Hello.
This game has no subscription therefore it doesn’t need to do these extremely traditional dungeon currency systems. It just lengthen’s the time people play because of grinding and not because they are having fun.
I have two suggestions only for removing dungeon grind. One suggestion is easy to implement and one is slightly harder.
1) Remove specific dungeon tokens and make all the gear require the same token.
Advantages:
- Easier to group up for a dungeon.
- People can try all dungeons and not feel they are wasting time because they are not getting the token that would contribute to the gear they want.
- People can do the dungeons they enjoy the most for the gear with the runes and stats that best suit their play style.
- Dungeons will not lose people’s interests as fast. Example: Farming full Citadel of flame gear would leave a person after gaining the set feel as if they never want to do that dungeon again. It would not appeal to them because they have over played it.
Disadvantages:
- People may find the easiest dungeon and just farm that only.
2) Remove the grind all together and play for fun and challenge. This would be achieved by making the dungeon have three tiers and not requiring you to play more than once unless you choose to because you find it fun or challenging.
Tier 1 (Difficulty = Hard) – Only skilful players can succeed. Reward on completion – (Example) Tier 1 Citadel of Flame exotic set of gear.
Tier 2 (Difficulty = Very Hard) – Only players who have mastered their reaction time and teamwork can succeed. Reward on completion – (Example) Tier 2 Citadel of Flame exotic set of gear.
Tier 3 (Difficulty = Professional) – The best can only succeed. Reward on completion – (Example) Tier 3 Citadel of Flame exotic set of gear.
Advantages:
- Adds a level of measuring a players skill. If you completed a tier 3 dungeon for example it is a great feat of strength to show off. Unlike completing dungeons now this would essentially start a guild wars 2 curriculum vitae which would be fun considering now PvE has very little competition against other players and considering the name of the game is “guild wars” I assume there should be a bit of rivalry in PvP and PvE.
- The currency for gear is skill. If you have the skill you get the gear. Not if you have the time you get the gear.
- If you had fun you can do the dungeon again and not have to do it again for more tokens.
- If you can complete the dungeon once why would you have to do it so many more times to acquire the gear? The game knows you can do it because you have. Skill should buy gear not your time.
- Different difficulties tests all players.
- Better guild competition (which is unbelievably fun). Guilds can advertise they have done X/X amount of tier 3 dungeons.
- You choose if you want to do the dungeon more than once rather than being forced to, to gain good gear. If you had fun, you can do it again to have fun.
- Dungeons will not lose people’s interests as fast. Example: Farming full Citadel of flame gear would leave a person after gaining the set feel as if they never want to do that dungeon again. It would not appeal to them because they have over played it.
Disadvantages:
- People who are not skilled enough and do not like a challenge will complain because they cannot get gear with time but have to get it with skill. (Crafting gear is still available, Karma gear etc. Just not as cosmetically pleasing).
- People who enjoy grinding will not have fun
- The game might be too hard for people.
- People may say “it is harder to find a group because people have done it”. Answer: It will be hard so people will be trying a lot. Also because you don’t have to repeat it a lot of people would be doing it for fun because isn’t that what arena net said the game was supposed to be about? fun?
(edited by Jordan.6157)