MMO Reward Systems
your suggested system would eliminate ‘unkown chance’ factor.
(which is not necessarily a good thing)
because obviously if something cost a lot crystals then it would have very low roll chance
Most people will calculate how long it would take for them to grind that many tokens and turn away in disgust
ofcourse only assuming there is fair balance between roll chance and vendor prices
fun fact, we allready have this system – orbs are called gold. “shatter” → buying stuff for gold, putting them in mystic forge for precursor chance. fragments → useless reuseable junk you get back from mf.
your suggested system would eliminate ‘unkown chance’ factor.
(which is not necessarily a good thing)
because obviously if something cost a lot crystals then it would have very low roll chance
Most people will calculate how long it would take for them to grind that many tokens and turn away in disgust
ofcourse only assuming there is fair balance between roll chance and vendor prices
fun fact, we allready have this system – orbs are called gold. “shatter” -> buying stuff for gold, putting them in mystic forge for precursor chance. fragments -> useless reuseable junk you get back from mf.
1. I think players already understand the relative chances of things that drop in game. They already know that precursors are very rare, etc.
2. The major difference between my system and the MF is that in my system, players can choose whether or not to participate in RNG. Whereas currently, when you complete content in-game you are rewarded with random items that convert to different amounts of gold. So even if you try to slowly save up gold to achieve your goal, your reward for completing content is quite random to begin with.
On the flipside, Dungeon Tokens & Laurels are completely token based, which means they suffer from the “perceived grind” effect I describe. There’s no opportunity to try and get a lucky drop of a Dungeon or Laurel item.
This is why a hybrid system that covers the whole game is better than each individual system that operates in different areas. Players are free to choose the reward mechanism that fits their risk-aversion the best.
Trying to please everybody is what is resulting in almost a dozen different currencies in this game.
They need to come up with something, stick with it, perfect it as it matures, and not worry about pleasing everybody, because it’s just not going to happen.