Treasure maps, why does their loot suck so much?
So out of pure boredom I threw together a tmapper, slapped a 2600 luck suit and +5 glasses on to it so my group could have a chance at luck procs, then set out and dug up 30 Eodon maps and 10 Ilshenar Troves of varied types. I used a three man group of my own characters, the mapper, a bard, and a sampire.
Roughly 80% of the loot was cursed, and probably 95% of the overall loot (not counting SoT/SoA, refinements, the dumb shrine gems, and bags ofc) was just completely unusable garbage.
Why even revamp a system of treasure hunting when you're going to water it down with the world's worst loot generating system in existence? Out of the 40 maps I did, I kept two (2) things, that weren't even that great to begin with. These are supposed to be the highest level maps in game, the hardest and most lucrative ones, the pinnacle of treasure maps. And fourty of them generated pure garbage, no usable splintering weapons, no even half decent jewels, the armor itself was an absolute train wreck to look through.
This part is for you guys, if you're not going to police the afk bots farming the following zones 24/7 across almost every Asian shard, Oceania, and most NA Servers, then the least you can do is re-design the system for treasure hunting in a way that isn't a complete waste of time for players who legitimately use it to generate loot, and have to deal with with the absolute cancer of mob selection that spawns from it. Without night shift GMs being able to respond to pages, or even being active to check these easily checked locations, the only people your current system is benefiting are the AFK farmers who go unchecked.
- Painted Caves, Grobu & Lurg (felucca)
- Sanctuary, Szavetra (felucca)
- Fan Dancer Dojo, Fan Dancers (Tokuno)
- Tsuki Wolves (Tokuno)
- Yomotsu Mines, Yomotsu Elder (Tokuno)
- Shame, Air Elementals (felucca)