the game is getting more and more uninteresting, where there is that known drop of exclusive items for each monster, such as: balog drops an armor that offers 5% + hp (exclusive attribute of the item itself)
this insists on the desire to hunt the one created to obtain this type of item, the game is currently 100% based on RNG, and with the small number of players the variety of items is almost nil, it is time to reformulate the form of strengthening, adding suddenly, unique drops for the bosses of each creature with a 100% chance of falling + the T5 RNG ...
I want to cite the example of Tibia itself where you hunt for a specific one to try to drop your item, in ROOTs there is no such possibility, you totally depend on luck for everything, even worse when we think about the jewels that are only and exclusively removed from chests, who does not likes to dig holes certainly will never have a jewel of 180/300, even worse to buy it on the market with its value for the rarity, this should be a lottery where bosses could play chests of diamonds, giving opportunity to pick up the items, not only those who dig holes, but all kinds of players, the game is perfect in terms of map, land, characters, skills, gameplay, but it's terribly bad when it comes to cultivating and obtaining items, who had an idea of the t5 I forgot that in every game we like to face the challenge of getting what we are looking for and we didn’t exactly find something by chance in an unintended lucky roulette.
the most used form that works for all games where all levels are adapted, a good example would be ragnarok, you hunt a certain creature to obtain a rare item that gives it a certain fixed attribute of that item, you hunt a certain forest that falls is a stone where you fit the armor, this stone can be damage, defense, life or anything else, but you try hard to get what you are looking for, so the game is not exhaustive based only on XP, and ends this horrible RNG where you stay for 6 months with nothing to do but go up and up and up