They have no way of checking what accounts are "new" and implementing something like that would likely take a LOT of work. How do you tell new account from new character? When is an account no longer considered new?
Instead of a system that would be a heck of a lot of time and work to introduce, they should just either WAY lower the price of rerolls (the easiest and imo best fix, make rerolls cap at 5k or something instead of 10k) or give us the ability to select specific tasks we want to be excluded from the list so it doesn't get slapped in our faces fifty times while we try to get something else.
They have no way of checking what accounts are "new" and implementing something like that would likely take a LOT of work. How do you tell new account from new character? When is an account no longer considered new?
Instead of a system that would be a heck of a lot of time and work to introduce, they should just either WAY lower the price of rerolls (the easiest and imo best fix, make rerolls cap at 5k or something instead of 10k) or give us the ability to select specific tasks we want to be excluded from the list so it doesn't get slapped in our faces fifty times while we try to get something else.
They have no way of checking what accounts are "new" and implementing something like that would likely take a LOT of work. How do you tell new account from new character? When is an account no longer considered new?.
What was that slogan again? 'Play as you want' I think. Make all rerolls free. Then there won't be a problem for new players or older players who keep getting stuff they don't want.
Paying for rerolls is pointless for this system. It lowers engagement, is frustrating and annoying for everyone.
AzuraFan has it right. Get rid of the cost of rerolls.
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I'm going to disagree a bit on this one because with unlimited rerolls in place, you might as well just present the player with the full list of all ~30 challenges each week and say "pick 5, but you can duplicate if you want."
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I'm going to disagree a bit on this one because with unlimited rerolls in place, you might as well just present the player with the full list of all ~30 challenges each week and say "pick 5, but you can duplicate if you want."
That would work too, and it's been suggested by others here.
During the reveal stream for the tomes, they talked about how if players didn't like any of the challenges they got, they could reroll - an improvement over endeavors! The reality turned out to be different. Sure, you can reroll, but because of unwanted duplicates, you can quickly burn through the free ones, and the gold cost ramps up quickly to 10,000 a pop.
Why is there even a cost? Why is there a system actively working against giving players challenges they want to do? I'm always amazed at how often this game gets in the way of letting people do what they enjoy - by design!