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[Suggestion] Additional rewards from dungeons after finishing their respective collections


drkn.3429

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o/

The idea is pretty simple: if you already have completed the whole dungeoneer-related collection for a dungeon, you get 130% of the tokens from that dungeon.

Yes, the increased token rewards are not that great - but that's the point, really.

Extra tokens would mean veterans could gear their alts up easier, as well as generate some more ecto from salvaging, all while making dungeons a bit more appealing rewards-wise.

Why care about dungeons in the first place?Dungeons are the instanced group content that newcomers play. They are available and doable before hitting level 80, they are what might get a new player not only into the game, but also into the social aspects of the game, which will hook them for much longer. Incentivizing veterans to run dungeons - without over-incentivizing them - would mean that newcomers don't see empty LFG and actually have more people to play the format with.

There is the risk that the veterans will complete one dungeon (looking at CoF) and keep speed-running it each day in their constant parties. It still would bring more life into dungeons, and on the chance that someone from that 5-man constant party can't join, it would open a spot for a random PUG or a less experienced guild member to join, too...

Even then, the extra reward trigger might be rephrased, however that would be harder to code: get more tokens if you have completed your collection, but at least one person in your party hasn't yet, or at least one person in your party is under X AP.

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I had suggested on the old forums that if they would see a way to put out dungeon themed glider skins I would fall all over that. There were some mixed results but come on, how amazing would that be?

Firey built Charr one from CoFDredge-forged from Sorrows EmbraceAn Ascalonian spirit one that had a night effect from ACTA glider skin that was all plantsy but not all flowers maybe - and one that was maybe Aetherpath that was even more expensive?Arah undead glider skin, dripping forever down on those who were below you.A CM skin that was all fancypants.

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@Astralporing.1957 said:

@OriOri.8724 said:Someone did the math on Reddit, dungeons are actually more rewarding now than they were before HoT released.

That's only if you are very efficient runner, and run a
lot
of paths each day. Additionally, dungeons do not exist in vacuum. And for most players fractals are a way more rewarding option.

Actually, it's anyone who does 8 unique paths before they do the 9th. Dungeons are currently equally (if not more) rewarding than before HoT based just on paths (not time), mostly due to the increased amount of tokens.

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@Astralporing.1957 said:

@OriOri.8724 said:Someone did the math on Reddit, dungeons are actually more rewarding now than they were before HoT released.

That's only if you are very efficient runner, and run a
lot
of paths each day. Additionally, dungeons do not exist in vacuum. And for most players fractals are a way more rewarding option.

Their post never claimed that dungeons were the most rewarding option. Just that they are at worst no less rewarding than they were before HoT, and at best they are far more rewarding now. Just because people refuse to run dungeons unless they are the best gold/hr is a different problem entirely. But dungeons are now no less rewarding than they were pre HoT

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@OriOri.8724 said:

@Astralporing.1957 said:

@OriOri.8724 said:Someone did the math on Reddit, dungeons are actually more rewarding now than they were before HoT released.

That's only if you are very efficient runner, and run a
lot
of paths each day. Additionally, dungeons do not exist in vacuum. And for most players fractals are a way more rewarding option.

Their post never claimed that dungeons were the most rewarding option. Just that they are at worst no less rewarding than they were before HoT, and at best they are far more rewarding now. Just because people refuse to run dungeons unless they are the best gold/hr is a different problem entirely. But dungeons are now no less rewarding than they were pre HoT

They may indeed be more rewarding in absolute terms (though that is not due to changes in reward structure, but mostly due to changes to pricing of mid-tier materials), but in relative terms, they are not. Before the nerf, dungeons were close to the top of the reward structure, but now they are the mid-tier at best (and relatively low at casual gameplay level).

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@Astralporing.1957 said:

@OriOri.8724 said:

@Astralporing.1957 said:

@OriOri.8724 said:Someone did the math on Reddit, dungeons are actually more rewarding now than they were before HoT released.

That's only if you are very efficient runner, and run a
lot
of paths each day. Additionally, dungeons do not exist in vacuum. And for most players fractals are a way more rewarding option.

Their post never claimed that dungeons were the most rewarding option. Just that they are at worst no less rewarding than they were before HoT, and at best they are far more rewarding now. Just because people refuse to run dungeons unless they are the best gold/hr is a different problem entirely. But dungeons are now no less rewarding than they were pre HoT

They may indeed be more rewarding in absolute terms (though that is not due to changes in reward structure, but mostly due to changes to pricing of mid-tier materials), but in relative terms, they are not. Before the nerf, dungeons were close to the top of the reward structure, but now they are the mid-tier
at best
(and relatively low at casual gameplay level).

Yes, that's the point: dungeons are in fact absolutely as rewarding as before -- as intended; they are not intended to be among the most rewarding content in the game in casual mode. (FYI the math shows that the primary value of dungeons is from flat gold + converting tokens to gold. The value of mid-tier drops is secondary and basically the same as it's always been.)

