(edited by rotharos.5427)
What if hearts were repeatable for T6?
Well, that would be nice to have another way to gain T6 mats, surely.
I just think that one piece of T6 for a heart is too low to motivate ppl, 3x T6 mat/heart would be better one though, taking in consideration the time which hearts averagely takes to complete
yes.
but instead of tier 6 materials, 50% for fine crafting materials for that hearts level, and a 50% for tier 6 materials if the character repeating the hearts is level 80? just like champion bags.
dynamic events should also have something similar.
1 is about right. 3 are too much considering how fast you can get a heart, 5 mins for 3 tier 6 mats? Even some lv 30 hearts can be done in 1 min. It’s a nice way to make people spread out a bit instead of running champ train though
yes.
but instead of tier 6 materials, 50% for fine crafting materials for that hearts level, and a 50% for tier 6 materials if the character repeating the hearts is level 80? just like champion bags.
dynamic events should also have something similar.
I think 50% chance for T6 would not be enough motivation, because there is still a chance you can get putrid essence. At least for me anyway, cause RNG upon RNG will be very unsatisfying.
yes.
but instead of tier 6 materials, 50% for fine crafting materials for that hearts level, and a 50% for tier 6 materials if the character repeating the hearts is level 80? just like champion bags.
dynamic events should also have something similar.
I think 50% chance for T6 would not be enough motivation, because there is still a chance you can get putrid essence. At least for me anyway, cause RNG upon RNG will be very unsatisfying.
Exactly, I think that the game has enough RNG already…. The motivation lies in guaranteed stuff, not “maybe” stuff….
1 T6 mat and 1 RNG mat of any tier upon completion \o/
I’m just afraid there might be easy hearts out there that might be exploited :O I say place a weekly limit on each heart
thats a nice idea, but that probably will make the map completion quite more complicated, i already hate the fact that hearts are required for the map completion
1 T6 mat and 1 RNG mat of any tier upon completion \o/
I’m just afraid there might be easy hearts out there that might be exploited :O I say place a weekly limit on each heart
My dude, please read. This is why no meaningful discussion can ever be had; people don’t read and pop off at the lip with some “but-this-and-that” ish that was iterated in literally the 2nd paragraph of the opening post. Then people start having circular discussions leading nowhere as others keep bringing up the same old, again and again. Here, I will highlight it for you:
Suggestion: make hearts repeatable that reset every month. Each heart repeatable once per month.
[LOD]
I like this idea. It would get people out into the world again. It would need some sort of tracking system. Maybe turn the hearts a different color when you complete them for the monthly.
This would really make the game come alive again imo.
Though this will take away from the living story which forces everyone to stay in one zone to give the appearance of a high population, which makes it seem unlikely that Anet would do something like this.
Holy hell, the OP is onto something here. I REALLY REALLY like this idea.
Don’t mind if I copy and paste the link to this thread. This is a great idea and will serve many purposes…just needs to be tweaked.
I like this idea. It would get people out into the world again. It would need some sort of tracking system. Maybe turn the hearts a different color when you complete them for the monthly.
This would really make the game come alive again imo.
Though this will take away from the living story which forces everyone to stay in one zone to give the appearance of a high population, which makes it seem unlikely that Anet would do something like this.
I completely 10000% agree that this would make all of the zones come to life again because once you map complete(hearts and maybe DEs only), you can move to another zone and continue on. My gosh, this would awsome.
About cutting into the LS…maybe. Whether or not thats a good thing? I would like to think that arenanet does not deliberately funnel us into one zone to give the appearance of a healthy population in open world. Id like to think that they would rather us spread out and complete events together instead of zergging around.
people will still look for the best spot to farm and ignore the rest.
I too love the idea of repeatable hearts. I also agree however that the T6 rewards should be guaranteed rather than RNG.
Side note: This is probably not a reflection of reality, but it seems that RNG works less randomly for some than others. There are enough other areas I can (and do) perpetually fail with RNG. Let’s not do that here too.
With regards to exploiting easy hearts, there are already plenty of places where rewards reflect content difficulty. It should simply be a matter of scaling rewards quantity (NOT quality) by zone level. Those who want more bang for their buck will do the harder (relatively speaking of course) content again. Those who prefer quick, easy gimme rewards like the Queensdale Champ Farms can still get their easy fix, but at a lesser reward rate.
