@Whisper said in Would love to see mob loot drops tied to knowledge:
I think your idea would be fantastic if the game was designed around it. Using emergent gameplay as an example. If they made a game where a rabbit dropped its rare drop everytime but instead of making the drop rare they made it so if people killed all the rabbits they were gone for the day/week. And instead people had to take the time to breed them. That would create a game where I think your idea works perfectly. And enemy guilds would likely send in people to kill those farms creating game content that is player driven.
Yes, this is exactly the sort of thing I'm referring to. Kill rates determining spawn rates means the ecosystem is dynamic (and I'd love to see that expanded).
Breeders/farmers would have a reason to raise rabbits and get the knowledge/materials to do so, while also spending the opportunity cost on rabbits instead of raising/farming something else. Contrarily, those who just want to strip-clear resources would need to roam across the world instead of camping a rabbit spawn.
That would also lend diversity even to areas with the same biome, if one biome is "played-out" (at minimum spawn rates) and the other is virgin wilderness. There could also be knowledge allowing you to sense how harvested an area is (and what the current spawn rates are).
All of that would make the world feel more alive, and would promote less repetitive/boring gameplay.