DanielMaxwell wrote: »a few questions for the OP ( @GothicPython )
How do prevent groups from farming the high token dungeons , or every dungeon multiple times in one day to gain enough tokens to buy there sets once a day ?
DanielMaxwell wrote: »Since the game is supported by the cash shop would you be ok with ZOS placing lottery boxes for each gear type , or the actual items depending on what the vendors are selling , in the cash shop ? ( once it is placed on an in-game vendor they can "claim" it is now just a convenience item)
DanielMaxwell wrote: »How many full dungeon runs of every token rewarding dungeon do think it would take to earn enough tokens to buy the lowest tier of items from each vendor for capped players (level and/or CP caps) ?
Sadly it's to good for us so they won't do it. We have been pushing this since week 1. So what we got was a new vendor who shows up twice a week and we get to spend millions of gold/AP per item. Then to top it off, its random on what the vendor has (not verified just my assumption on what determines the merchants supplies).
But this is my favorite post of 2016!!!!!!
There is only one way that zos would add a token system for stuff like this, and that is if there is still some rng involved. It's the artificial extension of content life that is keeping their game populated right now.
If they added this idea, it would look something like: you buy a coffer with a certain piece of gear inside, but it's only guaranteed to be a certain armor piece from a certain set. Armor weight and trait would still be rng.
To be honest, I'd take that rng over the rng on so many levels like we have now, but they won't ever do it. The 5 layers of rng as opposed to 2 layers is what is making their game appear to be alive and well.
Token system isnt so good as people think, when the game gets older, theres going to be hundred of different tokens, all it creates is one big mess. Rift had tokens, so I know. I think they should keep it simple, and introduce Vet-Points what are gained by doing all kind of vet-content. PVPers grind APs, and PVErs grind Vet-Points. For high-end PVE content, turn Leadeboards into Bragging Right thing, earn Leaderboard Points and get exlusive Mounts, Titles, Crafting Styles and Costumes. What are never going to be sold at Crown Store.
Token system isnt so good as people think, when the game gets older, theres going to be hundred of different tokens, all it creates is one big mess. Rift had tokens, so I know. I think they should keep it simple, and introduce Vet-Points what are gained by doing all kind of vet-content. PVPers grind APs, and PVErs grind Vet-Points. For high-end PVE content, turn Leadeboards into Bragging Right thing, earn Leaderboard Points and get exlusive Mounts, Titles, Crafting Styles and Costumes. What are never going to be sold at Crown Store.
Rather take several tokens than the rng mess we have atm
Token system isnt so good as people think, when the game gets older, theres going to be hundred of different tokens, all it creates is one big mess. Rift had tokens, so I know. I think they should keep it simple, and introduce Vet-Points what are gained by doing all kind of vet-content. PVPers grind APs, and PVErs grind Vet-Points. For high-end PVE content, turn Leadeboards into Bragging Right thing, earn Leaderboard Points and get exlusive Mounts, Titles, Crafting Styles and Costumes. What are never going to be sold at Crown Store.
Most of the people I know gave up on pledges. I haven't got a helm in months, and it's just not worth my time. The only reason to do pledges is to raise the Undaunted skill line or if you really, really need to get some Laurel. The loot you get from pledges still only drops in VR14 for the majority, so it's not even doing in the hopes of getting a set item.Sadly it's to good for us so they won't do it. We have been pushing this since week 1. So what we got was a new vendor who shows up twice a week and we get to spend millions of gold/AP per item. Then to top it off, its random on what the vendor has (not verified just my assumption on what determines the merchants supplies).
Token system isnt so good as people think, when the game gets older, theres going to be hundred of different tokens, all it creates is one big mess.
infraction2008b16_ESO wrote: »IMO one type of token could work, not only for normal and vet dungeons but all group PvE content as a whole including trials and even group bosses out in the world.
I think endgame PvE needs more to progress than just xp, gold and the odd rare drop and this idea is the best step towards that.
DanielMaxwell wrote: »sadly some do not understand a few things
Token systems place a finish point on running dungeons , they do not extend the life of them . Under a token system players know exactly how many times they need to run dungeons in order to get the sets they want , after that they do not need to run the dungeons . This eventually leads to the point of there not being enough players online at the same time who want to run those dungeons . New dungeons would have to use new tokens to prevent players from stockpiling tokens to buy the new sets when they are released .
DanielMaxwell wrote: »This does not even address the impact on the games guild trader system with the vendors selling sets , crafting mats , foods and drinks (they would have to be weaker then those sold in the crown store) .
DanielMaxwell wrote: »If the token cost is set too high it makes the current RNG system a better choice , but if the tokens cost is too low the dungeons are useless .
DanielMaxwell wrote: »The game is supported by the cash shop. RNG systems for loot are best suited to "encouraging" players to use the cash shop . Token systems either have prohibitive token costs( so high that RNG is better) to buy the set pieces or Tokens are sold in the cash shop .
