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New concept on resource dungeons


Urza285

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Bare with me as I'm on my phone, but the general idea is this:

 

What if resource dungeons required payments for entry? Maybe these payments would be on a daily 24 hour timer? Maybe try would be for every time using the door? Obviously graves would spawn outside upon death. Also I'm aware this isnt going to be a popular concept, but I got thinking about how best it might be to use up your tokens once all of the desirable things are bought out.



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Moved this over to a more appropriate forum. :)

It wasn't a suggestion, but whatever... It was more of a what-if thought for covering the usability of tokens should there be leftovers.



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Suggestion or not, this one thinks that gp should instead be used to pay any costs for a dungeon entry, if there happens to be any costs at all. There actually happen to be Dungeoneering Rewards that cost tokens to recharge when they wear out, and you have to re-buy any rewards you happen to lose through dying. Adding token costs to enter dungeons would quickly become too much, unless the token cost was one-time only and enabled permanent access. :geek:

 

Also, if any gp costs were used on a recurring basis in an attempt to remove some gp from the economy, they really shouldn't be very high. Passing the reward-to-cost limit, and/or making it even feel like it's been exceeded, would result in heavy disuse of any dungeon that had that kind of issue. :|

 

~D. V. "Tokens? Bad idea. Use small gp amounts instead." Devnull

 

 

 

(p.s.: Off-Topic, this one noticed you're hunting for a clan. You may find it worth joining the 'HYT' clan, as we're in need of some P2P'ers to help build up our Clan Citadel, and there's always our reasonable community even if you're not helping with that. :cool: ...)

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The thought was a player exchanging tokens in lower quantities such as maybe 250 per entry to the highest resource dungeons like frosts.



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Seems utterly pointless to me, charging entry removes or diminishes the rewarding element of the dungeons and it's not like there is a huge issue with token overstock. 120 dg is only 104m xp so that's only 10.4m tokens even if you discount all rounding issues which often make you come out worse off with tokens.

 

Costs 1mil tokens to even buy all the chaotics, which all have uses.

1.6m if you have the shields too.

2m if you buy the prayer unlocks as well.

So just with those few buys we only have 8.4m tokens left.

 

Factor in rebuys via death, other bits and pieces and recharges and while you may accumulate a store of tokens after you finish buying odds are you will run out even after maxing dg eventually through recharges.

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Seems utterly pointless to me, charging entry removes or diminishes the rewarding element of the dungeons and it's not like there is a huge issue with token overstock. 120 dg is only 104m xp so that's only 10.4m tokens even if you discount all rounding issues which often make you come out worse off with tokens.

 

Costs 1mil tokens to even buy all the chaotics, which all have uses.

1.6m if you have the shields too.

2m if you buy the prayer unlocks as well.

So just with those few buys we only have 8.4m tokens left.

 

Factor in rebuys via death, other bits and pieces and recharges and while you may accumulate a store of tokens after you finish buying odds are you will run out even after maxing dg eventually through recharges.

You make a very good point, but what about making it more exclusive. Honestly I feel that it shouldn't be so easy as obtaining a level because with the community they've marketed dungeoneering and its become rather disgusting. Mind you I don't really mind marketing for tokens per se, but the market for 80 dungeoneering is what gets me... Maybe its the nature of the beast that bothers me? But anyways I was thinking a one-off buy would be a nice idea to unlocking it along with the level and retaining the xp one-off would justify "discovering and exploring" the resource dungeon.



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Honestly I feel that it shouldn't be so easy as obtaining a level because with the community they've marketed dungeoneering and its become rather disgusting. Mind you I don't really mind marketing for tokens per se, but the market for 80 dungeoneering is what gets me...

 

I don't understand what you mean by this, can you explain?

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I'd rather have players play through a unique dungeon before getting access to the resource dungeon. :thumbup:

The token drain isn't a bad idea, but it sticks out kind of oddly, since the tokens you get from raiding Daemonheim are specifically used as a currency with the Fremennik - using them to find Bilrach's resource dungeons doesn't exactly fit in.

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Honestly I feel that it shouldn't be so easy as obtaining a level because with the community they've marketed dungeoneering and its become rather disgusting. Mind you I don't really mind marketing for tokens per se, but the market for 80 dungeoneering is what gets me...

 

I don't understand what you mean by this, can you explain?

While obtaining a level in dungeoneering (have knowledge to know how to enter a resource dungeon) is understandable I feel it would be necessary to have a token payoff (to actually unlock the door).

 

I always understood that dungeoneering tokens weren't a fremennik currency, but something gained from the dungeon... Matteroffactly I think the information on tokens is either a bit vague or underrepresented.



Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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