poison_ivy wrote:Jenalya, is it a good idea to introduce new items purely for the sake of having new items? If they have no purpose, I mean. Generic drops that could be used for many monsters - eg, Animal Bones - are, I think, a better idea. They could be supplemented with drops that had a use or were required for quests.
I plan to add already existing drops to the wolf as e.g. the Animal Bones. But in my opinion each mob should have at least one unique drop, maybe two, to make it special. I think it'd be boring if you reach a new area in the game, fight different monsters than in the area before - and then get only drops you already know?
Also items as animals fur or pelt is really not hard to find a use for in some way, NPCs (here the barbarians) can ask for it with the motivation they need it as material to make clothes and tents (maybe even as daily quest?) or it can be used as ingredients for crafting quests (as the leather patch is used for a steel shield or white fur for winter gloves and fur boots).
In general, I use new items, monsters, maps as a inspiration to get ideas for new quests. Many of the quests I already contributed to the game came to my mind because I saw an interesting graphic or map.