Showing Posts For Skotlex.7580:
Imagine if they made Dungeon Token available in a PvE reward track, that would mean that if you wanted too you would never have to set foot inside a dungeon.
If the token reward is low enough (compared to what can be gotten by running the dungeon directly), then the incentive to run the dungeon would still be there, it’s just faster and more efficient.
One way to make sure people have played the content before being rewarded for it is by making it unlockable in an appropriate matter. For example, a dungeon token reward track would cost 100 tokens for each dungeon, so a person would have to had run every dungeon in explore mode at least once before they can.
Anyway, it’s not like every reward will be implemented, I am just tossing ideas for what might be interesting. Other potentials rewards that could help fresh L80 people are: exotic essence of luck, Karma rewards.
On the topic of map currencies, Guild Wars 2 has been an excellent game in the sense that you can really outfit yourself while playing casually, it hardly has any grind. However, this is something that might have changed since the inclusion of new maps (starting with Dry Top). Now you can’t just get some gold and buy what you need off the TP, if there’s something you want from a merchant in Dry Top, you gotta stay and play in that map. I would personally give people a choice: if they really would prefer to spend one week fooling around Tyria to gather enough currency to buy something that they could have gotten in under a day from just playing the appropriate map, I would let’em. If, again using the geode example, the unlock cost for being awarded geodes was 100 of them, then that’s ensuring that the person has at least participated decently on the related content.
Think of it as a suggestion for really casual people (and as a casual player, I can tell you it isn’t fun trying to run explore dungeons when I want one of their skins, which pretty much none of the hardcore players use because they are so old x_x).
Currently, after reaching L80 any acquired exp ends up in one of three queues:
1. Work towards acquiring a Mastery
2. Work towards acquiring a Spirit Shard
3. Wasted (see the huge other thread on this subforum)
Though #3 is probably going to be removed at some point, it would be really nice if we could have a variety of choices for an XP reward that isn’t just Spirit Shards (specially since there are plenty of other methods to acquire them since HoT). What I’d like to see is a Reward Mastery Track in which players can pick what are they rewarded with when the bar fills. The amount of XP needed could be adjusted based on the reward, and one could even associate unlock requirements to them (even if the requirement is just buying it with gold).
Potential rewards:
Spirit Shard: would be the base reward, no unlock requirements.
Gold: Get 1g on bar fill, which is like having an average exotic drop.
Dungeon Token chest: Same token reward as the daily dungeon runner? Could be a chest with lesser amount of tokens, or the XP required could be really high to adjust for it.
Map currency: Would have a variety of choices which are appropriate for the zone (eg: geodes for central Tyria).
Mastery Point: I would really like to see this one for people who just can’t complete the MP challenges left to acquire the remaining masteries they want. Of course, the amount of XP needed to fill the bar would be huge, and would likely have to increase with each MP acquired (eg: each MP requires 30% more XP than the previous one)
Basically, it’s implementing a Mastery line as the battle reward tracks that we have in pvp/wvw, where the rewards go straight to the wallet (or should, for items that aren’t yet included). The reward from the mastery would be just a small bonus to what a player can normally acquire, while freeing them from being stuck to a specific zone (for example: I may prefer to collect ~50 dungeon tokens every few hours fooling around Tyria rather than trying the explore paths, even though running the three paths in a single day would give me ~400 tokens).
Any suggestions to improve such a system, or potential drawbacks that need be considered (for instance, rewards shouldn’t include time-gated items, or luck based drops like T6 materials)?
A year later and nothing has changed.
Please, this would be a great addition for people who just can’t keep levelling masteries for some reason. A Spirit Shard infinite track would allow people to have their earned XP go somewhere when they can’t progress for whatever reason.
This is particularly true for Core Tyria masteries, I have no need at all for the legendary track, yet I have no choice but to collect the remaining ~15 mastery points it requires just so I can get back the Spirit Shard exp bar. :/
However one thing that ANet might be worried about is if low levels on non events daily days with no level 80s around will scale events too high for them to easily handle. This may cause low levels to stop grouping up and working together or stop doing events out of frustration.
On launch all events used to scale up to champion level, and it was because of this that the scaling was toned down eventually, new players were getting slaughtered when they played together. xD However, I am recommending that the scale unlock only applies to the daily event map, in which case it should be safe to do so, since new players are not going to be able to group and do events without at least half a dozen 80s tagging along.
It might have been likely that players would farm and be proprietary about scaled-up events when the QDale change rolled. However, now it’s a lot less likely with SW and HoT maps being so much more lucrative than Champion trains.
The champion train used to be bad because that’s how lower level people would power level to 80, without even learning how to play their class. However, without L80s along to help them out, it isn’t sure that would be an issue anymore. In any case, I did recommend that starter maps don’t scale up beyond elite level enemies, which prevents champion bag looting trains, while still making it more challenging than what we currently have.
Ultimately, it’s up to ANET to decide if they want to change anything here… but the current system actually gives players a pretty subpar experience for most of the core Tyrian maps. :/
On the other hand, it may just be that the scaling is not so easy to modify map-wide, it may be hand-tuned per event; because the current ley anomaly events spawn at times legendary monsters in maps where you can hardly scale up an event to show an elite.
As a pve player, most days I do the events as part of the daily. However, depending on which map was picked for the day, the experience may be highly enjoyable or a complete chore. In general, maps with a lower level than Frostgorge Sound are annoying, while FGS and beyond are fun. Why? Because of how events scale on the lower level maps.
Higher level maps allow events to scale to the point of including tons of veterans, elites and even champions for regular events, which keeps things challenging and makes it extremely easy to get credit. However, lower level maps seem to never scale up beyond adding a few more enemies which instant die to the rain of AOEs (the lower the level of the map, the worse it is): this is what makes getting the daily a chore, you have to run around the map chasing events, and even if you reach one before it ends, it’s difficult to get credit because of how fast enemies die (not to mention they are super boring with no challenge at all).
So, my simple suggestion is to allow much harder event scaling on the daily event map. On starter maps the scaling could still limit itself to elites, to avoid the issue of champion trains.
Are there any concerns or negative issues if this were implemented?