"No Tokens Till The End" Issues and Possible Solution

"No Tokens Till The End" Issues and Possible Solution

in Fractals, Dungeons & Raids

Posted by: Sebrent.3625

Sebrent.3625

First, I understand why this was implemented. It is a possible “solution” to people killing the first boss(es) they can easily get to and then resetting and killing them again.

However, there are several issues with not getting Tokens till the end.


Scenario #1:
You get to the last boss and get kicked by the other four because they are in the same guild and a guildie wants in the dungeon with them.

This allows people to be deprived of the primary reward from them going into the dungeon due to some people being “less than good”. I can farm more loot/money per hour outside dungeons than I can in them. I’m there for the Tokens.

The primary problem is that this allows bad player interactions to be even worse for the “victim(s)” … and this happened to me last night after being patient with a very slow Arah exploration mode run … I was rather aggravated.


Scenario #2:
Get through most of the exploration mode to only have it bug out on you. Boss/NPC is stuck or something crashes.

Again, the primary reason for being in the dungeon is deprived from you. This makes a “technical difficulty” worse than it normally would be.


Scenario #3:
You get through a good bit of the dungeon and 1+ player(s) needs to go, thinks it’s too hard, etc. They leave for some reason(s). This hinders the group, makes the content much harder, and can often result in the group disbanding as it can cascade into 1+ other players leaving the group … no tokens again for the work you’ve done.


The current “no tokens till the end” makes bad situations worse. It degrades the player experience.

I do not believe the mentioned “tokens as rare drops” is the correct solution to this either.

Opening a chest after killing a boss with the current system gives me only a “meh” feeling.


Possible Alternate Solution to People Farming First Boss(es)

Rather than saying “no tokens till the end”, why not make the token system more fine-grained?

ArenaNet is obviously already tracking how many times a player has gone down each individual path, why not factor that into the tokens received per boss rather than the tokens received per full path completion? (or both).

If I keep going down Path_A and killing Boss_X, each time I go down Path_A could just as easily be recorded and used in calculating how many tokens I get for killing Boss_X. I understand that this could require a few more bits per player to track, but it could potentially not as the same bits used to track “dungeon_path_traversals(,dungeonId, pathId, playerid)” could simply be leveraged when calculating “boss_kill_tokens(Boss_X, playerid)”

Just for the sake of example, if I go into a dungeon and repeatedly kill one boss, I could get 5, 3, 1, 0 tokens. Now, while I chose arbitrary number values, I did select them with some thought in mind. Notice that by killing Boss_X three times (5+3+1 = 9), I’d get less tokens than if I killed Boss_X and then killed Boss_Y (5+5 = 10). I’d also likely have more fun and experience more of the dungeon.

Christian. Husband. Father. Friend. Developer. Gamer.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.

"No Tokens Till The End" Issues and Possible Solution

in Fractals, Dungeons & Raids

Posted by: vicwolf.7862

vicwolf.7862

They already decided on the solution to that problem, it is to (eventually) make badges a rare loot from the bosses.

"No Tokens Till The End" Issues and Possible Solution

in Fractals, Dungeons & Raids

Posted by: Sebrent.3625

Sebrent.3625

They already decided on the solution to that problem, it is to (eventually) make badges a rare loot from the bosses.

Yeah, read my whole post, buddy.

I mentioned that I saw that but don’t believe it’s the answer because currently when I open a chest after killing a boss I only have a “meh” feeling … before seeing what’s in there

Also, you need numerous amounts of tokens in order to buy the armors and weapons. How rare are these “rare drops” going to be? Getting 1 token on a rare occasion is going to be pretty poor compared to simply moving the tokens back to a per-boss basis but keeping the diminishing returns … making it fine-grained would not be difficult.

Their current implementation feels like a rushed patch and their “next step” from it looks like another rushed patched trying to fix the initial rushed patch.

Christian. Husband. Father. Friend. Developer. Gamer.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.