Wow your really upset about this...

If goblin hearts were a 100% drop, it would be too much xp and be unbalanced. The heart quest would have a limited amount that Richard would purchase. This way there are no limits set and the game keeps its randomness. This is the logic that is being used. The quest wasn't meant to be manipulated like you are doing to get extra xp. Larian invited testers for months that went over this part of the quest, this would be too obvious of a bug or found as a flawed intention for it to make it this far. I'm confident this is their logic in the heart drops.

Your wasting time saving and loading for heart drops as I said before, as you level up on goblin hearts, monsters that should give good xp won't because when you level up, they give less xp. Your basically spinning your wheels in the mud xp wise. Around level 16 I found a few goblins that I missed, they gave 0 xp when killed. Rabbits and ducks seem to be the exception of this rule, their rate doesn't seem to ever reduce. Whopping 1 xp per bunny...

Here are a few more questions for you to ponder.
Why don't all monsters drop body parts for your pet?
Why don't we get staves from the mage goblins?
Why don't we get two swords from each that duel weild swords?
Why don't we get a sword, shield, and plate armor, from all the armored skeletons?

Answer:
I played a RPG before Divinity 1 came out that was great. Every monster dropped their armor and the body remained on the ground for the entire game. Like Divinity 2, once something died it remained dead. After a while it got annoying to run back and forth selling off the weapons so you can buy the high priced good armor and weapons. Here you have far less of an encumbrance issue and the prices are not too high.

There is a reason why things are made this way. Get it?

Last edited by LightningLockey; 18/08/09 04:29 PM.

Every time there I run into trouble on the road, there is always a dwarf at the bottom of it. Don't they know how to drive above ground?