I mean I could write why but then I wouldn't finish so-
There can really only be one drop per area per method of play.
But you could totally count a fire clockwork tunnels as different from an ice one, or a T3 one as different from a T2 one, or even box drops as different from enemy drops.
The gist of this is that when multiple areas drop the same thing, that unless they are all exactly even in payout, one comes out as dominant, and players just go for that one area to farm at.
This makes the player hunt down specific levels and areas to farm at
If I need scrap metal I see that the only place I can get it is say, aurora isles, then I go for that one area. I hunt it down, and I get it. This is good because it forces variety onto the player.
No more will you only do FSC, but farm a variety of levels. Conversely, it allows the player to farm what they choose within the market. If I don't like FSC I can do arcade runs and sell my materials.
Sinks will be needed to consume materials, so that players don't have too many of them built up
Basically, a large sink is necessary to consume them. By large, I mean logarithmic. Scale-able.
First, we need log scaled crafting costs. I.e. 1000 light shards to craft a 5* item, and the ability to feed the battle sprite a TON of lower tiered mats.
Second, we need sinks that aren't just crafting new gear. Perhaps punch could get a rework to sink crowns, and an NPC could take in 1000 of a random material every week in exchange for 100K crowns.
How to implement this.
1) Remove monster drop tables and materials in boxes
2) Add materials to level drop tables instead
3) When the player kills a monster, it gets the level material for monster kill
4) When the player kills a treasure box, it gets the level material for treasure boxes
The idea looks good, but 1000 light shards to craft a 5* item seems crazy.