Northern Shiverspeak Server
100% World Completion
In the beginning, the dungeon tokens made access to exotic prestige goods great, but in the end when in a guild that runs dungeons for all members, what you end up with is more tokens than you bargained for and have nothing to use them on? Destroying them would be an answer, but it would be a big waste to dump all the excess when they can be used by others who are having less luck in getting their own dungeon armor set and weapons. To solve that with any helpful guild mate in mind, why not make them Guild Bound?
Guild Bound: The item is only for the members of a guild that it is bound to through either mailing or stashing in the guild bank. Unlike Soulbound or Account Bound, they can be mailed between two representing members of the same guild. Like Soulbound and Account Bound, it cannot be sold/traded to players outside the represented guild, meaning that while it can be stashed in the guild stash or in the account bank, it cannot be sold in Black Lion Trading, sold to Vendors or mailed to other players who are not part of the same guild.
Benefits
> Guild mates who wanted to get their dungeon gears and not have the best of luck can get it from the excess tokens from their guild mates.
> Potentially less farming needs for dungeons.
Consequences/Solution
> Players attempting to profiteer tokens by guild jumping and putting prices on them.
Solution: Know the tokens cannot be made into profit and make prevention.
> Players may still farm in dungeons.
Solution: It is already presented by ArenaNet that consecutive runs of the same paths done on the same day cycle will have reduced tokens as reward.
May be a month late to post this, but the topic is related.
I am both ways about this; I do not like it when they skip things and made things harder for themselves, yet I do not condone limiting options where you can skip and waste more time and money.
Look at it this way; I have been through Ascalonian Catacomb recently and the group I’m in skips the Ascalonian Ghosts that guards the Tomb of the Lovers, which leaves me getting wiped out by them because I do not have the sprinting skill that I used to have (traded the warhorn for an additional sword.) Along the way, the party are trying to take on the boss with the breeders around. It took me a while and some help from two nice warriors to get the party in order to take out breeders and start taking down the big bad boss.
People do not often have time because of real life ordeals like family, education, occupation and provision. As others suggested; we should not promote a vendetta on the skippers for something they are given little choice about. Instead, we should give them something to promote them to balance with their real life ordeals with game life ordeals. Increasing loot ratio will not help because it will only increase the difficulty of the situation. How about we just make a fifth path called a Vanquishing Dungeon, which is like exploration, but without objectives or non-player characters to defend as the only objective is to kill all the monsters in the dungeon. Not only that, a token is rewarded for each kill on top of doubled rewards (like Hard Mode Missions in Guild Wars 1.) For the working folks, they can drop in and out at anytime and not lose their progression as it only restarts when completed. How does that sound?
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