A lot of people have expressed concern in the current dungeon reward system since the latest updates. I have a few ideas which may be similar to many others, but I would like to get out there hopefully in time to possibly be an influence to a slightly different system. Some of these go for the open world as well, but the main focus is dungeons.
1) Never ever ever ever programmatically lower rewards based on how good someone is at something. If people find a way to clear a dungeon quickly, let them take home the rewards for doing it. But now is your turn to decide if either they are really that good or your dungeon isn’t hard enough, and you can make adjustments. (Same for open world, do not lower rewards because I am grinding an area, I may need a ton of craft mats. If you suspect botting, warn or ban these players, do not punish me for playing the game how I like).
This said, I believe the current system that allows you to get a larger reward for completing each path the first time each day is perfect. But only limit that to the extra 40 tokens earned for that first run. After that, ONLY take those extra tokens away, nothing else. XP, coins, and drops should remain the same. Modify base rewards as necessary for this system to work.
2) Offer a way for casual groups to still take token rewards from not completing a dungeon all the way through. Exploreable dungeons take a LONG time to fully complete and not everyone in the group can stay for an entire run. I saw one developer state that tokens may be added as rare drops. I don’t believe that is the correct solution. That is still only a chance that they will get a reward. Here is my idea:
Have the boss chests drop an item(say a trophy/bosses head, whatever) that the person standing at the door will accept for 5 tokens for that dungeon. However, trading your trophies with him will lock you out of the dungeon for 30 minutes. This way, if someone leaves your group, or you just can’t get past a boss, you still get a reward.
It also works as an “I give up” system which gives a player a moderate-but-not-too-long amount of time to regroup, restrategize and retry the dungeon. OR, it works like an “I won” system, in that you are rewarded for what you’ve done, but keeps you from speed clearing (aka grinding, which was a key selling point of the game). However, it is incredibly important that this time be short, 15-45 minutes at the most. Enough time to stop speed runs, but also not too long to where it prevents the player from playing how and when they like.
Dungeons would also NOT reset automatically. You would be locked to that dungeon instance until you have talked to the npc at the door(what else are they for?) and either traded him your trophies thus locking you out, or if you didn’t get any, maybe an instant reset. Either way, there should not be a way to automatically reset the instance by relogging. Give the door NPC a use.
That’s all I remember at the moment, I will add more as I do. Thanks for reading, apologies for the wall of text. Please discuss what you guys think, I think my ideas are headed in the right direction but I’d like to hear more so that this reward system will one day be perfect.