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Dungeons Centralizing Rewards For Dungeons

Discussion in 'General Suggestions' started by Totum, Nov 22, 2017.

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  1. Totum

    Totum watching mythics lose value HERO

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    Last Saturday I was grinding fallen factory during minecon earth, when I got an idea. Why should you have to grind dungeons you don’t like for the reward over and over? Why not centralize the reward system so you only have to grind the dungeons you want to do to get rewards for other ones? Here is how I think it should work:
    1. A dungeon is rated 1-10 based on how it fits into 3 criteria:
    - How many sections it has
    - What level it is
    - How often it is completed
    1 would mean it is easy/ many people do it and 10would mean hard/ rarely used. This would be used to calculate how many tokens it would drop per run:
    1 would be 1
    10 would be 10.....
    Rewards would be calculated off the formula x the current cost of how many dungeon tokens it currently takes.
    Thanks for reading.
     
  2. China

    China you used to call me on ur banana VIP+

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    This needs some modifications, as then if you went and did like ice barrows, and get like 10 boss tokens...
     
  3. OGK

    OGK The Grader CHAMPION

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    This sounds nice on paper... but wont really work out.
     
  4. WynnChairman

    WynnChairman Chairman of Wynn HERO

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    pretty much :/
    anyway most of the rewards are themed towards that specific dungeon, so it would be kinda weird to do like 15 ice barrow runs for a judas or smth
     
    Dr Zed, Stag2001, Supertaster and 2 others like this.
  5. Stag2001

    Stag2001 360 mlg hipster cat CHAMPION

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    No. This would allow high level people to grind a short low level dungeon like decrepit sewers or sand-swept tomb to gain super high level rewards. It literally eliminates any challenge required to get a certain item and makes it a boring and incredibly easy grindfest instead.
     
    SUPER M, Spinel and Pokextreme like this.
  6. seeksery

    seeksery Wybel Photographer HERO

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    Though more balancing is probably needed (as well as a way to preserve immersion and lore), if you wish to keep the idea of a universal token, I suggest that each different tier is a different tier. Instead of T1 dungeons dropping 1 token and T10 dungeons dropping 10 tokens, make T1 tokens and T10 tokens completely separate classes.
     
  7. xipp2001

    xipp2001 Well-Known Adventurer VIP+

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    seems like a good idea, since some key guardians can be quite hard to find.
    Maybe make is so if you want to buy items from higher tier dungeons (Example: buying a sand-swept tomb item with a decript sewer token) make it so you need to multiply the amount of tokens it normally costs with how many tier's above that dungeon is the one you have tokens for.
    Would work something like this: If you try to buy Criistal from frozen barrows with decript sewer tokens it would cost 9 (normal price)*5 since frozen barrows is 5 tiers above decript sewers. But yeah, i would like something similar to this added in the future, since i often grind dungeons i rarely (if ever) get keys for: example: corrupt animal sanc or corrupt underworld crypt.
     
  8. Stag2001

    Stag2001 360 mlg hipster cat CHAMPION

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    That would just make it an even worse grindfest.
     
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