This is also a factor for the Summoner who will struggle to acquire new boss cards given both time and drop rate for a fundamental part of their skill set.
There is simply a substantial bottleneck in item acquisition globally because current Spawns/Droprates/Mob Sizes are not at all in proportion with the population at least that is how it was for Ktos. This is more of an issue at lower levels where all these items that will be quickly outgrown within quite literally 3 hours, are not only barely relevant but barely acquirable. Worse if these items are then used for recipes later on because that then has higher level playerâs competing with low level players forâŠ6 or even 4 mobs in the extreme cases for long periods of time because of those low drop rates.
Youâre hampering player retention right out of the gate like that.
At higher levels itâs still an issue but thereâs also significantly less players at higher levels to compete with (I wonder why :P). Heck Iâm kind of underselling the problem. The vast majority of this game has low spawn rates, low mob densities and even lower drop rates. Any one of these or even two of these being low isnât a problem, but with all three youâre causing real bottlenecks where 6 mobs every 3/4 minutes isnât going to work when you have 2000 players on your server going through an area, all of them have a quest to kill 2, and then kill 2 again, and then they might want to grab an item for Collection, or try to pick up a recipe/drop/material. You have a lot of downtime waiting for something to actually do in these cases which can be quite boring, so players often just decide âto hell with itâ and move on to the next piece of content even if they still had interest in an area.