Recently there is a fierce discussion in discord about what should be included in the chest of end-game trials especially whether to put items there that can be sold for AD.
The answer is simple: decent amount of unbound AD (with other stuff like transmutation, etc.)
To understand it we need to know first what's the incentives of people keep playing the game?
In most of the mmorpg game these ones are the major incentives:
To be stronger
To complete a challenge
To prove they are the best player
To have fun
To make "money" in the game
To look better
It doesn't matter if you are casual player or end-game player, as long as we can feed most of people's incentives and keep more people wanna play it is a success. It is all about balancing (if you have played mmorpg games for long you should understand what I am talking about) everyone would agree AD is an important incentives for some certain people, but how much should we put there in the chest of the most end-game content like ZC or TOMM where only 1%-5% players do it everyday. It is not a simple question but we can assume some extreme cases:
1. put 0 AD there, together with other bound stuff like transmutations, better gears (celestial weapons), etc.
2. put 20m AD in the chest, together with all other bound stuff.
3. put 200k ADthere, together with all other bound stuff.
If we do 1, many end-game players are gonna lose interest and stop playing soon; and for casual players they would lack incentives to gear up for the challenge, so they would not do the trial too. ---->fail
if we do 2, 1% of the players are gonna make billions of AD and farm the trial everyday 24/7, while 99% of the players would feel so sad becuase they spend a lot money and can not access to the trial in time before the profit in AH shrinks, so they gonna quit the game or feel salty ----> still fail, becuase devs takes the fun out of 99% people, and only care for the 1% of players which may already be rich enough.
if we do 3, most of the end-game players who aim only for AD will still farm the new trial; mid-level players will keep grinding until they can get access to the trial, and finally they will play together with other end-game players.
The analysis is more complicate, but we get the idea, simple do 1 or 2 is not working, we need to balance it so as to improve incentives.
(For more discussion feel free to join NW pve discord: https://discord.gg/9tPhPgg)