I think that zone and map completion should give significantly greater rewards. If someone is willing to push through the whole map in a month, give them something really significant (Ascended weapon box?) to recognize that level of effort.
https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression/first
The current CDI discussion has become focused on Ascended equipment and one of the severely limiting factors with Ascended is T6 mats. It seems to me that this would reduce some of the accessibility issues while doing exactly what others have mentioned, driving people out of the LS driven zones and get people exploring again.
IMHO this is one of the best horizontal progression ideas I have seen on the forums.
16GB RAM; AMD Radeon 6970M 2GB VRAM
people will still look for the best spot to farm and ignore the rest.
sure… except for the fact that this suggestion is not farmable. Doing each heart once per month does not enable farming. There are a lot of hearts and they are spread all over the world. Doing them all every month wouldn’t even be farming, it would just be reexploring the world every month.
people will still look for the best spot to farm and ignore the rest.
That’s always true, so you have to tune the reward to make people want to do it, even it it’s just one zone a month.
So what anet can do it is make rewards for zones completes that you can’t get easily from champ farming in addition to the lodestone etc mentioned earlier. Like:
A guaranteed Black Lion Key
or
Chance for 1-2 x Fine Transmutation Stone (Giving 1-2 stone to a player may cause them to buy more stones from gem store if they suddenly want to complete a new look instead of completing another map for more stones).
or
Chance at new kind of mini pet that changes monthly (Tradable)
or
Chance at unique dye (Tradable).
or
New karma weapons and armor which are based of the same models as current vendors but with aura/recolor ala Flamekissed.
or
Single use hairstyle kit
Also, moving around lower zones is also an opportunity to gather T2-T5 mats.
(edited by rotharos.5427)
I’d much rather this apply to DEs rather than hearts. Hearts were a compromise because testers were confused that there were no “quests”. They are there just to breadcrumb us out into the world where we will encounter DEs. Hence the drop off of hearts in the last zones of the game. They’re a transitional tool from what people expect from MMORPGs, to what GW2 was trying to do.
Leave hearts a one-time deal for zone completion, then give us more useful endgame reward for going back and finding DEs in all zones.
I’d much rather this apply to DEs rather than hearts. Hearts were a compromise because testers were confused that there were no “quests”. They are there just to breadcrumb us out into the world where we will encounter DEs. Hence the drop off of hearts in the last zones of the game. They’re a transitional tool from what people expect from MMORPGs, to what GW2 was trying to do.
Leave hearts a one-time deal for zone completion, then give us more useful endgame reward for going back and finding DEs in all zones.
I would like DE too, but I feel it is a little harder to implement.
Would the DE be repeatable? If it is repeatable will people farm easy DEs?
If it is not repeatable, how do you keep track of DEs you have done?
But if it is repeatable it will be call a grind. (No matter if you can only do it once a month, they’ll still say so.)
But if it is repeatable it will be call a grind. (No matter if you can only do it once a month, they’ll still say so.)
Who is they? Everything in PVE is a grind is it not? I repeat dungeons, world bosses (which are DEs), guild missions, fractals, jumple puzzles, daily Teq runs etc..
Why not repeat hearts as while I gather T2-T5. Everyone in PVE is farming once they have experienced it once. Some people set they own challenges by speed running or soloing bosses, maybe people can speed run heart zone clears, who knows?
At least now if i want to re explore places I’ve only seen once, I can get a reward while doing so.
Today, I was searching for rich platinum veins and I found a place I had not uncovered in Fireheart Rise, even though I had 100% map completion for more than a year now. It was a nice feeling to see an environment I had never seen before, and the path I took to it was probably only seen once for my first map completion.
people will still look for the best spot to farm and ignore the rest.
You missed the point. There is no farming.
Once a renown heart is complete, it is done for the month. You can’t repeat it. Once a zone is done, you can’t repeat it. If you wish to get these rewards again, go to the next zone.
I don’t know if you can find an efficient ‘heart farming train’ path type of deal here. A heart in Iron Marches is just as easy to complete as one in queensdale.
I like this idea, keep the world fresh
I’d much rather this apply to DEs rather than hearts. Hearts were a compromise because testers were confused that there were no “quests”. They are there just to breadcrumb us out into the world where we will encounter DEs. Hence the drop off of hearts in the last zones of the game. They’re a transitional tool from what people expect from MMORPGs, to what GW2 was trying to do.
Leave hearts a one-time deal for zone completion, then give us more useful endgame reward for going back and finding DEs in all zones.