DanielMaxwell wrote: »@GothicPython the questions I asked where intended to get you thinking about the effects of what you wanted implemented .
there are good points and bad points from the system itself and from how it will impact other systems in the game .
GothicPython wrote: »DanielMaxwell wrote: »sadly some do not understand a few things
Token systems place a finish point on running dungeons , they do not extend the life of them . Under a token system players know exactly how many times they need to run dungeons in order to get the sets they want , after that they do not need to run the dungeons . This eventually leads to the point of there not being enough players online at the same time who want to run those dungeons . New dungeons would have to use new tokens to prevent players from stockpiling tokens to buy the new sets when they are released .GothicPython wrote: »If your only intent is to obtain gear then yes, a Token system would place a finish point on running dungeons for you and possibly limit the life span of the content. However for the majority of the player base, the miscellaneous vendors are the key to extending the life span of dungeon content. People will always keep running dungeons if their is an incentive to do so and if they feel they are being properly rewarded. The more stuff to purchase with your Tokens, the longer dungeon content will last.
There are several different ways to counter the stockpiling of tokens. You can put a cap on the currency, which would force people to either spend their Tokens or waste any potential gains. You could reset players Token counts when new gear is introduced. Another potential option off the top of my head is to introduce two currencies at the same time. Players could acquire their standard Undaunted Tokens, and additional set of Tokens at 1/10 the rate. The second set of Tokens could only be used to purchase gear and the gear would also still require the players Undaunted Tokens. The reason for this second currency would be to expand on the idea of resetting Token counts. Players Undaunted Tokens of Valour would never be reset, but any time new gear was introduced the second set Tokens would be reset. I'm just brain storming, but it does show that their are several different solutions to this problem.
Using the same token for all end game dungeons with a cap just leads to players completeing their sets and stockpiling token to cap so they can buy either the most expensive piece , or 2-3 pieces , of the next tier to released .
Using dual token systems does not change that , adding in set pice tokens only slows it done marginally . Restetting Tokens would basically kill dungeon runs faster , as that actually makes RNG look better . Why run dungeons after you have your set and desired geat if if any of your tokens are reset?GothicPython wrote: »DanielMaxwell wrote: »This does not even address the impact on the games guild trader system with the vendors selling sets , crafting mats , foods and drinks (they would have to be weaker then those sold in the crown store) .
I addressed these points in my original post. Food and drinks would obviously need to weaker (like I said) than those sold in the crown store, but the point is to provide additional options for players. Crafting materials can be priced accordingly to account for the market value since these items would be tradeable.
Any consumible items(food,drinks,potions) will either be so weak that they are not worth using , or stong enough to be cometitive with the cash shop items which will not happen as they need players using the cash shop.
All crafing mats sold would impact the guild trader system to a dergree that is not going to go ober well with the trader guilds , for understandable reasons.DanielMaxwell wrote: »If the token cost is set too high it makes the current RNG system a better choice , but if the tokens cost is too low the dungeons are useless .GothicPython wrote: »You do make a fair point here, but I still feel like I addressed this my previous posts. This problem inevitably boils down to gear needing to be priced appropriately.
yes and no you where asked how many runs to get a full set not what the cost should be , the number of runs for a full set is the important number as if your looking at 100 plus runs for one pice then RNG is better , if your looking for 20 or fewer runs per piece then you start reducing the cash shop usefullness.GothicPython wrote: »DanielMaxwell wrote: »The game is supported by the cash shop. RNG systems for loot are best suited to "encouraging" players to use the cash shop . Token systems either have prohibitive token costs( so high that RNG is better) to buy the set pieces or Tokens are sold in the cash shop .
Endgame content is not really supported by the cash shop in the games current state. The majority of the stuff that the cash shop consists of are vanity items. However, I again addressed this point in my original post. To make this system more appealing to Zenimax, they could implement a scroll to the cash shop that would grant a +50% increase on Undaunted Tokens of Valour acquisitions. They could model it similarly to the +50% experience boost scroll and sell one for 300 Crowns or five for 1000 Crowns. They could also grant subscribers a +10% boost to Undaunted Token acquisitions to help promote subscribing to the game.
ALL GAME DEVELOPMENT FOR THIS GAME IS SUPPORTED BY THE CASH SHOP , end game content is not devolped for free ZOS has to be making money or they will close the game.GothicPython wrote: »DanielMaxwell wrote: »@GothicPython the questions I asked where intended to get you thinking about the effects of what you wanted implemented .
there are good points and bad points from the system itself and from how it will impact other systems in the game .GothicPython wrote: »I have thought about the all the possible effects of a system like this. It is typically a win-win situation for both the players and the company, providing the company implements it correctly.
No you are ignoreing the impacts of the system could have on the in game guild trader system and that comsumable items would compete with the cash shop items wich ZOS is not going to allow due to the need for players to buy stuff from there to support the games further development( reason why cash shop items come out faster the in game content).
I am not against having a token system , but I aslo realize that such system become very clunky when put into B2P/F2P games .
