Ok, I found that there are lots of people suggestiong things in the general forum, so I figure why not me?
Anyways, here I go. It's not very long.
The idea is that you can kind of control what you get when you fight something. However, what it mostly depends on is the way you kill it. In a nutshell, you get drop items based on how the enemy died.
Here are a few example because, well, I don't know how to explain it othwerwise:
Let's pretend the monster is a fire giant. We know that fire giants drop lobster, herbs, runes, and arrows.
Now, if you drink a potion of some kind during a battle, the fire giant will be more likely to drop a herb.
If you kill it with ranged only, it will be more likely to drop runite arrows. However, it won't be as high of a percentage difference then the herbs because they're worth more and it would be pretty cheap because rangers arch fire giants more.
If you kill them with magic only, you get a higher chance of them dropping runes like chaos, blood and fire.
If you eat at least 3 pieces of food, you get a higher chance of recieving lobster.
Now, for the rare things like dragon medium, dragonstone, and runite scimitar, there are no kill-style drop bonuses, except if you fight them in a way that doesn't match the previous ones so the not-so-rare thing won't appear more commonly.
I think a good advantage of this is that players can fight these monsters to get what they'd rather want, like arrows, instead of coins and runes.
A drawback would be that ... well, I think that rangers shooting fire giants would rather want runite scimitars then more arrows, so they'd complain because they wouldn't get scimitars as often.
Anyways, there. Wild thought, wild hope, and I don't expect this idea to be a big hit.
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