I say both. I definately want this introduced for DEs too because thats the core of the game. Out in the world doing events. But since DEs are repeatable, and reset in 10 minutes or something, you want to avoid the champ train. So, have the reward for completing X number of events cap out at ..50 or something for an individual zone.
I really like this idea and I hope we get something like this implemented. I would actually finish up my hearts I have never done probably as well.
RIP my fair Engi and Ranger, you will be missed.
I’d much rather this apply to DEs rather than hearts. Hearts were a compromise because testers were confused that there were no “quests”. They are there just to breadcrumb us out into the world where we will encounter DEs. Hence the drop off of hearts in the last zones of the game. They’re a transitional tool from what people expect from MMORPGs, to what GW2 was trying to do.
Leave hearts a one-time deal for zone completion, then give us more useful endgame reward for going back and finding DEs in all zones.
I would like DE too, but I feel it is a little harder to implement.
Would the DE be repeatable? If it is repeatable will people farm easy DEs?
If it is not repeatable, how do you keep track of DEs you have done?
Well, keeping track of ones you did is a good idea, if they gave us that ability. But then it also restricts you. “oh look an event, oops..cant. Ive already done it..”
I would just say for a given zone, say Bloodtide Coast, you have to complete 50 dynamic events for the chest(which rewards …whatever is decided. 5-10 T6, a laurel, karma, and a gold or something…reward is negotiable). This way, while completing hearts, you can also complete events in tandem. You might find people on efficient routes in some zones, but after 50 completions, its pointless for them. Not to mention, have these people also completed all the hearts in the zone yet? And do we as a playerbase have the brain power to map out the most efficient dynamic event train path for every zone? Because this concept encourages you to go to different zones.
Its sounds ok but your going to need to make all the hearts or at least the hearts that you can redo them for t6 (most likely adding hearts to the level 80 zones the only way i can see them doing this) the same difficulty to do.
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Server : FA
Set the lockout timer to an hour, and have the reward some zone specific crafting item upto 1 T6 or more of a lesser tier. I just want a reliable way to farm T6 mats that doesn’t involve ridiculous drop rates.
They could implement the book filling system from GW1. Just have a book for:
- Hearts
- DE’s
- Jumping Puzzles
- Mini-Dungeons
- Story Mode Dungeons
And so on, with rewards based on how much of the book you fill in, with each map having it’s own page.
As well as mats, filling in a complete page of Hearts reduces the cost of items from vendors / unlocks new items with Heart vendors (both in that map and with the home city associated with that map), with a complete DE page reduces the waypoint costs of that map permanently to a limit.
Time is a river.
The door is ajar.
(edited by TheDaiBish.9735)
Set the lockout timer to an hour, and have the reward some zone specific crafting item upto 1 T6 or more of a lesser tier. I just want a reliable way to farm T6 mats that doesn’t involve ridiculous drop rates.
Dont think “farming” is the idea here. Its getting people out and about and being rewarded for it, playing in whatever zone they want. Not another “find the most efficient route and drive it into the ground” as with queensdale champ train.
The fact that the hearts are locked for a month after doing them prevents farming and exploiting. This won’t please the farmers that like to find the quickest route between two points.
Not to mention, I know of a method in game that can net me probably 70-90 ori ore, 80-100 ancient wood, same with elder, within 1-2 hours. Its not hard, but boring. Just figure it out
It does not involve TP flipping
It does not involve champ farming
There are efficient methods of acquiring T6 materials.
(edited by cesmode.4257)
Set the lockout timer to an hour, and have the reward some zone specific crafting item upto 1 T6 or more of a lesser tier. I just want a reliable way to farm T6 mats that doesn’t involve ridiculous drop rates.
Dont think “farming” is the idea here. Its getting people out and about and being rewarded for it, playing in whatever zone they want. Not another “find the most efficient route and drive it into the ground” as with queensdale champ train.
The fact that the hearts are locked for a month after doing them prevents farming and exploiting. This won’t please the farmers that like to find the quickest route between two points.
It doesn’t matter what the intent is or how long of a lockout timer there is, people will find the most efficient way to farm it, or ignore it completely if it isn’t worth the time. Farming and grinding are the same thing, and for me, hearts are a grind.
There is no efficient method for T6 blood, there’s only grind, you grind mobs or money.
(edited by Phy.2913)
Set the lockout timer to an hour, and have the reward some zone specific crafting item upto 1 T6 or more of a lesser tier. I just want a reliable way to farm T6 mats that doesn’t involve ridiculous drop rates.
