The DR/Token Question - Skill should be rewarded.

The DR/Token Question - Skill should be rewarded.

in Fractals, Dungeons & Raids

Posted by: Zagdul.1502

Zagdul.1502

I have an idea for how I think dungeons could reward skilled players and not penalize us for playing the content. I’d like to further reward people who do it in their completion most successfully.

This thread shouldn’t be about complaints on the current ‘bugged’ system. Rather, a way to find a more amicable solution. Please try to keep this constructive if you don’t like the idea.

The concept works like this:

At the start of a dungeon, you get 360 (a piece of gear) by completing it with zero deaths.

Each death is -5 tokens.

At the beginning of each dungeon, a dynamic event starts. Depending on the percentage of completing the dynamic event determines the percentage of that 360 tokens at the end you get.

The dynamic events is ‘kill trash" basically. 100% complete means that you’ve killed every mob in the dungeon and it’s clear

This return will never fall below 5 tokens for a successful run. As long as you kill the last boss, you get 5 tokens.

The percentage of how many tokens you get is awarded after each boss. For example, if when I get to the first boss and have done 15% of the dungeon and had 1 death, I get fifty four minus five tokens (54-5). I’m rewarded 54, but penalized 5 for the death. The total reward (54) is deducted from my potential 360 but receive 49.

(edited by Zagdul.1502)

The DR/Token Question - Skill should be rewarded.

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Posted by: Zagdul.1502

Zagdul.1502

edited for numbers/math correction.

The DR/Token Question - Skill should be rewarded.

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Posted by: Zagdul.1502

Zagdul.1502

Oh, and an achievement for doing all three story lines @ 100%.

This would automatically reward you a weapon of choice.

(edited by Zagdul.1502)

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Posted by: Joe Chip.9538

Joe Chip.9538

Yeah… don’t bother trying to find smart reward systems who actually make some sense (I like your ideas here) for a developer who thinks a “diminished return” system is a good thing.

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Posted by: Inci.7560

Inci.7560

The DR is to punish exploiters, and in the process harms us a little if we’re too fast. Wait for it to be fixed and you probably won’t even reach the limit. Exploiting now has no use and since the game is very new, exploits are bound to happen and especially in places like dgns where rewards are big, exploits have to be stopped asap.

I completely stand by this system, even if it was only for the reason that initial rewards are much bigger, so it’s much more profitable to run all routes once and switch to a new dungeon. This way I enjoy much more too, instead of mindlessly farming the same dungeon on the easiest or fastest route, or even people just farming the first two bosses because the third one is too hard.

Play the game the way it’s meant to be played, much more fun!

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Posted by: Zagdul.1502

Zagdul.1502

You suggest that we wait for it to be fixed, the issue is how it will be fixed.

The DR/Token Question - Skill should be rewarded.

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Posted by: UnderdogSMO.9428

UnderdogSMO.9428

I have an idea for how I think dungeons could reward skilled players and not penalize us for playing the content. I’d like to further reward people who do it in their completion most successfully.

This thread shouldn’t be about complaints on the current ‘bugged’ system. Rather, a way to find a more amicable solution. Please try to keep this constructive if you don’t like the idea.

The concept works like this:

At the start of a dungeon, you get 360 (a piece of gear) by completing it with zero deaths.

Each death is -5 tokens.

At the beginning of each dungeon, a dynamic event starts. Depending on the percentage of completing the dynamic event determines the percentage of that 180 tokens at the end you get.

The dynamic events is ‘kill trash" basically. 100% complete means that you’ve killed every mob in the dungeon and it’s clear

This return will never fall below 5 tokens for a successful run. As long as you kill the last boss, you get 5 tokens.

The percentage of how many tokens you get is awarded after each boss. For example, if when I get to the first boss and have done 15% of the dungeon and had 1 death, I get fifty four minus five tokens (54-5). I’m rewarded 54, but penalized 5 for the death. The total reward (54) is deducted from my potential 360 but receive 49.

I actualy posted somthing kinda like this a Few day’s ago. I am for it!

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Posted by: aleiro.8521

aleiro.8521

I dunno if they corrected gear costs but gloves boots and helm cost 180 tokens, shoulders 210, legs 300 and chest 330….is that correct?
360 tokens if you don’t die in a run is waaay too much. However, you have a good idea it just needs some work.
DR is not that bad, plus it is not that easy to get DR if you don’t do repeat runs and if you don’t exploit to finish faster.
You can’t award tokens for each boss since the super smart people only farm the first boss because it is easier and faster than the rest of the dungeon.
Since people insisted on exploiting to get gear fast, everybody pays, DR system was implemented. In the end it is not that bad, you can still grind dungeons as long as you don’t repeat paths and don’t exploit to finish fast. The fact that you get an extra reward for the first run of the day is freaking awesome!

(edited by aleiro.8521)

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Posted by: Garrix.7036

Garrix.7036

Every mmo needs a bit of grinding. If you got your rewards after completing a single dungeon (or 4 runs of slightly different paths), no-one would ever return. It’s fine as is, once they fix the broken DR system.

The DR/Token Question - Skill should be rewarded.

