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Dungeons and Dungeon Reward System Overhaul Needed.

in Fractals, Dungeons & Raids

Posted by: trystessa.2971

trystessa.2971

I’d like to add, that I feel like there’s completely too much randomness to the reward/loot tables. It’s depressing to run a dungeon (or even world events, though I don’t think this suggestion would work for world events) wipe over and over while figuring out the mechanics, wind up net negative after repair costs, and then see that my dungeon mates get yellow weapons/armor, superior sigils, lodestones, etc. from the chest, and I wind up with 2-4 blue items that don’t even sell for 1 silver each.

I understand that you’re already working on changing the dungeon rewards, but I read that to mean the xp/gold/token rewards, and not all the other loot, if I’m wrong here, then I apologize and disregard this.

That said, I’d like to see some kind of meta-incentive to actually run dungeons, a once/day chest you receive after completing every explorable path in the dungeon during a single 24 hour period. This would be similar to the current daily achievement system, but tied to specific dungeons, and have some dungeon unique reward, like 1x dungeon lodestone, and maybe a mystic coin. Maybe add the “daily” token bonus to this chest too, so you have to run all paths to get those extra tokens, instead of getting them on the first path people run.

And I flat out don’t see how this would negatively impact the in-game economy. Mystic coins sell for 1-2silver on average and lodestones average 35silver to 1gold, but again you only get 1 per day.

And yes, I understand that lodestones are required for legendary weapon creation, and A.Net wants to keep those as hard as possible to obtain, but at one lodestone per day, that’s still a bare minimum of 100 days of full-clears of a specific dungeon to reach the required 100 lodestones. And even if you choose to sell your lodestone, that’s a whopping 50silver or 1gold, once/day, and after trading post fees, repair costs, waypoint costs, vendor bought items for crafting, etc., the net is likely to be a lot lower and I just can’t see how that can be considered “game-breaking” or “economy-breaking.”

Anyway, just my take on the current rewards in game. I love the use of dungeon tokens, and karma, and universal in-game currencies, but I feel such a broad scope of randomness leaves a lot of players with a bad taste in their mouth. Don’t make everything easy to get, but make things at least realistically obtainable, and make a clear path to obtain desirable items, without having to resort to playing the trading post, especially since one of the design goals was supposed to be “Play the game, not the interface.” Right now, having so many people staring at the trading post all day doesn’t seem in-line with that goal at all.