How to make clearing dungeons more rewarding

How to make clearing dungeons more rewarding

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Posted by: orator.1548

orator.1548

Hi everyone, first of all let me apologize for my poor English writing skills as i am not a native English speaker.
So last night i was pugging a few dungeons and i could not help but notice that most of the content is skipped and it is just a run to the end for the final reward so i thought would it not be great if instead of the current system where you get a fixed amount of tokens/silver at the end of run if the final reward would be based on how many enemies you kill inside the dungeon. So it would be like implementing a scoring system which will award tokens/silver per enemy killed.
This system could be as simple as a +1 per enemy killed or it could be based on the on the difficulty of the npc such regular npc +1/elite +2/champion +3/legendary +4 etc.. with a final bonus for example +10 for clearing everything inside the dungeoun.
Please let me say that all the numbers i have given are purely theoretical as it would be up to the developers to adjust the scoring accordingly. As a final note i posted this in general because it would not let me post it under the suggestion section for some reason.

How to make clearing dungeons more rewarding

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

I’m more concerned with making dungeons more fun and challenging.

They’re currently quite rewarding (at roughly 1.26g per 15-20 minutes), but they are almost painfully boring because of the prevailing stack + skip meta.

How to make clearing dungeons more rewarding

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Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

There is no suggestions sub forum, they removed it, they may move this to dungeons section since it is a suggestion on dungeons.

I do agree that dungeons should encourage people to not skip but not force people to not skip if they don’t care to do the encounter.

I speak for my self and no one else. Only fools believe they speak for a majority.

How to make clearing dungeons more rewarding

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Posted by: orator.1548

orator.1548

I get your point, my post is about how to incentive people to actually go to the dungeoun and clear it instead that rushing from one champ to the other.

How to make clearing dungeons more rewarding

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Posted by: orator.1548

orator.1548

There is no suggestions sub forum, they removed it, they may move this to dungeons section since it is a suggestion on dungeons.

I do agree that dungeons should encourage people to not skip but not force people to not skip if they don’t care to do the encounter.

I believe this system would still let you skip content if you choose to do so but it would make it less rewarding.

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Posted by: Zaxares.5419

Zaxares.5419

This is a post I made on the Dungeons sub-forum:

I would like to see more “full clears” of dungeons, but in order for that to happen, we’d need to make it more worthwhile to players from a time and loot perspective. I’d personally look at the following:

1. Currently, most enemies in dungeons tend to be Elites, which take a fair amount of time to kill for not necessarily better loot. Perhaps ANet can look at scaling down most of these enemies to Veterans, and most of the Champions to Elites (except for named foes, which always remain Champion or higher). Legendary foes in a dungeon (like Kholer) also get bumped down to Champion status unless they are particularly noteworthy foes from a lore or gameplay perspective. The boss at the end of dungeons is always a Legendary foe.

As a side benefit, this also makes foes less dangerous so there isn’t as much focus on “killing the enemy before they kill us” strategy which is why the Zerker meta is so powerful.

2. To buff the loot from foes, Veterans now always drop a Loot Bag appropriate for their race/type, plus possible additional loot. Elites will always drop a non-Exotic Champ bag, plus possible additional loot. (These changes apply to the open world too.)

3. Players can still skip dungeon events (I’m talking about bonus events as well as main events like fighting Kholer) if they really want to, but if they complete all of the dungeon’s events, they get a bonus daily chest containing 1+ Rares (with a chance for it to be an Exotic), coin and tokens. This chest is given out once per path per account per day.

4. Introduce a “Dungeon Conqueror” title for killing every single enemy in a dungeon path in a single run (aka “vanquishing” for you GW1 vets. ). You have to vanquish all paths in each of the dungeons to get this title. (Since enemies in dungeons do not respawn, this should be feasible where it wouldn’t be in the open world.)

How to make clearing dungeons more rewarding

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Posted by: Travis the Terrible.4739

Travis the Terrible.4739

I’m more concerned with making dungeons more fun and challenging.

They’re currently quite rewarding (at roughly 1.26g per 15-20 minutes), but they are almost painfully boring because of the prevailing stack + skip meta.

This is a problem with how they were designed not how the meta works. lol

Follow the darkness into the depths, it’s more fun than the light can provide.

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Posted by: ElexOrieN.2130

ElexOrieN.2130

How to make clearing dungeons more rewarding

By making other classes than warrior more viable in dungeons.
By adding dungeon backpieces.
(Basically backpieces with the same effect as the weapons/armors you can buy with dungeon tokens.)
That would make me do dungeons more often.
But as long as “Zerk warrior only 10k account points or kick” is everywhere in the LFG Tool i’ll stay out of dungeons for the most time.

How to make clearing dungeons more rewarding

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Posted by: orator.1548

orator.1548

This is a post I made on the Dungeons sub-forum:

4. Introduce a “Dungeon Conqueror” title for killing every single enemy in a dungeon path in a single run (aka “vanquishing” for you GW1 vets. ). You have to vanquish all paths in each of the dungeons to get this title. (Since enemies in dungeons do not respawn, this should be feasible where it wouldn’t be in the open world.)

I like this idea as it would be further incentive for people to actually clear a dungeon. I believe most people that run quick dungeons do it because what they are mainly interested in are tokens and gold with loot being a small part of the equation as it can be acquired in other ways which are easier (see champion trains) by making so that the more you kill the more token/gold you get with an extra bonus at the end if you manage to clear dungeon would make quick runs less profitable and therefore less popular.

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Posted by: cmud.5689

cmud.5689

No this does not work. It’s simple too exploitable. Imagine: you run CoF and come to a passage where mobs spawn indefinetely. it does not even need to be a defend event such as protecting Magg until he blasts the door to the final encouter in P2, no. You can easy take P1 where one guy goes to the gatekeeper mechanism and rest of party fights of mobs and until they gate is open. This would lead every party to reset the event for hours and hours knowing they can juice tons of gold out of the system.

Also, rewards and their distribution is notoriously bad in the game. Players get rewarded for farming champs, skipping dungeon parts and playing the TP. Once you realize that there is no difference between a dungeon reward of TA aether path and COF p1 you understand there is something wrong….

banished from time and space