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Posted by: Inci.7560

Inci.7560

I dunno if they corrected gear costs but gloves boots and helm cost 180 tokens, shoulders 210, legs 300 and chest 330….is that correct?
360 tokens if you don’t die in a run is waaay too much. However, you have a good idea it just needs some work.
DR is not that bad, plus it is not that easy to get DR if you don’t do repeat runs and if you don’t exploit to finish faster.
You can’t award tokens for each boss since the super smart people only farm the first boss because it is easier and faster than the rest of the dungeon.
Since people insisted on exploiting to get gear fast, everybody pays, DR system was implemented. In the end it is not that bad, you can still grind dungeons as long as you don’t repeat paths and don’t exploit to finish fast. The fact that you get an extra reward for the first run of the day is freaking awesome!

With minimal effort it takes 6 days of only 3 runs to complete an entire set with the new system. Really, I don’t see the problem here. I think the rewards here are too high. I was speed clearing CM since day one and only got my full set two weeks later. Then I still had to craft my 80 exotics and replace the stats/skins. Be happy you don’t have to farm single dungeons permanently and you can work towards your second gear set as well as the first.

The DR/Token Question - Skill should be rewarded.

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Posted by: aleiro.8521

aleiro.8521

I dunno if they corrected gear costs but gloves boots and helm cost 180 tokens, shoulders 210, legs 300 and chest 330….is that correct?
360 tokens if you don’t die in a run is waaay too much. However, you have a good idea it just needs some work.
DR is not that bad, plus it is not that easy to get DR if you don’t do repeat runs and if you don’t exploit to finish faster.
You can’t award tokens for each boss since the super smart people only farm the first boss because it is easier and faster than the rest of the dungeon.
Since people insisted on exploiting to get gear fast, everybody pays, DR system was implemented. In the end it is not that bad, you can still grind dungeons as long as you don’t repeat paths and don’t exploit to finish fast. The fact that you get an extra reward for the first run of the day is freaking awesome!

With minimal effort it takes 6 days of only 3 runs to complete an entire set with the new system. Really, I don’t see the problem here. I think the rewards here are too high. I was speed clearing CM since day one and only got my full set two weeks later. Then I still had to craft my 80 exotics and replace the stats/skins. Be happy you don’t have to farm single dungeons permanently and you can work towards your second gear set as well as the first.

How is the change bad then? I am happy….they turned it from: grind all day to: grind a little every day. It’s like dungeon lockouts which are implemented in other games but without the lockout…you can still grind thekittendungeon if you want. I have no rush to get exotics since MW items still have good stats. You need a little over a week to finish a set if you run 3 paths a day religiously. I can run 2 paths a day at most and a lot of people are like me. People with more time can still grind if they want. People exploiting are being punished.
People should go play the game instead of coming here to whine…

The DR/Token Question - Skill should be rewarded.

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Posted by: Zagdul.1502

Zagdul.1502

I dunno if they corrected gear costs but gloves boots and helm cost 180 tokens, shoulders 210, legs 300 and chest 330….is that correct?
360 tokens if you don’t die in a run is waaay too much. However, you have a good idea it just needs some work.
DR is not that bad, plus it is not that easy to get DR if you don’t do repeat runs and if you don’t exploit to finish faster.
You can’t award tokens for each boss since the super smart people only farm the first boss because it is easier and faster than the rest of the dungeon.
Since people insisted on exploiting to get gear fast, everybody pays, DR system was implemented. In the end it is not that bad, you can still grind dungeons as long as you don’t repeat paths and don’t exploit to finish fast. The fact that you get an extra reward for the first run of the day is freaking awesome!

The 360 also includes clearing ALL the trash.

With zero deaths.

This 360 also represents your daily take away. You’ll never be able to get more than 360 for a dungeon in a day.

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Posted by: Zagdul.1502

Zagdul.1502

Every mmo needs a bit of grinding. If you got your rewards after completing a single dungeon (or 4 runs of slightly different paths), no-one would ever return. It’s fine as is, once they fix the broken DR system.

You didn’t read the post.

There’s an achievement also where if you’re capable of running all the explore modes without deaths, you get a weapon choice of the dungeon. In order to accomplish this, it would require repeating the content and practicing being good at it.

The objective here is to reward people with skill.

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Posted by: Galador Dux.6359

Galador Dux.6359

I really like this idea, but it’s impractical for as much restructuring/(re)programming, and certainly wouldn’t be a quick fix or change (for an expansion sure, but that’s months from now at the minimum). It also doesn’t address all possible exploit methods, but could mesh well with the DR/first run of the day system to reduce the maximum possible if people are using iffy methods.

I would decrease the max number of tokens, maybe to 120 max/40 on repeats, but keep the 5-token minimum. Of course, then people are going to complain about difficulty even more, but Anet did say explorables were supposed to be hard…

So: good idea, likely impractical in the short term but I would suggest Anet giving this a look for an expansion or sometime down the line. Shouldn’t replace DR/first of the day. Former due to possible exploits, latter because players should (in my opinion) not feel like chain-running dungeons are the only way to get money. Numbers may need tweaking, but that’s something Anet needs to do with their data.

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Posted by: Garrix.7036

Garrix.7036

Except it’s not very hard at all to avoid dying in all explorables. Most ‘instakill’ mechanics only down you. Every dungeon path I’ve finished at this point, I’ve finished without dying. It doesn’t take serious practice.