Feedback/Suggestion:
10,000 rAD - Random Trial Queue (5,000 for repeat runs by same character)
10,000 rAD - Random Epic Dungeon Queue (5,000 for repeat runs by same character)
10,000 rAD - Random Skirmish Queue (5,000 for repeat runs by same character)
10,000 rAD - Random Dungeon Queue (5,000 for repeat runs by same character)
Healer/Tank/DPS need bonus: 5,000 rAD
Epic Dungeon Bonus: Each epic dungeon awards additional rAD equal to the enemy ratings
Trial Bonus: Each Trial run awards 1,000 AD plus a 25% chance to drop a Strong Box key (limit 1 per account per day).
Notable differences from our current system: The Random queues can be skipped. Trials & Dungeons can be specifically selected by a team and will still give some reward. LoMM gives +18,000 rAD, ToMM gives +30,000 rAD, IC gives +35,000 rAD based on enemy ratings. Additionally, the random queue values encourage running multiple characters.
1
Comments
How do you manage to not have enough rad so you ask for more?
This is an MMO, you can't hit your daily limit with 20 minutes of content running per day, but also, if you're a guy with no life(like me for example), you can't not swim in rough ad.
Just run your randoms and then some content on the side, if you dont have enough time in a day...so be it, i mean, can't have an MMO where you get stuff by not playing no?
Right now, you can run RTQ + REDQ + rSkirmish and hit 100,000 rAD.
In the example above it would give 30,000 rAD + the difficulty level of the dungeon (usually 10,000 ish), +1,000 real AD, and a 25% chance at a key. Overall its a bit less. It would require running MEs, a higher dungeon, an AD booster, an extra run, or something for the average player to hit cap. It indirectly expands the cap too by offering RTQ awards that are not rAD. It would not lead to inflation or deflation.
And, I still refuse to do RQ. I probably did less than 5 times since it was live.
What you described is basically what it was before RQ was live.
Lower level earnings are the issue.
It is not a radical idea. I have been saying RQ is the worst idea they made since before RQ was in preview.
And, I still refuse to do RQ. I probably did less than 5 times since it was live.
What you described is basically what it was before RQ was live.
Now this is a comment someone did not think through at all from the perspective of game design, or did not explain well.
Random queue is required to keep pug queues running at all. the ONLY way to go without it is to remove the queue system entirely and make people go to the dungeon direct like early WoW.
Yes, that took forever (someone needed to arrive there physically and many did not have mount in those day ...) and you could only wait for one dungeon.
We could queue to go to dungeon directly without waiting in front of the actual door before RQ.
As we all know, there is already and still too much AD flowing in game because of all the previous mishaps in game, and the 100k cap for RAD a day imo is already a generous amount.
I think the point here is that they want people to login and play as much everyday, and not just on the weekends, while maintaining the balance for campaign progression and RAD influx in a state they find "acceptable".
Honestly raising the RAD cap will just devalue AD more, and would most likely just increase the prices in everything and that would just be an "artificial" change.
My comment was about I disagree with this statement "theres a 100k account refine cap so, however much RAD you have is irrelevant after that number.".
Weekend players can earn whatever they want over 100K daily refinement limit (e.g. 700K) and login once per day in weekday (without doing much) to refine that 700K.
i.e. they can play 20 hours in the weekend to earn whatever rAD they want and login for one minute in the weekdays.
Earning more than 100K rAD is very relevant regardless what the daily refinement cap is.
Your suggestion would lead to one outcome: min maxing. It always happens, regardless of MMO. It's just a numbers game after all, people will boil it down to the fastest completion times versus rewards and when Cryptic finds out about the min maxing they'll nerf it and the theorycrafters will move to the next best min max reward. It would create a system where people run the same exact dungeon over and over again. Then people would complain there's no variety.
The real culprit it this: Give us the choice of which dungeons to do for the rewards.
There wouldn't be a real choice because there's ALWAYS going to be a disparity in content rewards, there's no perfect balance; therefore, it's inherently flawed.
I only mentioned raising the RAD cap above 100k will just make everyone try to get whatever that cap is, and in turn can just cause more burn out, with its value being less than it is now.
You are not ever going to get a perfect system. If some dungeons are not being run, it is a flaw with the dungeon or the rewards.
This first thing isn't a flaw in the random queue system, like greywynd stated, it's a flaw in the players. Those things happened way before random dungeons were even a thing in any MMO.