Dungeon Trash mobs drop tokens.

Dungeon Trash mobs drop tokens.

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

I’ve already suggested this in other threads, so I guess it’s time I make a seperate thread for it.

I seriously doubt I’m the only one that’s tired of parties skipping almost the entire dungeon just to finish it as quickly as possible. Not only does this make it harder for people that died/rezzed to run back, but it’s circumventing 90% of the content of the dungeon in the first place, something I’m sure Arenanet doesn’t want to see happen.

Fixing exploits takes time, and as old exploits stop working, new exploits crop up. But why are people exploiting in the first place? They don’t want to do trash. Why? Because trash takes extra time to kill for no real reward. Often times the trash isn’t even hard, the group just wants to finish the dungeon faster and get their shinies.

So why not take away the reason people are exploiting in the first place, and spread the shinies around the entire dungeon? Arenanet has taken steps towards this with the Bag of Wondrous Goods, but I think it should be taken a step further:

All dungeons should now have:
Regular-level mobs have a 33% chance of dropping 1 token.
Veteran-level mobs drop 1 token.
Champion-level mobs drop 3 tokens.
The end of the dungeon awards 10 bonus tokens, as well as the normal money/xp bonuses.

If the tokens are on the trash mobs, then people will kill the trash for the tokens. It’s that simple. If what I have above results in different numbers of tokens from dungeons, they can be tweaked easily, so long as the idea still remains.

How about it, Arenanet? Want to make your trash something better than just a chore?

Dungeon Trash mobs drop tokens.

in Suggestions

Posted by: GummiBear.2756

GummiBear.2756

the problem is, with a such smaller backload of tokens ppl will not even finish the dungeons, they farm and kill everything up to the first 1 or 2 bosses and then quit and restart the dungeon. Only way to really make ppl kill EVERYTHING is to ensure you have to kill everything, maybe put in more “gates” (or whatever fits the theme of the dungeon to work similar) where you have to kill the thrash before it even opens up

Dungeon Trash mobs drop tokens.

in Suggestions

Posted by: SerRolandStark.2758

SerRolandStark.2758

The main problem is that the mobs in dungeons lose aggro if you run far enough away. In WoW’s dungeons, if you were in the instance and a mob aggroed, it would follow you through-out the entire dungeon.

If mobs never lost aggro, players would be forced to clear their way through the instance.

I also support your idea of having regular to champion mobs drop a small amount of tokens.

Dungeon Trash mobs drop tokens.

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

the problem is, with a such smaller backload of tokens ppl will not even finish the dungeons, they farm and kill everything up to the first 1 or 2 bosses and then quit and restart the dungeon. Only way to really make ppl kill EVERYTHING is to ensure you have to kill everything, maybe put in more “gates” (or whatever fits the theme of the dungeon to work similar) where you have to kill the thrash before it even opens up

I don’t think that would happen in practice.

Assume a group clears half a dungeon which nets them 25 tokens.
Upon clearing the second half of the dungeon, they would get about 25 more tokens, plus 10 for finishing the dungeon. It would actually be more time-efficient to finish the dungeon than to farm the first few bosses over and over.