WhiteCoatSyndrome wrote: »TBH my big complaint is that they already have a flood of different currencies.
WhiteCoatSyndrome wrote: »TBH my big complaint is that they already have a flood of different currencies.
WhiteCoatSyndrome wrote: »TBH my big complaint is that they already have a flood of different currencies.
Same boat here.
However there is the fact that the 'real' cosmetic rewards are in the crown store.
The teams that speedrun trials for instance, they must get a really nice endorphin release from their achievement, because as far as the game goes they are not getting anything else to show for it.
To me it bears to reason that they should get rewarded with something that screams 'we cleared vRG HM in under 20 minutes'.
However I am not one of them, not even remotely, and I really don't know if that is what they would like; maybe I am projecting my own biases here and that is not what they want at all.
Just seems to me that there is a massive disconnect between the difficulty in achieving some of these and what people who do get for it, while we get the flashy stuff dangled in the crown store showcase instead.
The idea of tokens in different ways has been suggested countless times.
One issue is that by now, ZOS has created so many cosmetics available on the crown store that idk if they can make a worthwhile style. I’d hope for armor pieces with fancy effects, or (preferably) ability skins themed after the trial.
You already have people selling the trial specific titles/skins etc... To me this kinda thing is going to result in the carry groups, selling runs to get the tokens.
If they are going to add a new currency for unique vendors, I would rather it be one currency that comes from multiple sources as in all group content, normal/vet dungeons/arenas/trials at varying rates with trials giving the highest payout of currency.
As in complete a normal dungeon you get 1 token, complete a vet one 5, a hard mode 10. Complete a normal arena 2 tokens, vets payout would vary based on your score with default staring point being the same as vet dungeons. For trials 10 tokens from normal, 20 for vet and the hard modes 50 and specific achievement runs being a lot higher payouts.
Could just forgo the new currency and have the payout in seals of endeavor.
Have rotating vendors sort of like a combination of the golden and luxury vendors with different stuff to choose from each week or month basically it will work similar to seals of endeavor but focus more on getting people into all group content not just trials.
Maybe they could even add an option to purchase individual crown crates from what ever the current crown crate season is from the vendor but instead of converting items you don't want into gems it converts them into a small number of seals of endeavor as a down side for not spending cash on the crates.
The idea of tokens in different ways has been suggested countless times.
One issue is that by now, ZOS has created so many cosmetics available on the crown store that idk if they can make a worthwhile style. I’d hope for armor pieces with fancy effects, or (preferably) ability skins themed after the trial.
These are the things I’d absolutely love, like glowing specific weapon styles to that trial or something, we can dream! Like I said though, I’d hope Zos would see the benefit of making these in game rewards opposed to crown store stuff
i like this idea, but i don't know if it's good to have so many currencies -- not that there's an extra 'token' currency, but as you say, it'd be tokens that are trial-specific. so that's like 10 different types of tokens. i might go mad trying to figure out what i have and what i don't
'The amount of people that Q for vet dungeons that aren't ready for it or sit outside waiting for boss's, dragon's, harrowstorm's etc to be almost dead before running in to tag it is insane and you'll be plagued with that quality of player in trials too!'
JUST 'LOL' firstly people are ready for vet dungeons when they feel as though they are and hopefully wont end up in a group to concerned with people looking out for the 'that quality of player' type !
secondly what exactly is wrong with waiting before running into harrowstorms, bosses and dragons ?
and lastly in normal dungeons its usually the players that should be queued for vet anyway in them getting everyone killed before they get a chance to experience the place properly.
(Originally posted on reddit by me yesterday: https://www.reddit.com/r/elderscrollsonline/comments/ul0cgl/trial_tokens_the_solution_to_end_game_longevity/)
To start this is something I have been thinking about for some time now. With the addition of account wide achievements I think this is even more relevant now. Although I think account wide achievements is a positive addition to the game, one complaint, mostly from end game players, is the lack of incentive to prog end game achievements on other characters now.
