Poll: Would the proposed change in adventures improve game play?

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Thread: Adventure Reward Distribution

  1. #1
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    Adventure Reward Distribution

    This was just an idea that came through several discussions on various in-game channels, and is not meant to be an indicator of any known game change. I am only presenting this to get opinions on how it would change game play and how people would react to the idea.

    The current system of distributing treasure, or loot, at the end of a multi-person adventure is based on all participants receiving a fixed distribution based on a probability-based table. Each player has the same potential loot, regardless of the amount of effort made for the adventure. Although many of the two or three person adventures can be done by a single person, this has created what are commonly known as "loot spots", where people join the adventure and do a minimal amount of work, for the purpose of getting the full treasure reward. These spots are traded between players, technically outside the normal in-game trading mechanism as there is no current way to directly trade an invitation for something else. The value of the loot spot is loosely determined by the value of the potential reward that the non-completing player will receive. Of course, since the treasure tables are based on random generation, the actual gain by the loot spot player can vary.

    One potential change in the system could be as follows. Currently, the game already tracks the amount of damage done by each player, providing experience points to each participating player based on their kills. Since this information is already collected, potentially a similar system could be used to distribute treasure rewards. Rather than each person getting their own complete treasure table reward, the reward would also be based on the proportion of enemies killed in the adventure. Obviously, to maintain balance, the total award possible should be multiplied at least by the number of player for which the adventure is rated.

    There are several obvious issues with this, that I will bring up now. This would eliminate the sale of loot spots, as there would no longer be any benefit in someone joining an adventure and not participating fully. Conversely, there is no reason to sell the spot, as there is no "wasted" loot that would have gone to someone else if they had been invited. It should not penalize the person who would sell under the current system, as they would receive at least twice the previous reward, and under a fair market, the value of the additional reward should be greater than the value received through selling the spot. As a secondary effect, it could anticipated that it would increase the total volume traded through the trade office, as the people who were selling loot spots for gold previously would then be selling the resources obtained in the adventure. It would greatly reduce the ability of people to falsely sell the invitations to adventures, as outside of completing an outstanding quest, there is no reason to join someone else's adventure except to share in the fighting. However, there is no change in the ability to work together to complete an adventure.

    I would invite thoughtful comments on this idea. I have attached a poll for those who just wish to weigh in.

  2. #2
    Retired Community Leader RomanGodCamper's Avatar
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    It's a great idea and everything. But I don't like splitting the loot and it will change the game to much.

  3. #3
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    Terrible idea, loot spots are an important micro-niche of the game mechanic and add a layer of depth for efficient resource farming.
    Encourages people to further silo and not interract with others as well.
    New Co Op adventures will be a go to for people that want to do things like that.

  4. #4
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    As much as I hate to disagree with a guildie I like loot spots as they are. I do agree we should have a way to trade lootspots rather then the one fish for coin deal but as a whole they are too much an important part of the game

  5. #5
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    Good idea in principle - the problem is premium. Non-premium players will receive less for their advs. Premium players will no longer be able to piggyback on quite profitable lootspots. The non-premium would abandon fairytales completely.

    A second issue is this also would largely kill a social aspect of the game.
    More of the same "new" content with a different bow? I will give more of the "same" towards my gem accumulation.

  6. #6
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    i do not like it, this would kill lootspot values

  7. #7
    Settler
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    lol I love your signature Draconus2004. That deserves an award itself!!

  8. #8
    Noble
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    I don't like that loot spots are sold. It creates an imbalance in the value of resources by placing a price point on resources that are not actually being sold on an open market and are not yet in the game. A type of futures market.

    The proper way to sell a loot spot is to list the potential estimated rewards.

    You need a lot of coin and fast generals to get in the LS circle. The potential rewards are not typically stated in trade tab because there is a presumption of understanding amongst those who are in the circle.


    It's not fair the way it is and I don't know how to fix it.

  9. #9
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    (umm, last time i checked lootspots were just an additive. They were not it's original usage for the game, but it has come that it is a part of it now, and has been for a while. Just be glad, the BBs kept lootspots in the first place.)

    I don't agree with aurboth. This is because adventures such as roaring bull and the high up adventures, would essentially become co-op adventures.

    Also, you just basically said to remove lootspots from the game, or at least it's uses for it. Aren't there already enough things becoming obsolete as it is?

  10. #10
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    Quote Originally Posted by TrueHead View Post
    i do not like it, this would kill lootspot values
    would kill the LS completely.

    My number 1 worry is the friends that would quit with less to do in game and currently thrive on the LS market. The LS market requires coin, and little else to break into. It is based roughly on prices of items in the LS (at a discount) and has a marked delay in regards to price shifts.

    The biggest need to get into the LS market and be a profitable player? Premium. Non-premium makes a profit on non-fairytale LS but the profit is much smaller
    More of the same "new" content with a different bow? I will give more of the "same" towards my gem accumulation.

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