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@"Illconceived Was Na.9781" said:Yes, that's the point: dungeons are in fact absolutely as rewarding as before -- as intended; they are not intended to be among the most rewarding content in the game in casual mode. (FYI the math shows that the primary value of dungeons is from flat gold + converting tokens to gold. The value of mid-tier drops is secondary and basically the same as it's always been.)

Unfortunately, absolute values are less important than relative ones. At some time 100 gold was considered to be a real wealth, now you can probably earn that in a week without really trying. And if we look at the situation that way, reward-wise dungeons are not even close to the position they once had. They've been left behind while the rest of the game moved on.

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@Astralporing.1957 said:

@"Illconceived Was Na.9781" said:Yes, that's the point: dungeons are in fact absolutely as rewarding as before -- as intended; they are not intended to be among the most rewarding content in the game in casual mode. (FYI
that the primary value of dungeons is from flat gold + converting tokens to gold. The value of mid-tier drops is secondary and basically the same as it's always been.)

Unfortunately, absolute values are less important than relative ones. At some time 100 gold was considered to be a real wealth, now you can probably earn that in a week without really trying. And if we look at the situation that way, reward-wise dungeons are not even close to the position they once had. They've been left behind while the rest of the game moved on.

Yes, that was exactly the point -- dungeons aren't supposed to be prominent; they are supposed to be one of many types of content we can do, each of which is rewarding. They aren't "behind" -- they just aren't overwhelmingly best any more.

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@OriOri.8724 said:Someone did the math on Reddit, dungeons are actually more rewarding now than they were before HoT released. The rewards don't need to be buffed, people's mentalities towards dungeons just need to change. Dungeons are easier than ever, and still offer decent rewards for the time invested.

Gotta agree with this completely. Dungeons are fine (I still run them every now and then for fun and considerable profit), it's the people who need fixing.Most elite players abandoned dungeons because they've been overlooked for the past 4 years and some of the most gamebreaking bugs that have been reported hundreds of times have been completely ignored by Arenanet. That is pretty understandable. I would also not want to play content that hasn't received any kind of support for the past 4 years (especially considering this is an active game, still being actively developed) and these people have moved on to raids and fractals, which thankfully (at least for now) receive updates every now and then.Why newbs don't play dungeons though, I have no idea. They offer a lot of fun content, story and a high skill ceiling - learning to speedrun dungeons not only offers you huge profit (on par with currently popular farms), but also helps you out in general PvE, fractals and raids included. There's a lot of fun to be had in dungeons and gold to be made. You just gotta go in with the right mentality (that is learn them for yourself, not just get carried through once and be done with them for good).

If I could ask Anet to change one thing about dungeons, it would be fixing the bugs, not increasing rewards. From there, it's up to the community. And if people are too [insert word for "not smart"] to realize dungeons are fun and profitable, it's their loss, I will still run them with my friends anyway.

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@Tarasicodissa.7084 said:

@OriOri.8724 said:Someone did the math on Reddit, dungeons are actually more rewarding now than they were before HoT released. The rewards don't need to be buffed, people's mentalities towards dungeons just need to change. Dungeons are easier than ever, and still offer decent rewards for the time invested.

Why newbs don't play dungeons though, I have no idea. They offer a lot of fun content, story and a high skill ceiling - learning to speedrun dungeons not only offers you huge profit (on par with currently popular farms), but also helps you out in general PvE, fractals and raids included. There's a lot of fun to be had in dungeons and gold to be made. You just gotta go in with the right mentality (that is learn them for yourself, not just get carried through once and be done with them for good).

If I could ask Anet to change one thing about dungeons, it would be fixing the bugs, not increasing rewards. From there, it's up to the community. And if people are too [insert word for "not smart"] to realize dungeons are fun and profitable, it's their loss, I will still run them with my friends anyway.

New players don't play dungeons because they start to look up information about dungeons (whether here, on reddit, youtube, or ingame itself) and are just told repeatedly that dungeons are awful and there is no reason to run them. Its the veteran players who are driving new players away from dungeons with comments like that. Again, its entirely a mentality problem.

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I am all for reworking dungeon rewards. All though, I doubt increasing token drops any further for the veterans will change anything.Dungeons are already quite rewarding if you are able to craft the more expensive trinkets while they are not too bad for everyone else. This would continue to be the case at an increased rate but the main problem would still remain: Ascended gear or the lack thereof.The majority of players is still interested in it which makes Fractals the far better choice. You get similar rewards with the additional chance to drop ascended gear and far better items to trade your currency for.They could add an ascended version of the dungeon armors to allow new players to slowly gear up while they prepare for Fractals or raids. I also do not think that that would be too much. We have been getting new and increasingly easier ways to acquire ascended gear, especially the trinkets. The armors still continue to be a bit of a problem for many players and this would fix both the issue of gearing up as well as allowing players to experience group content in a more casual environment.

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