I’m going to outline below my idea for what I’ll call “Trial Tokens” or “TTs”. At first I planned on this just being something that end game raiders would be able to get, but I very quickly realised this wouldn’t go down well with a lot of people, and ultimately there’s no reason for it just to be locked to a small group of players. I’ll also explain why I think this will be beneficial not only to all players but also to ZOS, as let’s be honest, if it doesn’t make them money directly or indirectly they probably won’t implement it. (Yes the likelihood of anything like this coming to the game is low but hey, we can dream)
So the basic premise of the idea is to reward players with a TT each time they complete a trial, and increasing the amount of tokens rewarded for harder difficulties. Let’s take Sunspire for example:
Completing normal: 1 Token
Completing veteran: 3 Tokens
Completing Hardmode: 5 Tokens
Completing Trifecta: 25 Tokens
Bonus for individual achievements
Speed run: 5 Tokens
No death: 5 Tokens
Now what would you do with these tokens you ask? Well there would be a “luxury vendor” in each trial, in the starting room. These vendors would stock pretty much just cosmetic items, such as mounts, style pages, furnishings etc that can only be bought with that specific trials tokens. The reason for making it trial specific is to stop people from just farming AS for example, as that is relatively easy and quick in comparison to other trials.
Now the rewards should not just be easy to get, and you shouldn’t just have to do a trial 5 times to unlock everything as that defeats the point of increasing longevity of the trials and encouraging people to come back.
So below are rough costs I think would be reasonable, but please do suggest other rewards you would like to see if this did get implemented.
Emote: 10 Tokens
Momento: 25 tokens
Unique trial specific weapon styles: 50 tokens
Unique trial specific Helm and Shoulder styles: 50 tokens
Gold rated furnishing: 75 tokens
Unique mount: 150 Tokens
These are costs I think are reasonable and would encourage and allow all players to eventually get everything if they put the time into it, but please not I did just pull these numbers out of thin air and I'm sure ZOS would have a way to calculate time played to tokens. Now I know the first argument that will come up is “I don’t play trials it’s not fair if it’s locked behind that”. My response to that is lots of things in any game are locked behind specific activities in the game, and I would encourage you to try it out. This leads me onto the main reason for doing this, it would encourage more players to try out trials, find groups and communities to play with, and ultimately have more things to do in the game.
Zos if you do read this, here’s why I think it would be beneficial to you: it would get people playing the game more, it would bring lots of players back that have left because they have “completed” everything. Have more people playing, means more people buying crown store items, or buying eso plus. Also from a PR perspective it would show commitment to current content and expanding the rewards in game, we all know cosmetics are the real end game, and for “relatively” little work compared to other new mechanics I think the community as a whole would be mostly in favour of this.
This has been a long post, and I’ve condensed it down a lot but I’d love any feedback or suggestions to this, in my head it’s a great idea but maybe not. I love this game and play everyday. I enjoy pvp, I enjoy trials and end game content, but mostly I enjoy playing with people and have met many lifelong friends through it. This simple trial tokens suggestion I believe would lead to many more endless nights making friends and grinding out something new in the game. If you made it this far thanks for reading and happy to answer any questions. If it’s a *** idea tell me and I’ll go crawl back into my hole with my Argonian slaves.
While I think a vendor of some sort is a good idea, I think it should probably be tied to achievements and use gold, or undaunted plunder to purchase.
Mainly because, while the token system is interesting, those proposed values are pretty insane. Would take nearly 1000 runs on normal of the same trial to get everything. When the trials only have a weekly quest associated with them, 1000 attempts, or even 300 on vet is a fairly overdone amount. I don't even think I have done 300 of all trials combined times on both normal and vet. Now, there are what, 12 (+high isle) trials in game. So, roughly 3600 to 12000 clears of all of the trials to get all of the vendor items. 30-60 minutes per trial, you are talking an unreasonable amount of time to even come close to getting any of these items, and it would appear the need to constantly repeat extremely difficult and hard to reproduce achievements to make this go faster.
Now, by tying it to achievements instead, you have a very specific goal that will unlock a reward to buy. And then by tying it to Plunder to purchase, (or a large gold cost for those who don't want to grind vet for Plunder), you give incentive to do the trial over and over on vet for the plunder, even after the achievements are all completed.
To add to this, if you really want to make sure a player has to continue doing the trial to even buy the items, make it to where the items can only be bought from the merchant who only shows after the trial has been completed, and only once per week for each trial, tied to the completion of the weekly quest. To prevent players from porting in after a completed instance just to use the vendor. You would have to do the weekly quest, complete the trial and then access the vendor.
WhiteCoatSyndrome wrote: »TBH my big complaint is that they already have a flood of different currencies.
chessalavakia_ESO wrote: »You need to be scaling your rewards so the person doing it gets something rapidly..
chessalavakia_ESO wrote: »If you are actually serious about the design and would actually be willing to have the resources for it's development come out of future trials (Trials right now, I'd suggest talking to some people that currently don't do trials but might consider it.