Dungeon token rewards and why It needs to be addressed ASAP
Design a reward system to be jerk-friendly (as the current one is) and soon all your player base will be composed by jerks.
So there is no real motive? Just people being jerks?
Well, It’s time to do dungeons with people you trust I guess.
Like in my first post, I’m not sure why, so I can’t point my finger as to motive or no motive.
To kick requires approval. And planning.
I doubt you can be a jerk randomly. It require premeditation.
To kick requires approval. And planning.
I doubt you can be a jerk randomly. It require premeditation.
Right, which means that it only takes 2 people. This has been in the back of my mind for a while now. As during one dungeon run a week or so ago, there was a guy who was having internet connection issues and kept getting dropped. Without even asking about it, the group leader kicked and another guy approved.
Now was he helping the team out, no not really he kept getting dropped, but it was then that I realized how easy it was to kick people out of a group, and with this new system where you only get tokens at the very end, it’s really fricken easy to screw someone out of their rewards.
Why people would plan to do this I have no idea, from what I can tell their is no bonus for completing a dungeon with fewer people, so really this is just straight up griefing, and pretty awful at that. Something absolutely needs to be done to prevent people from spending time on a dungeon just to be kicked out before they get their loot.
80’s – Necro/War/Ele/Guard
Something absolutely needs to be done to prevent people from spending time on a dungeon just to be kicked out before they get their loot.
It’s really not that complicated:
Simply give people tokens after killing each boss, instead of withholding them until the last boss is dead. And, at the end, give players extra tokens for completing the dungeon, based on how many bosses they killed (ex., if someone killed every boss, he gets 20 bonus tokens at the end, if he joined just before the last boss, he only gets 5 bonus tokens).
Something absolutely needs to be done to prevent people from spending time on a dungeon just to be kicked out before they get their loot.
It’s really not that complicated:
Simply give people tokens after killing each boss, instead of withholding them until the last boss is dead. And, at the end, give players extra tokens for completing the dungeon, based on how many bosses they killed (ex., if someone killed every boss, he gets 20 bonus tokens at the end, if he joined just before the last boss, he only gets 5 bonus tokens).
Problem with this goes back to just running 1/2 bosses in the dungeon and then resetting to avoid the DR nerfs.
People would never waste their time to complete the hardest boss in the dungeon if you can just speed run the first 1 or 2 over and over.
Example: Arah bosses 1 and 2 in Path 3(I believe). Just hug walls, kill first 2 bosses, reset dungeon. Crazy fast tokens that has very very little risk as the first two bosses are very very easy tank and spanks.
So all they need to do is make completing a dungeon better tokens than the first two bosses done on reset farm. Or essentially put a timer on how often a player can get tokens from a boss in a given period of time.
when this was happening before the people doing it got 3 day bans. Simply report the players and hope Anet keeps giving out bans and in the long term hope they fix the system.
crickits 80 ranger
crickets 80 warrior – current main
The kick feature can’t be used during combat and while the person is in the cutscene? This would result in them still getting the reward after the final boss? I suppose they could kick them beforehand
Problem with this goes back to just running 1/2 bosses in the dungeon and then resetting to avoid the DR nerfs.
People would never waste their time to complete the hardest boss in the dungeon if you can just speed run the first 1 or 2 over and over.
Example: Arah bosses 1 and 2 in Path 3(I believe). Just hug walls, kill first 2 bosses, reset dungeon. Crazy fast tokens that has very very little risk as the first two bosses are very very easy tank and spanks.
Two options.
#1: Bosses reward increasing amounts of tokens based on their order within the dungeon, with the final total being 30 (or possibly as much as 40 if it’s a particularly long path?), and then you get the standard bonus 30 at the end.
#2: All bosses reward 5 tokens, with appropriate bonus tokens at the end to make it worthwhile to complete the path, but boss tokens are subject to DR as much as the bonus tokens. If you kill Subject Alpha (1) in Path X of CoE, you get five tokens. Do it again on the same path, you get one less token each time. The one big concern I have with this is that ANet would screw it up and all paths would be subject to DR after the first run because it’s the same boss in all paths. This would affect AC, Arah, CoE, and so forth and probably persist for a week before the next patch addressed it.
Personally, I consider option 2 to be the best. It has DR to mitigate the rewards from speed runs, but it’s not such a hard system that it makes running the same path twice in a day not worth the effort.
Nethalia Frostmane [Ranger], Lyzanxia Unsu [Engineer]
Torg Darkmaw [Thief], Zekka The Architect [Elementalist]
Problem with this goes back to just running 1/2 bosses in the dungeon and then resetting to avoid the DR nerfs.
I fail to see what the technical difficulty would be in applying DR to each boss individually. If you’re doing the same boss for the second time in the same day, you get half (or 1/3rd, or even none) of the tokens, compared to the first time.
Not hard to code.
People would never waste their time to complete the hardest boss in the dungeon
If you think that playing the dungeon is a “waste of time”, but somehow still do it, then you need to seriously review your outlook on gaming, and entertainment in general. If you don’t enjoy what you’re doing with your leisure time, why do it?
And if some people find a particular boss a “waste of time” (and I agree some bosses in GW2 are quite boring), maybe they should let Arena Net know so they can make that encounter more fun.
Besides, what makes you think the last boss is the hardest? In most dungeons, the last one is actually one of the easiest, if not the easiest (and bosses in general are often easier than the groups of mobs between them).
Anyway, none of that is relevant. If someone wants to do Kholer over and over again (to use AC as an example), let them. And if Arena Net wants to apply diminishing returns to each boss’ chest, they can do that easily.
The current system makes no sense. It makes everyone lose all tokens if the party leader leaves, benefits jerks who kick players at the last minute to invite their friends to fight just the last boss, punishes players who had to leave half way through due to some real-life issue, etc..
If you kill boss X, you should get the corresponding rewards. The tokens should be a reward for the work you did in the instance, not an all-or-nothing reward simply for being present when the last boss dies.
A simple solution, i proposed yet, and devs didn’t implement:
allow kick just of offline players, and players on afk status ( a simple 3-4 minutes timer, with an icon AFK, will allow the kick).
The group will remain as is. Not be able to kick anyone for any reason except the 2 mentioned.
One player is antisocial? Your fault you picked him, deal with him.
When dungeon is completed, remember to block him.
Let’s not deviate too much from the original topic, which is dealing with jerks.
The fact that it takes two people to kick ANYONE in group is a huge step forward (in my opinion) It’s a far cry from the party leader having absolute authority and gives groups the flexibility to remove people as needed.
Unfortunately there are folks who do it purely for the “lols” it’s an unfortunate side effect of any Internet culture. Report, block, and move on.
On a related note, I believe ANet has mentioned an upcoming fix for the party leader migration issue (which happens if the party leader leaves the instance causing everyone to get booted)
The reason for this seems simple.
Lazy/inexperienced/time-efficient guildmate x wants reward without doing dungeon. Two or more other guildmates make PuG, kick someone before last boss, invite guildmate x.
Wow this never even crossed my mind. But still, what a jerk move.