Alternatives to gold rewards

Alternatives to gold rewards

in Fractals, Dungeons & Raids

Posted by: Risingashes.8694

Risingashes.8694

ANets intention is clearly to move gold rewards from dungeon to fractals.

This is set in stone.

So with that in mind, how can dungeon rewards be improved to continue to properly compensate people for running them beyond achievements and token based weapons/armor?

Alternatives to gold rewards

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Posted by: Nescius.4315

Nescius.4315

I think it would be interesting if they could attribute to those new map rewards that are also being introduced. As I understand it (haven’t really tried it out in the BWE’s) you get a guaranteed rewards for doing X number of event/jp/etc. I would like to see dungeons also count towards the reward track.

Problem is, however, not every map has a dungeon in it and value of different maps might not be the same. Meaning that some dungeons are not rewarding at all, whereas other might be.

The statement the nerf is it mainly done to deincentivize dungeons doesn’t make me very hopeful that something to balance dungeon rewards will be done.

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Posted by: Blaine Tog.8304

Blaine Tog.8304

So with that in mind, how can dungeon rewards be improved to continue to properly compensate people for running them beyond achievements and token based weapons/armor?

They could either:

1) Add a few more guaranteed rares to the end chest,

2) Greatly increase the chances of getting Exotic drops — even account-bound Exotic drops, or

3) Increase the dungeon tokens dramatically.

However, since the point of the nerf isn’t primarily to help the economy but to stop people from running dungeons, they’ll probably do none of those. And it really, really sucks.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

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Posted by: Skoigoth.9238

Skoigoth.9238

I like the idea of 2 – 3 rares (read “ectos”), with the chance for exotics. Maybe even skins unique to each dungeon? That´s just wishful thinking of course…

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Posted by: evilunderling.9265

evilunderling.9265

I’d imagine the sensible approach to nerfing dungeon gold would be to implement stricter time gates rather than nerfing the reward per run. If that’s the approach they go with, I’m not sure any ‘replacement’ for the dungeon gold is needed.

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Posted by: Lord Kuru.3685

Lord Kuru.3685

ANets intention is clearly to move gold rewards from dungeon to fractals.

This is set in stone.

So with that in mind, how can dungeon rewards be improved to continue to properly compensate people for running them beyond achievements and token based weapons/armor?

I think the entire point of the nerf was to not properly compensate people for running dungeons in order to disincentivise dungeon running.

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Posted by: runeblade.7514

runeblade.7514

Why should ANet do that?

ANet clearly said they want to disincentivize dungeon. In that case, ANet should just use this suggestion.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Jerus.4350

Jerus.4350

Why should ANet do that?

ANet clearly said they want to disincentivize dungeon. In that case, ANet should just use this suggestion.

That would be fine by me. There are some dungeon paths I enjoy, some I hate, but overall I think they should still be rewarding. I can’t see them nerfing them much and having that experience still feel rewarding. And the fact that SW hasn’t been touched is just confusing.

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Posted by: SailorAku.3524

SailorAku.3524

Nerfing dungeon gold rewards is one thing but what about the players who not only don’t have the AR or ascended armors in general to do fractals or raids, but just don’t have the skill to execute certain mechanics? I run dungeons because it’s a great alternative to the fact that I can’t quickly jump. I can do basic jump puzzles with practice and I’m getting better at certain fractals but it’s nearly impossible to find a pug (or even really good friends) who are willing to spend over an hour and a half on a fractal run because we rolled Harpy/Colossus/Jade Maw and if I don’t take my time and/or kill every enemy, I won’t ever make it to the end. I don’t wanna hear people just complain that I’m not trying to get better because I am, but my learning curve is not going to leave me where I need to be in time for the nerf. So even something as small as karma rewards or more dungeon tokens would be appreciated by those of us who HAVE to stick to dungeons. Otherwise it’ll be more worth it to brave the toxicity of pvp and do dungeon reward tracks for the unique skins and legendary gifts and we’ll have no one running dungeons for anything more than achievements.

