It seems to me a fairly simple extension of an existing game mechanic would bypass entirely the need to keep redoing dungeons whenever players settle on a route that is the most ‘efficient’ in terms of tokens earned per hour spent.
(on a side note, if your dungeons weren’t so grindy, requiring 70+ runs to complete, maybe players wouldn’t be so focused on efficiency)
Trying to constantly redo dungeons in terms of difficulty so that players change their behavior is not an easy task – and it seems that the developers realized trying to do this above ground was futile, and so implemented the bonus exp system.
Sure there might be some camp that is everyone’s favorite and the most efficient – but the bonus exp means soon all those other camps no one is at will be better.
So extend the same idea to dungeons. If a particular dungeon is run less often than the others, boost the # of tokens coming from it. If a particular wing is run less often than the others, boost the tokens for that.
This would be self regulating behavior and not require huge dev intervention every couple of weeks.
Harder runs that take longer time, and are thus run less often, will give more rewards.
Eventually all paths should reach an equilibrium of time investment vs token rewards without explicit balancing on arena.nets part.
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