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DLC Dungeons reward structure

MattT1988
MattT1988
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I am someone who enjoys the challenge that DLC dungeons bring. They are my favourite form of DLC. But I am in support of making the cosmetic rewards, specifically the skins, tied into the completion of vet mode instead of the completion of Hard mode/no death/speed run, it makes it a little more accessible for good but not great players, at the same time, it’s still hard enough to get that you actually have to put effort in and get it. I think they’re on the right track with the new reward structure, I’d like to propose the new system moving forward.

Normal dungeons: (pretty much as is)
* Cosmetic dyes for completion
* Blue level gear
* Skill point

Veteran dungeons:
* Cosmetic skins
* Purple level gear
* Monster helms

Now this is where we start making changes. I’m proposing that a scroll is placed before EVERY boss in the DLC dungeons.
* If you beat a boss after activating a scroll you get a double drop.
* If you beat the final boss after a scroll you get a double drop of either weapons or Jewellery. Or one each.
* If you beat all the bosses after activating their individual scrolls in a dungeon (doesn’t necessarily have to be done in the same run) gives you the title. So essentially, the title becomes new big hard to get cosmetic achievement. I think it’s more fitting for an elite cosmetic achievement.

What about the speed run and no death? Well that’s where the big change comes in:
* Finishing the survivor, hard modes and assassin achievements for a dungeon grants you an undaunted champions boon/token/writ/whatever for you to cash in for a gold jewellery piece of your choice from that dungeon.
* So you can potentially get a full gold jewellery set for doing all these achievements.
* These pieces can be picked up from the undaunted quartermaster.
* This can only be done once per character as it’s attached to the specific achievement.
* I know dungeons get nerfed as the years go by, but they don’t seem to touch the hard modes that much as well they shouldn’t. So the rewards should remain hard to get in the coming years.

I know the idea might need a bit of polish, but that’s a rough idea of what I think will adequately reward players for the kind of content that they strive for.
KEEP IN MIND THAT THIS IDEA IS PURELY FOR DLC DUNGEONS.

Thoughts?
Edited by MattT1988 on March 26, 2019 2:30AM

DLC Dungeons reward structure 35 votes

This idea has merit and it should be considered
31%
ApheriusLadyNalcaryaMattT1988cyberjanetMLGProPlayerIldaraFathryonVioletVienceNumerikuuforthwindsMartiniDanielsr34lian 11 votes
I don’t like this idea.
54%
otis67idkValagashTaleof2CitiesDigimanRustyfish101CorpierDBZVelenaWhite wabbitZeroXFFItzmichiSchokoladenigeltheclydesdaleveloSylraptorTensartodoketeStrychnosfelipecelesyeey 19 votes
You’re on the right track, but how this instead? (Please explain your idea)
14%
AhPook_Is_HerehighkingnmTasearChaos2088panemd 5 votes
  • Taleof2Cities
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    I don’t like this idea.
    The rewards for DLC dungeons are already pretty good: unique monster helms, skins, motifs, and so on.

    If you think we haven't seen someone in the forums asking to double or triple rewards because it suits their playstyle ... well think again.
  • MattT1988
    MattT1988
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    This idea has merit and it should be considered
    The rewards for DLC dungeons are already pretty good: unique monster helms, skins, motifs, and so on.

    If you think we haven't seen someone in the forums asking to double or triple rewards because it suits their playstyle ... well think again.

    I assure you my motives aren’t entirely selfish. It’s a mistake on your part to assume so. I think increasing the rewards will motivate more folks to actually attempt the harder content, stick with it and keep getting better at it. This idea helps everybody and takes nothing away from anybody.

    I’m a grown man though so I can definitely understand and accept it if people aren’t on board with the idea.
    Edited by MattT1988 on March 26, 2019 3:56AM
  • emilyhyoyeon
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    just as a response to the cosmetic reward aspect, I think each of these achievement points should offer a cosmetic reward:

    normal-dyes/whatever it gives now

    veteran-skin, personality, or title
    veteran hardmode-skin, personality, or title
    veteran HM, speedrun, no death (in the same run)-skin, personality, or title

    I think each of these three veteran achievement points is significant enough to have its own cosmetic reward
    IGN @ emilypumpkin
    Tullanisse Starborne altmer spellsword battlemage & scholar of the ayleids
    Qa'Rirra khajiit assassin & dancer
    Seliwequen Narilata altmer necromancer & debaucher
  • MLGProPlayer
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    This idea has merit and it should be considered
    The rewards for DLC dungeons are already pretty good: unique monster helms, skins, motifs, and so on.