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Posted by: Silberfisch.3046

Silberfisch.3046

I already said it in the general discussion thread, but people overlook a major “currency” dungeons provide. Mostly because at the moment it isn’t really that relevant.

But with the mastery unlock system experience suddenly becomes a valuable commodity. Especially if the numbers shown in the 3rd beta weekend are an indicator.

A dungeon tour provides a lot of fast experience. So if you seek to unlock Old Tyria Masteries, dungeons are truly helpful in that regard.

I wouldn’t mind if they added someting additional, like more tokens or even better karma instead of gold to dungeons. Karma would be my first choice.

But people tend to overlook the experience factor. I will agree however that this is a finite amount of reward you can get, because once the masteries are unlocked, the experience again becomes of little value. So it isn’t a continuous incentive.

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you may keep them to rear new and interesting variants in your basement.

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Posted by: Thaddeus.4891

Thaddeus.4891

Nerfing dungeon gold rewards is one thing but what about the players who not only don’t have the AR or ascended armors in general to do fractals or raids, but just don’t have the skill to execute certain mechanics? I run dungeons because it’s a great alternative to the fact that I can’t quickly jump. I can do basic jump puzzles with practice and I’m getting better at certain fractals but it’s nearly impossible to find a pug (or even really good friends) who are willing to spend over an hour and a half on a fractal run because we rolled Harpy/Colossus/Jade Maw and if I don’t take my time and/or kill every enemy, I won’t ever make it to the end. I don’t wanna hear people just complain that I’m not trying to get better because I am, but my learning curve is not going to leave me where I need to be in time for the nerf. So even something as small as karma rewards or more dungeon tokens would be appreciated by those of us who HAVE to stick to dungeons. Otherwise it’ll be more worth it to brave the toxicity of pvp and do dungeon reward tracks for the unique skins and legendary gifts and we’ll have no one running dungeons for anything more than achievements.

1) The worst case scenario is that they will remove all gold reward from dungeon, which mean they gonna nerf 50% of the reward for most dungeon. (75% for AC and more for Arah). But that’s the worst case scenario and that’s unlikely. They will probably nerf around 25% of the reward and it will still give you around 5 gold per hour running dungeon, which is still higher than most of the other stuff in the game. Dungeon will maybe not be one of the two best method for gold, but it will still be in the top 10, i’m pretty sure of that. Remember that Fractal will have 2 runs per day max before getting less reward and Raids will be a on weekly. Dungeon will still have people running them.

2) Fractal will be a lot less long to do. Each level will only be 1 island, not 4 like right now. So fractal will be a lot more accessible to people like you. At least for lower level.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Sanguinem.4932

Sanguinem.4932

I was suggesting in /g a day or so ago that similar to the purple trophies for legendary crafting that you get from dungeon tokens (gift of ascalon, baelfire etc) you could have improved customisability for legendary armour according to dungeon rewards, such as HotW giving you a blizzard around your character or something… It’d make world bosses run so smoothly amiriteguise

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Posted by: Silvatar.5379

Silvatar.5379

I have already made multiple posts about this so I will just copy/past my latest one below:

[ ]….from my understanding, their main concern is the infusion of “new” gold into the game. Thus, a simpler solution would be to remove/reduce the end reward of gold and replace it with loot, the amount of which could be dependent on the difficulty of the dungeon path.

For example these could be added to the end reward as a replacement for the reduced/removed gold:

CoF p1 = 4 bags of masterwork gear and 1 bag of rare gear
CoF p2 = 6 bags of masterwork gear and 1 bag of rear gear
CoF p3 = 8 bags of masterwork gear and 2 bags of rare gear

The numbers here are purely hypothetical to demonstrate the point. The numbers can be whatever Anet/players think would be reasonable to keep dungeons from being a complete waste of time. The benefit of this would be, it addresses the issue of reducing the infusion of new gold into the game while providing players with more viable options for how they farm their mats and make their money.

Original post here: https://forum-en.gw2archive.eu/forum/game/dungeons/New-dungeon-system-1/first#post5612796

…and yes, I do understand that the intention is to also “deincentivize dungeons”. However, I personally believe this to be an error in judgement and a contradiction in planning for the game’s longevity; for fostering a gaming community; and, for supporting their stated gaming objectives.

