They should contain a guaranteed transmutes container for the first open bag per character not per account.
What is the logic to get a reward per character for a random dungeon and not get transmutes per character from the PvP? This way devs really show that PvE is way more important for them than PvP and try to make the queue for the normal dungeons shorter.
They should contain a guaranteed transmutes container for the first open bag per character not per account.
What is the logic to get a reward per character for a random dungeon and not get transmutes per character from the PvP? This way devs really show that PvE is way more important for them than PvP and try to make the queue for the normal dungeons shorter.
That actually used to be the case when Rewards for the Worthy first began to drop geodes. Then ZOS changed it to account. I don’t know that enough has changed for them to change their mind.
They didn’t explain their decision when they made it, to the best of my recollection. Perhaps they felt PvPers were making too many crystals too fast, or perhaps they didn’t like that you could earn a lot of the Rewards for the Worthy on one character and then open one each on other characters for the guaranteed geode. With random normals, each different character has to do the dungeon to get the reward. The game currently doesn’t track who earned which Rewards for the Worthy coffer, and that would need to be implemented to make it like random dungeons, where each character earns its own coffer(s).
ItsNotLiving wrote: »I wish rewards for the worthy had ANYTHING that encourages people to go in to PvP.
They should contain a guaranteed transmutes container for the first open bag per character not per account.
What is the logic to get a reward per character for a random dungeon and not get transmutes per character from the PvP? This way devs really show that PvE is way more important for them than PvP and try to make the queue for the normal dungeons shorter.
That actually used to be the case when Rewards for the Worthy first began to drop geodes. Then ZOS changed it to account. I don’t know that enough has changed for them to change their mind.
They didn’t explain their decision when they made it, to the best of my recollection. Perhaps they felt PvPers were making too many crystals too fast, or perhaps they didn’t like that you could earn a lot of the Rewards for the Worthy on one character and then open one each on other characters for the guaranteed geode. With random normals, each different character has to do the dungeon to get the reward. The game currently doesn’t track who earned which Rewards for the Worthy coffer, and that would need to be implemented to make it like random dungeons, where each character earns its own coffer(s).
I believe it was because the email itself can be opened on any character (not just the one who earned it). So you could go earn 18 (20 now) RotW, open one on each character and get 18 guaranteed geodes (90-180 transmutes for a few hours of PVP).
ItsNotLiving wrote: »I wish rewards for the worthy had ANYTHING that encourages people to go in to PvP.
ItsNotLiving wrote: »I wish rewards for the worthy had ANYTHING that encourages people to go in to PvP.
It already does, from a PvE standpoint the main allure of RFTW is the fist-full of crystals you get from the first one of the day per account
As a result of the above what usually happens is players hop into BGs for 1-3 matches, get their first RFTW and then move on to doing something else in game, as OP suggested making the crystals per character would mean the people hang around doing PvP for a bit longer, with any luck some of them might hang around long enough to overcome the massive learning curve of suffering that is getting into PvP, at which point they might actually play it on the regular
Agree, else siege would be even more of an problem for inventory and bank than now.
Now you are not guarantee an very fast dungeon except on an low level alt or having one in group.Turtle_Bot wrote: »You can currently get up to 50 times the transmutes for doing daily random dungeons than doing PvP. It's actually absurd the difference in rewards given, especially since rewards for the worthy don't guarantee a geode beyond the first time per account each day and that geode only guarantees the minimum of 4 transmutes with an 80%+ bias towards the 4 over the maximum possible of 25.
1 single run of FG1 on 1 character is currently 2.5 times the daily transmutes from the rewards for the worthy geodes a good 80% of the time and you can do that dungeon once on each character instead of per once per account. It's often faster to do that dungeon too than it is to PvP, since unless you get really lucky to leech a defense tick as soon as you log in, a BG takes 10-15 mins and cyro can take up to 30 mins or longer depending how active it is compared to FG1 that takes barely 5 mins.
If they're going to lock PvP transmutes to 1 guaranteed geode per account per day, then make the first geode guaranteed to give the max amount of transmutes and start weighting the non-guaranteed geodes to favor the 5 and 10 transmutes much more than current bias for the minimum 4 transmutes.
CameraBeardThePirate wrote: »ItsNotLiving wrote: »I wish rewards for the worthy had ANYTHING that encourages people to go in to PvP.
It already does, from a PvE standpoint the main allure of RFTW is the fist-full of crystals you get from the first one of the day per account
As a result of the above what usually happens is players hop into BGs for 1-3 matches, get their first RFTW and then move on to doing something else in game, as OP suggested making the crystals per character would mean the people hang around doing PvP for a bit longer, with any luck some of them might hang around long enough to overcome the massive learning curve of suffering that is getting into PvP, at which point they might actually play it on the regular
Fistful.... meaning usually 5? Half that you would get for doing a random normal dungeon? Wow what a great incentive!