    If you think we haven't seen someone in the forums asking to double or triple rewards because it suits their playstyle ... well think again.

    Hard mode does not currently offer any extra rewards.

    Anyway, I support the idea of a scroll before every boss even with no extra rewards. After the recent nerfs to all DLC dungeons to make them PUGable, any semblance of challenge is gone until you get to the final boss. It would be nice to have an option for more challenging content.
    Edited by MLGProPlayer on March 26, 2019 5:57AM
  • ZeroXFF
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    I don’t like this idea.
    No death and speed runs are not content, they are gimmicks, and as such the rewards they are giving already are too much. It's ok if these gimmicks give some meaningless achievement points, but having even just titles hidden away behind this crap is too much.

    Besides, having unique tokens that you can only get once means that you can't re-farm new gear for your chars when the game changes. This is really bad design for a game without progressive gear leveling, where one patch your gear might be useless, you deconstruct it, and next patch it's meta again. Something like this can only work in games like WoW where if you do something stupid with your gear, it won't matter any more in a few months.

    Now if hard mode awarded these tokens, and you could always farm them, instead of them being tied to a once per char system, it would make sense. A far more sensible and intuitive solution though would be to just make hard modes drop gold gear pieces instead of purple ones. Kind of like going from vCR+2 to vCR+3 functions. And since update 17 (Dragon Bones) the difference in difficulty between regular vet and hm is big enough to warrant this change for all new dungeons since then. Not sure how to handle older content though, because adding gold jewelry there would just mean people farming vFG1 (or WGT if we're talking exclusively about DLC dungeons) for deconstruction.
  • Trancestor
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    Skins and Personality should at the least come from HM, especially now that theyre making the dungeons too easy, HM is the only challenge left.
  • Chaos2088
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    You’re on the right track, but how this instead? (Please explain your idea)
    I like the tokens to the chests you get from the IC dungeons and that every dungeon should have these.

    Either-currently you have RNG chance of the stuff you are wanting dropping but keys/tokens to these are tradable

    Or you have bound keys/tokens and can choose what you want from the chests inventory/listing

    I like the 2nd better as gets people playing that dungeons and getting grps together, but a downside would be inventory space for the different keys per dungeon.
    @Chaos2088 PC EU Server | AD-PvP
  • MattT1988
    MattT1988
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    This idea has merit and it should be considered
    ZeroXFF wrote: »
    No death and speed runs are not content, they are gimmicks, and as such the rewards they are giving already are too much. It's ok if these gimmicks give some meaningless achievement points, but having even just titles hidden away behind this crap is too much.

    Besides, having unique tokens that you can only get once means that you can't re-farm new gear for your chars when the game changes. This is really bad design for a game without progressive gear leveling, where one patch your gear might be useless, you deconstruct it, and next patch it's meta again. Something like this can only work in games like WoW where if you do something stupid with your gear, it won't matter any more in a few months.

    Now if hard mode awarded these tokens, and you could always farm them, instead of them being tied to a once per char system, it would make sense. A far more sensible and intuitive solution though would be to just make hard modes drop gold gear pieces instead of purple ones. Kind of like going from vCR+2 to vCR+3 functions. And since update 17 (Dragon Bones) the difference in difficulty between regular vet and hm is big enough to warrant this change for all new dungeons since then. Not sure how to handle older content though, because adding gold jewelry there would just mean people farming vFG1 (or WGT if we're talking exclusively about DLC dungeons) for deconstruction.

    About your first paragraph. You misread the OP. The titles wouldn’t be attached to the no death/speed run. Only the hard mode would be.

    About the rest of the post. You could still do them again on other characters so you don’t only get one chance at it, in fact you’d have as many as you’d want.