(edited by Silvatar.5379)

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Posted by: Mrfurlix.8391

Mrfurlix.8391

My suggestions:

-Increase to 100 token per path
-Dungeon exotic gear stats selectable, but gear non salvageable (like karma items, but you can throw them in the MF)
-Nerfing dungeon exploring paths at their reccomended level (so that, for example, a 5 35 lvl team can actually run AC problem free)
-Deleting or nerfing all those skippable mobs (like undead champion and other risens coming down the stairs in p2,3 of CoE, or all “trash mobs” in Arah (never killed the Champion Gorilla in 3 years XD), ecc).

This way new people coming in the game can actually enjoy some fun and simple dungeons (let high level fractals and raids be most difficult and challenging contents), veterans can have their “Dungeoneer” title quicker, everybody can easily get some new weapons/armors to try new stats combination for HoT without spending too much time/gold, since their efforts will be focused on ascended and legendary gears. And putting a daily crafting material chest at the end of the path could be really nice. What do you think about this?

(edited by Mrfurlix.8391)

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Posted by: Hyper Cutter.9376

Hyper Cutter.9376

The obvious answer would be to double or even triple the amount of tokens given per path.

But then they’d still be worth running, which is against Anet’s explicitly stated plan to strongarm people into doing the content Anet wants them to do (and boy does this show a lack of confidence in fractals and raids on their part!).

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Posted by: thrag.9740

thrag.9740

What if they replaced the gold reward with silverwastes shovels? 1 shovel per gold seems fair.

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Posted by: Thaddeus.4891

Thaddeus.4891

My suggestions:
-Dungeon exotic gear stats selectable, but gear non salvageable (like karma items, but you can throw them in the MF)
-Nerfing dungeon exploring paths at their reccomended level (so that, for example, a 5 35 lvl team can actually run AC problem free)

WoW those are some of the worst suggestion ever.

- That would be nerfing even more dungeon. Most people use token to get gear to salvage them. That way they can transfer token in gold. Without salvaging, your only option with Token would be to put them in the Mystic Forge

- Jesus. Dungeon as already so easy, if anything they need to be buffed to compensate the huge power creep since launch.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Mrfurlix.8391

Mrfurlix.8391

My suggestions:
-Dungeon exotic gear stats selectable, but gear non salvageable (like karma items, but you can throw them in the MF)
-Nerfing dungeon exploring paths at their reccomended level (so that, for example, a 5 35 lvl team can actually run AC problem free)

WoW those are some of the worst suggestion ever.

- That would be nerfing even more dungeon. Most people use token to get gear to salvage them. That way they can transfer token in gold. Without salvaging, your only option with Token would be to put them in the Mystic Forge

- Jesus. Dungeon as already so easy, if anything they need to be buffed to compensate the huge power creep since launch.

1- It depends. Salvaging will be nerfed, but noone knows at what point. In any case if you want good money you have to go elsewhere. That’s why I said that.
2-Yeah, you’re right. But there are alredy fractals for lvl 80 contents, that’s why i suggested that, to create some content for lower level character, since when you’re at 80 you have tons of other things to do, like levelling masteries and farming events. But, as Always, it depends from the point of view

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Posted by: Thaddeus.4891

Thaddeus.4891

1- It depends. Salvaging will be nerfed, but noone knows at what point. In any case if you want good money you have to go elsewhere. That’s why I said that.
2-Yeah, you’re right. But there are alredy fractals for lvl 80 contents, that’s why i suggested that, to create some content for lower level character, since when you’re at 80 you have tons of other things to do, like levelling masteries and farming events. But, as Always, it depends from the point of view

1) So let’s nerf even more the reward from dungeon?

2) The vast vast vast vast majority of players in this game are level 80. And since when you can’t complete AC with a group of 5 level 35?? I was always able to complete it that way and at least this way it’s a decent challenge.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Xbon.9086

Xbon.9086

anet says they want to deincentivize dungeons, so why would they do any of this?