Dont think “farming” is the idea here. Its getting people out and about and being rewarded for it, playing in whatever zone they want. Not another “find the most efficient route and drive it into the ground” as with queensdale champ train.
The fact that the hearts are locked for a month after doing them prevents farming and exploiting. This won’t please the farmers that like to find the quickest route between two points.
It doesn’t matter what the intent is or how long of a lockout timer there is, people will find the most efficient way to farm it, or ignore it completely if it isn’t worth the time. Farming and grinding are the same thing, and for me, hearts are a grind.
There is no efficient method for T6 blood, there’s only grind, you grind mobs or money.
I wouldn’t say everyone. Theres enough people running dungeons, fractals, running around Orr, or participating in Winters day or an LS event to denote that farming the most efficient path is not the only thing people do in the game.
Running COE is not very efficient, but I do it because its fun, as Im sure many others do.
Doing the jumping puzzle in wintersday isnt efficient and won’t net you anything really, but people do it because its fun.
Would you rather everyone in the game sit in Queensdale or FSG and run the champ train because its the most efficient means of karma? If this is the case, then delete everything else from the game, and just have these two methods of acquiring anything.
Set the lockout timer to an hour, and have the reward some zone specific crafting item upto 1 T6 or more of a lesser tier. I just want a reliable way to farm T6 mats that doesn’t involve ridiculous drop rates.
Dont think “farming” is the idea here. Its getting people out and about and being rewarded for it, playing in whatever zone they want. Not another “find the most efficient route and drive it into the ground” as with queensdale champ train.
The fact that the hearts are locked for a month after doing them prevents farming and exploiting. This won’t please the farmers that like to find the quickest route between two points.
It doesn’t matter what the intent is or how long of a lockout timer there is, people will find the most efficient way to farm it, or ignore it completely if it isn’t worth the time. Farming and grinding are the same thing, and for me, hearts are a grind.
There is no efficient method for T6 blood, there’s only grind, you grind mobs or money.
I wouldn’t say everyone. Theres enough people running dungeons, fractals, running around Orr, or participating in Winters day or an LS event to denote that farming the most efficient path is not the only thing people do in the game.
Running COE is not very efficient, but I do it because its fun, as Im sure many others do.
Doing the jumping puzzle in wintersday isnt efficient and won’t net you anything really, but people do it because its fun.Would you rather everyone in the game sit in Queensdale or FSG and run the champ train because its the most efficient means of karma? If this is the case, then delete everything else from the game, and just have these two methods of acquiring anything.
If you want people to go somewhere else, then make it worth the effort. A one month lockout would make it worthless for 29 days out of the month, which doesn’t improve anything. I don’t run champ trains because they’re boring, but farming mobs is just as boring and far less rewarding. I need T6 mats, but getting them on my own is the most tedious grind this game has.
Set the lockout timer to an hour, and have the reward some zone specific crafting item upto 1 T6 or more of a lesser tier. I just want a reliable way to farm T6 mats that doesn’t involve ridiculous drop rates.
Dont think “farming” is the idea here. Its getting people out and about and being rewarded for it, playing in whatever zone they want. Not another “find the most efficient route and drive it into the ground” as with queensdale champ train.
The fact that the hearts are locked for a month after doing them prevents farming and exploiting. This won’t please the farmers that like to find the quickest route between two points.
It doesn’t matter what the intent is or how long of a lockout timer there is, people will find the most efficient way to farm it, or ignore it completely if it isn’t worth the time. Farming and grinding are the same thing, and for me, hearts are a grind.
There is no efficient method for T6 blood, there’s only grind, you grind mobs or money.
I wouldn’t say everyone. Theres enough people running dungeons, fractals, running around Orr, or participating in Winters day or an LS event to denote that farming the most efficient path is not the only thing people do in the game.
Running COE is not very efficient, but I do it because its fun, as Im sure many others do.
Doing the jumping puzzle in wintersday isnt efficient and won’t net you anything really, but people do it because its fun.Would you rather everyone in the game sit in Queensdale or FSG and run the champ train because its the most efficient means of karma? If this is the case, then delete everything else from the game, and just have these two methods of acquiring anything.
If you want people to go somewhere else, then make it worth the effort. A one month lockout would make it worthless for 29 days out of the month, which doesn’t improve anything. I don’t run champ trains because they’re boring, but farming mobs is just as boring and far less rewarding. I need T6 mats, but getting them on my own is the most tedious grind this game has.