    I also specified that this system would only be for the new DLC dungeons. I even put that part in caps. Read the OP again please.
  • MattT1988
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    This idea has merit and it should be considered
    Trancestor wrote: »
    Skins and Personality should at the least come from HM, especially now that theyre making the dungeons too easy, HM is the only challenge left.


    Hard mode would have the titles and double drops. Fair trade off IMO.
  • MattT1988
    MattT1988
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    This idea has merit and it should be considered
    Chaos2088 wrote: »
    I like the tokens to the chests you get from the IC dungeons and that every dungeon should have these.

    Either-currently you have RNG chance of the stuff you are wanting dropping but keys/tokens to these are tradable

    Or you have bound keys/tokens and can choose what you want from the chests inventory/listing

    I like the 2nd better as gets people playing that dungeons and getting grps together, but a downside would be inventory space for the different keys per dungeon.

    One of the reason why I made it the way I did was to try to keep the RNG factor out of the token system, because I think this game needs less *** RNG when it comes to loot not more of it.
  • ZeroXFF
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    I don’t like this idea.
    MattT1988 wrote: »
    ZeroXFF wrote: »
    No death and speed runs are not content, they are gimmicks, and as such the rewards they are giving already are too much. It's ok if these gimmicks give some meaningless achievement points, but having even just titles hidden away behind this crap is too much.

    Besides, having unique tokens that you can only get once means that you can't re-farm new gear for your chars when the game changes. This is really bad design for a game without progressive gear leveling, where one patch your gear might be useless, you deconstruct it, and next patch it's meta again. Something like this can only work in games like WoW where if you do something stupid with your gear, it won't matter any more in a few months.

    Now if hard mode awarded these tokens, and you could always farm them, instead of them being tied to a once per char system, it would make sense. A far more sensible and intuitive solution though would be to just make hard modes drop gold gear pieces instead of purple ones. Kind of like going from vCR+2 to vCR+3 functions. And since update 17 (Dragon Bones) the difference in difficulty between regular vet and hm is big enough to warrant this change for all new dungeons since then. Not sure how to handle older content though, because adding gold jewelry there would just mean people farming vFG1 (or WGT if we're talking exclusively about DLC dungeons) for deconstruction.

    About your first paragraph. You misread the OP. The titles wouldn’t be attached to the no death/speed run. Only the hard mode would be.

    About the rest of the post. You could still do them again on other characters so you don’t only get one chance at it, in fact you’d have as many as you’d want.

    I also specified that this system would only be for the new DLC dungeons. I even put that part in caps. Read the OP again please.

    I didn't misread anything. I'm saying that the rewards for those achievements are ALREADY too high and mention titles as an example of low impact rewards we already have that I consider too much for such pointless gimmicks.

    You can do them only once per char, that was the whole point of OP's suggestion. Having to level a new char to get gear for your main is an absolutely *** suggestion. Read both OP and my criticism again, because you seem to have misunderstood both.
  • MattT1988
    MattT1988
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    This idea has merit and it should be considered
    ZeroXFF wrote: »
    MattT1988 wrote: »
    ZeroXFF wrote: »
    No death and speed runs are not content, they are gimmicks, and as such the rewards they are giving already are too much. It's ok if these gimmicks give some meaningless achievement points, but having even just titles hidden away behind this crap is too much.

    Besides, having unique tokens that you can only get once means that you can't re-farm new gear for your chars when the game changes. This is really bad design for a game without progressive gear leveling, where one patch your gear might be useless, you deconstruct it, and next patch it's meta again. Something like this can only work in games like WoW where if you do something stupid with your gear, it won't matter any more in a few months.

    Now if hard mode awarded these tokens, and you could always farm them, instead of them being tied to a once per char system, it would make sense. A far more sensible and intuitive solution though would be to just make hard modes drop gold gear pieces instead of purple ones. Kind of like going from vCR+2 to vCR+3 functions. And since update 17 (Dragon Bones) the difference in difficulty between regular vet and hm is big enough to warrant this change for all new dungeons since then. Not sure how to handle older content though, because adding gold jewelry there would just mean people farming vFG1 (or WGT if we're talking exclusively about DLC dungeons) for deconstruction.

