It always bugged me how some missions are short but still give full reward while other missions that take 2-3 times longer give exactly the same making me skip some mission intentionally. After running most missions a lot I just can’t bring myself to stretch my farming longer than need be.
So I thought: What if rewards from missions (Shards and XP) scaled with time effort. Not really changing the total of all missions but redistributing.
So I crunched some numbers and this is what I came up with for my testcase of South Africa (As it has few missions and is level 50 all around).
I took my times of running it (which are most likely relative close to a reasonable runtime for higher gear players and probably the fastest it gets as it’s more balancing for eole that ran it real often and not for firsttimers) and rounded them up to the next halfminute to account for some mistakes.
-Cult of Personality
Shards: 1575>1686
XP: 6198>6633
-Things that go bump in the night
Shards: 1575>908
XP: 6198>3572
-One flew over
Shards: 1575>1956
XP:6198>7654
-Wraith of the Dawn
Shards: 1575>2594
XP: 6198>10205
-Into the Fold
Shards: 1575>1946
XP: 6198>7654
And the Sabotage missions who normally get a 25% bonus on xp get that one timebased split among them:
-Foulfellow and Gideon
Shards: 1575>1427
XP: 7745>7885
-Public Enemy number one
Shards: 1575>519
XP: 7745>2867
The numbers are a bit flexible and more “better but not good” but timeeffort based balancing would probably look like this. Question is now: Is that something we want, need, is viable or even makes sense?
I can tell a little why I came up with it: Nightmare in dreampalace is an extreme case were a mission takes like half an hour but is rewarded like something that costs 2-4 minutes and despite me liking the lore I don’T wanna spend half an hour for chump change. So I thought how would it look like if it is based on time a reasonable high player needs for rewardwise. I understand why funcom implemented the same rewards among all missions the same based on type, zone and level. Because it is simple and easy on the developers but I think some finetuning could make some missions more interesting/“viable” without really impacting the overall xp gain.
Thx to all that sit through my rumbling and I would be happy to hear your two cents to it (From “utter garbage” even if it hurts to “Interesting/cool thought”)
- Good Idea
- Bad Idea
- No opinion/Meh
0 voters