At this point of the release, I suppose everyone has heard/said things like “a chest full garbage again”, “that was really hard, the reward should be better” and more recently “don’t kill the boss, farm the monsters for better loots”. In addition, leveling areas are deserted and famous farming spots are overcrowded. I think most would agree the reward system doesn’t fulfill its purpose: conclude the epicness of the content Guild Wars 2 has to offer with exiting and appealing rewards.
At the moment, greatest events/puzzles/dungeons/achievements are rewarded with a chest, which is brilliant in my opinion. Everyone loves chests … provided there’s something inside. Imagine that every Christmas you have really nice gift box with a pair dirty socks inside. I bet Christmas would feel… different.
Point is the reward system would benefit from a revamp, maybe the whole model, maybe only a part of it.
Summary
Here’s a quick summary of the proposition. Detailed explanations are in the rest of the paper.
The idea is to bring different type of rewards for each type of content. In a way so each part of the game would feel more appealing, bring back people in deserted areas and start different collections for future cash-shop additions.
- General: Stats between exotic and rare gears are close -> exotic won’t feel mandatory nor pointless.
1. PvE:
- Simple monster drops, renown hearts & DEs -> random fine items (blue).
- Group events, rare events/monsters -> random masterwork items (green).
- Difficult Events, dungeons -> random rare (yellow).
- Rare named champions -> good looking rare (yellow), random named exotic (orange).
- Most challenging content -> always token, random exotic (orange).
- Crazy stuff: always token, high probability exotic, low probability legendary part.
- Add dungeon and events in daily achievement to push people in deserted areas -> money reward.
1. WvW:
- Kill drop, simple objectives -> random fine items, random tokens.
- Small group objectives -> random masterwork items (green), tokens.
- Big group objectives -> random rare (yellow), tokens.
- Server wins -> a bonus chest: random masterwork, random rare or money.
2. sPvP:
- Add a rating system and the ability to show it.
3. Storyline:
- A beautiful ending cut-scene, maybe an epilogue, with THE epic music.
4. Exploration:
- Gives collectible in-game lore books, artworks, music, artifacts… as exploration related rewards.
5. Trading:
- Add expensive town clothes, mini-pets or whatever showing wealth.
6. Collectible:
- Add the ability to share detailed achievement progression and other collections through titles, a sharable achievement panel or home instance.
- Add collectible around the world to push players back in deserted areas, such as named monsters/named exotics, bestiary book, collectible lore books, etc.
7. Cash-shop:
- First, create a need for collectible through normal content. Second, add special ones in the cash-shop.