    About your first paragraph. You misread the OP. The titles wouldn’t be attached to the no death/speed run. Only the hard mode would be.

    About the rest of the post. You could still do them again on other characters so you don’t only get one chance at it, in fact you’d have as many as you’d want.

    I also specified that this system would only be for the new DLC dungeons. I even put that part in caps. Read the OP again please.

    I didn't misread anything. I'm saying that the rewards for those achievements are ALREADY too high and mention titles as an example of low impact rewards we already have that I consider too much for such pointless gimmicks.

    You can do them only once per char, that was the whole point of OP's suggestion. Having to level a new char to get gear for your main is an absolutely *** suggestion. Read both OP and my criticism again, because you seem to have misunderstood both.

    I read your criticism I know what your issue with it is. I wrote the OP by the way I don’t need to read it again (LOL). You consider them pointless gimmicks. I disagree, I see them as extra challenges for good players to work towards. But that's fine. Just a case of to each's own on that one.

    You could get a whole jewellery set on one character. Three token drops, three jewellery pieces. Why would one character need more then one jewellery set out of the same dungeon? If your character was a Stam dps, you wouldn’t need to collect the mag dps or tank set gear jewellery pieces would you? You would only need the Stam dps set gear. If you had an alt that you want the other set gear for, well there’s your extra character to do the achievements and get the tokens.
    Edited by MattT1988 on March 26, 2019 11:28AM
  • Itzmichi
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    I don’t like this idea.
    To be honest I enjoyed the game the most when there were no guaranteed drops at all, that being said I think the way it is now is alright especially for casual gamers, no need to change anything. These days you can farm gear easily on normal and be done very quick.

    Simplifying it any further would kill the fun for me.
    Here, have a chill pill 💊!
  • idk
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    I don’t like this idea.
    I do not like the overall idea.

    First, the reward structure is not correct. Newer DLCs often have motifs that drop and have a guaranteed drop in HM, and lower drop rates the lower the difficulty. Of course sometimes these motifs are added late.

    So there is a reward structure for working on the more difficult level that is not included in the OP.

    Second. I do not see these dungeons being worthy of gold jewelry. It is much easier to get a group of 4 together to work on and get good at the dungeons than a 12 man trial. I am not suggesting we do not have some easy trials, just that the group size makes a huge difference.
  • MattT1988
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    This idea has merit and it should be considered
    idk wrote: »
    I do not like the overall idea.

    First, the reward structure is not correct. Newer DLCs often have motifs that drop and have a guaranteed drop in HM, and lower drop rates the lower the difficulty. Of course sometimes these motifs are added late.

    So there is a reward structure for working on the more difficult level that is not included in the OP.

    Second. I do not see these dungeons being worthy of gold jewelry. It is much easier to get a group of 4 together to work on and get good at the dungeons than a 12 man trial. I am not suggesting we do not have some easy trials, just that the group size makes a huge difference.

    Ah damn, I forgot about the motifs. My bad, they can stay where they are. Rewarded sometimes for Vet completion and guaranteed reward for final boss Hard mode. I can't edit my OP otherwise I'd add them in on an edit.
    I disagree with your second point, although getting three people might be easier then getting eleven, it doesn't make the challenge of the content itself any less difficult to master.
    To each's own though.
    Edited by MattT1988 on March 26, 2019 11:38AM
  • Rex-Umbra
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    I think the longer dlc Dungeons should give more xp for random due to the extra time required
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • highkingnm
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    You’re on the right track, but how this instead? (Please explain your idea)
    I'd prefer a simple 3 tier system instead: Normal, Veteran, Champion/Conquerer/Hardmode. Instead of a scroll each boss, just make the dungeon incrementally harder again to give third difficulty tier.
  • Tasear
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    You’re on the right track, but how this instead? (Please explain your idea)
    Title = challenger achievements and buyable cool housing item, cool dye

    Vet compete = skin, pet, etc

    Normal = walking in dungeon reward
    Edited by Tasear on March 26, 2019 12:47PM
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