You are assuming that we will only have one map to do this.
All zones would be open to this. Once you are locked out of one zone from completing all the hearts, you move onto another one.
Set the lockout timer to an hour, and have the reward some zone specific crafting item upto 1 T6 or more of a lesser tier. I just want a reliable way to farm T6 mats that doesn’t involve ridiculous drop rates.
Dont think “farming” is the idea here. Its getting people out and about and being rewarded for it, playing in whatever zone they want. Not another “find the most efficient route and drive it into the ground” as with queensdale champ train.
The fact that the hearts are locked for a month after doing them prevents farming and exploiting. This won’t please the farmers that like to find the quickest route between two points.
It doesn’t matter what the intent is or how long of a lockout timer there is, people will find the most efficient way to farm it, or ignore it completely if it isn’t worth the time. Farming and grinding are the same thing, and for me, hearts are a grind.
There is no efficient method for T6 blood, there’s only grind, you grind mobs or money.
I wouldn’t say everyone. Theres enough people running dungeons, fractals, running around Orr, or participating in Winters day or an LS event to denote that farming the most efficient path is not the only thing people do in the game.
Running COE is not very efficient, but I do it because its fun, as Im sure many others do.
Doing the jumping puzzle in wintersday isnt efficient and won’t net you anything really, but people do it because its fun.Would you rather everyone in the game sit in Queensdale or FSG and run the champ train because its the most efficient means of karma? If this is the case, then delete everything else from the game, and just have these two methods of acquiring anything.
If you want people to go somewhere else, then make it worth the effort. A one month lockout would make it worthless for 29 days out of the month, which doesn’t improve anything. I don’t run champ trains because they’re boring, but farming mobs is just as boring and far less rewarding. I need T6 mats, but getting them on my own is the most tedious grind this game has.
You are assuming that we will only have one map to do this.
All zones would be open to this. Once you are locked out of one zone from completing all the hearts, you move onto another one.
Exactly. Even as a dedicated player playing over 4 hours a day, it’s going to take you most of the month to clear all the hearts again. For me playing 1-2 hours a day on average, I might get half of them done, but I would log in thinking “Cool, I have 10 different zones to do stuff in.” Rather than log in and think “Do I wanna do a champ train or work on the daily? Ahhh forget it, not worth it anyway, I’m not guaranteed a reward for hours of effort.”
RIP my fair Engi and Ranger, you will be missed.
Set the lockout timer to an hour, and have the reward some zone specific crafting item upto 1 T6 or more of a lesser tier. I just want a reliable way to farm T6 mats that doesn’t involve ridiculous drop rates.
Dont think “farming” is the idea here. Its getting people out and about and being rewarded for it, playing in whatever zone they want. Not another “find the most efficient route and drive it into the ground” as with queensdale champ train.
The fact that the hearts are locked for a month after doing them prevents farming and exploiting. This won’t please the farmers that like to find the quickest route between two points.
It doesn’t matter what the intent is or how long of a lockout timer there is, people will find the most efficient way to farm it, or ignore it completely if it isn’t worth the time. Farming and grinding are the same thing, and for me, hearts are a grind.
There is no efficient method for T6 blood, there’s only grind, you grind mobs or money.
I wouldn’t say everyone. Theres enough people running dungeons, fractals, running around Orr, or participating in Winters day or an LS event to denote that farming the most efficient path is not the only thing people do in the game.
Running COE is not very efficient, but I do it because its fun, as Im sure many others do.
Doing the jumping puzzle in wintersday isnt efficient and won’t net you anything really, but people do it because its fun.Would you rather everyone in the game sit in Queensdale or FSG and run the champ train because its the most efficient means of karma? If this is the case, then delete everything else from the game, and just have these two methods of acquiring anything.
If you want people to go somewhere else, then make it worth the effort. A one month lockout would make it worthless for 29 days out of the month, which doesn’t improve anything. I don’t run champ trains because they’re boring, but farming mobs is just as boring and far less rewarding. I need T6 mats, but getting them on my own is the most tedious grind this game has.
You are assuming that we will only have one map to do this.
All zones would be open to this. Once you are locked out of one zone from completing all the hearts, you move onto another one.
No, I’m assuming hearts suck. Increasing the rewards doesn’t change the fact that for me it’s still a grind. I’d do it if it’s a guaranteed way to get the items I’m looking for, but it’s still a boring grind.