DanielMaxwell wrote: »GothicPython wrote: »If your only intent is to obtain gear then yes, a Token system would place a finish point on running dungeons for you and possibly limit the life span of the content. However for the majority of the player base, the miscellaneous vendors are the key to extending the life span of dungeon content. People will always keep running dungeons if their is an incentive to do so and if they feel they are being properly rewarded. The more stuff to purchase with your Tokens, the longer dungeon content will last.DanielMaxwell wrote: »sadly some do not understand a few things
Token systems place a finish point on running dungeons , they do not extend the life of them . Under a token system players know exactly how many times they need to run dungeons in order to get the sets they want , after that they do not need to run the dungeons . This eventually leads to the point of there not being enough players online at the same time who want to run those dungeons . New dungeons would have to use new tokens to prevent players from stockpiling tokens to buy the new sets when they are released .
There are several different ways to counter the stockpiling of tokens. You can put a cap on the currency, which would force people to either spend their Tokens or waste any potential gains. You could reset players Token counts when new gear is introduced. Another potential option off the top of my head is to introduce two currencies at the same time. Players could acquire their standard Undaunted Tokens, and additional set of Tokens at 1/10 the rate. The second set of Tokens could only be used to purchase gear and the gear would also still require the players Undaunted Tokens. The reason for this second currency would be to expand on the idea of resetting Token counts. Players Undaunted Tokens of Valour would never be reset, but any time new gear was introduced the second set Tokens would be reset. I'm just brain storming, but it does show that their are several different solutions to this problem.
Using the same token for all end game dungeons with a cap just leads to players completeing their sets and stockpiling token to cap so they can buy either the most expensive piece , or 2-3 pieces , of the next tier to released .
Using dual token systems does not change that , adding in set pice tokens only slows it done marginally . Restetting Tokens would basically kill dungeon runs faster , as that actually makes RNG look better . Why run dungeons after you have your set and desired geat if if any of your tokens are reset?
DanielMaxwell wrote: »GothicPython wrote: »DanielMaxwell wrote: »This does not even address the impact on the games guild trader system with the vendors selling sets , crafting mats , foods and drinks (they would have to be weaker then those sold in the crown store) .
I addressed these points in my original post. Food and drinks would obviously need to weaker (like I said) than those sold in the crown store, but the point is to provide additional options for players. Crafting materials can be priced accordingly to account for the market value since these items would be tradeable.
Any consumible items(food,drinks,potions) will either be so weak that they are not worth using , or stong enough to be cometitive with the cash shop items which will not happen as they need players using the cash shop.
All crafing mats sold would impact the guild trader system to a dergree that is not going to go ober well with the trader guilds , for understandable reasons.
DanielMaxwell wrote: »GothicPython wrote: »You do make a fair point here, but I still feel like I addressed this my previous posts. This problem inevitably boils down to gear needing to be priced appropriately.DanielMaxwell wrote: »If the token cost is set too high it makes the current RNG system a better choice , but if the tokens cost is too low the dungeons are useless .
yes and no you where asked how many runs to get a full set not what the cost should be , the number of runs for a full set is the important number as if your looking at 100 plus runs for one pice then RNG is better , if your looking for 20 or fewer runs per piece then you start reducing the cash shop usefullness.
DanielMaxwell wrote: »GothicPython wrote: »DanielMaxwell wrote: »The game is supported by the cash shop. RNG systems for loot are best suited to "encouraging" players to use the cash shop . Token systems either have prohibitive token costs( so high that RNG is better) to buy the set pieces or Tokens are sold in the cash shop .
Endgame content is not really supported by the cash shop in the games current state. The majority of the stuff that the cash shop consists of are vanity items. However, I again addressed this point in my original post. To make this system more appealing to Zenimax, they could implement a scroll to the cash shop that would grant a +50% increase on Undaunted Tokens of Valour acquisitions. They could model it similarly to the +50% experience boost scroll and sell one for 300 Crowns or five for 1000 Crowns. They could also grant subscribers a +10% boost to Undaunted Token acquisitions to help promote subscribing to the game.
ALL GAME DEVELOPMENT FOR THIS GAME IS SUPPORTED BY THE CASH SHOP , end game content is not devolped for free ZOS has to be making money or they will close the game.
DanielMaxwell wrote: »GothicPython wrote: »I have thought about the all the possible effects of a system like this. It is typically a win-win situation for both the players and the company, providing the company implements it correctly.DanielMaxwell wrote: »@GothicPython the questions I asked where intended to get you thinking about the effects of what you wanted implemented .
there are good points and bad points from the system itself and from how it will impact other systems in the game .
No you are ignoreing the impacts of the system could have on the in game guild trader system and that comsumable items would compete with the cash shop items wich ZOS is not going to allow due to the need for players to buy stuff from there to support the games further development( reason why cash shop items come out faster the in game content).
I am not against having a token system , but I aslo realize that such system become very clunky when put into B2P/F2P games .