It’s basically like the dungeon token systems, and what I have always said about the dungeon token system is that they are great but only as a side thing! Your main goal for items in a dungeon should imho firstly be some special reward you get for completing it (maybe depending on the difficulty levels or on the paths), then there might be some special RNG drops in there you might wanna get, that should be like your second most reason to wanna do the dungeon (based on the way they put the items in there) and then the tokens would be a great thing your would earn along the way. Something you are not even really farming but you earn it while going for those other things. [I think the caparace stuff is an better example of something you earn along the way and the coat as a direct reward for completing something.]
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“You were saying?” That there is way to much grind (mainly gold grind) in this game.
Have been saying that all the time, you have not been paying attention?Anyway, this is a good addition to the thread. Maybe Anet also thinks the grind get less if they also make some stuff available in-game, but that is of cource not the case. If I want to collect skins and special items the grind is still just as much there and if I want to hunt down for specific items changes are big those are still behind the gold-grind (or another currency grind).
It sounds like what you are describing is a system where new content (dungeon,puzzle,quest chain, boss, LS chapter, etc.) is released and completing it once or twice more or less automatically gives you the best / majority of the rewards from that content. If you want an item then you complete the associated content or, looked at from the other direction, when you complete fresh content (for you) then you obtain the important associated items and you can move on to something else that is fresh.
~Skip for spaceNo I said it would you would work with 3 types of reward at the same time. The one for completing it (and you can be creative with this, like complete it at easy mode and get the skin, complete it at hard mode and you get the skin but one part of it is silver, complete it ad epic mode and you get the skin to also glow)
Then there are also some rng drops in there (thats what makes it more interesting to repeat) and at the same time there is a token system that should not be designed like you have to grind it but while playing for the rng drops you get it along the way so even if you are unlucky you are not leaving empty handed.
Having one group of mobs that does drop one mini version of itself with a very rare drop-change at multiple places in the world is by itself indeed also a boring farm but mixed in with other systems it’s not that bad.
And there are so many places you can easily put those sorts of rewards they should be able to keep you going for a long time.
With a better understanding of what it is you are advocating, I’ve come to the conclusion that you have some good suggestions. I think they would be especially good if combined with the “RNG + failure bonus” ideas that are being tossed around in the RNG thread. Combined you’d have a wider variety of items and activities to pursue in the game, multiple vanity versions of identical items for the low, medium, and high time investment players, and the best combined features of both the RNG and token systems. Throw in some gold grindable/sellable rare world rare drops, gem store alternatives, and PvP / WvW tracks, and you probably would be closer to having something for everyone and less perceived grind than the current system.