(edited by Phy.2913)
Restless Hearts
I would like to see all hearts and their related activities be repeatable in all zones, and be repeatable as often and as many times as players want.
The repeat rewards should probably be less than the first run, but not necessarily, if they are calculated with repeatability in mind.
Being able to repeat hearts without restriction would allow us to gain modest rewards for doing whatever things we like to do most, and would help repopulate some areas that players currently visit once and never return to.
“It’s extremely important that we stay true to our philosophy that you should be able to play Guild Wars 2 the way you want to play the game in order to reach the most powerful rewards.”
I agree. Let’s open our hearts!
Always follow what is true.” — Sentry-skritt Bordekka
I’d rather have events give t6 mats once someone hits 80. This would encourage people to roam in open world and keeps things fresh.
Redoable hearts has 2 problems.
First of all hearts go towards map completion so it would be difficult to modify the system to account for that.
Secondly, it would encourage people to camp certain hearts that are easier to do than others, which will lead to a lot of stagnant gameplay.
Having events reward T6 has advantages. This is because events by nature are redoable, but also they are not always up or situational and spread out across the world maps so it would encourage people to migrate around the world map and keep things fresh rather than what it’s like now with the dead lower zones where you only occasionally run across people.
Redoable hearts has 2 problems.
First of all hearts go towards map completion so it would be difficult to modify the system to account for that.
You make it so re-doable hearts only activate when a map is cleared.
Secondly, it would encourage people to camp certain hearts that are easier to do than others, which will lead to a lot of stagnant gameplay.
a) Randomise the hearts that need to be done in order to get the reward. These can be picked up at a bill-board at the home cities.
b) Introduce log-books, where players complete hearts, and receive rewards based on how much of the book they complete, with bonuses based on a) completing an entire map, b) number of maps completed and c) the level of the maps completed.
Time is a river.
The door is ajar.
Redoable hearts has 2 problems.
First of all hearts go towards map completion so it would be difficult to modify the system to account for that.
You make it so re-doable hearts only activate when a map is cleared.
Secondly, it would encourage people to camp certain hearts that are easier to do than others, which will lead to a lot of stagnant gameplay.
a) Randomise the hearts that need to be done in order to get the reward. These can be picked up at a bill-board at the home cities.
b) Introduce log-books, where players complete hearts, and receive rewards based on how much of the book they complete, with bonuses based on a) completing an entire map, b) number of maps completed and c) the level of the maps completed.
What you are talking about is complicated system that the devs will most likely never even consider implementing due to the dev hours and QA hours involved.
Adding a daily event reward chest with mats for world events however is very easy to do and something they’ve already implemented for shrine bosses.
Reliable way to get T6 mats, reducing RNG , making old content worth playing again?
Brilliant.
^ ya i agreed completely with this.
great idea op!
What you are talking about is complicated system that the devs will most likely never even consider implementing due to the dev hours and QA hours involved.
Not entirely sure how it’s complicated:
- You add an item that records the progress of this second tier. Let’s call this item The Journal of the Local Hero.
- You add an additional tier to Hearts that functions like repeatable achievements, with a cap that triggers if that particular heart has been recorded in The Journal of the Local Hero.
- You add an NPC that calculates how many of the second tier’s have been done (+1 point for each heart done), along with how many second tiers are in the same map, how many maps have had their second tiers completed completely and what level these maps are (all of which add a multiplier bonus. Number of maps completed scales linearly [so 1 map completed would add 2 to the multiplier score], the map levels would have a single number assigned (so 1 – 15 areas would have 2, while 70 – 80 would have 7). Something along the lines of: Points = Hearts * (Multiplier 1 + Multiplier 2 + Multiplier 3). This would be behind the screen, so the player wouldn’t actually see how many points they have.
- After calculating, each reward has a point requirement. Obviously the more points, the better the reward(s).
It’s more or less the system that was used in GW1, with the addition of bonuses for completing a variety of maps, rather than simply the easiest of Hearts.
Then you could introduce other Journals to record the DE’s you’ve done in that area, another one recording the story of Destiny’s Edge (story-mode Dungeons).
Time is a river.
The door is ajar.
Ppl do hearts for mats??
Well I do wish some hearts were repeatable, for the cool things in them, or certain dialogue, not for mats.
eg there’s that one in Timberline (nonmoa lake) that gives you a long-lasting stealth, and there are many that equip you with some cool or amusing enviro tool.