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View Full Version : Bronze Tokens - Random Thought



Nictolopy
06-15-2008, 09:24 AM
Just a thought for the devs here, but why not let us purchase crafting ingredients with those antique bronze tokens that drop in the desert? That random pull is a kind of silly reward for requiring so many tokens. I just think it would make them worth collecting if we could do something useful with them. Make them part of a new crafting chain or something, I dunno.

My two cents. If this has already been suggested, I apologize for the repetition.

Angelus_dead
06-15-2008, 09:30 AM
Just a thought for the devs here, but why not let us purchase crafting ingredients with those antique bronze tokens that drop in the desert?
Crafting has nothing to do with the desert area, and would be totally out of place.

The simple and easy way to fix this (which they have NO excuse not to have done MONTHS prior to the release of module 3) is to reduce the number of tokens required by a factor of 10-50, but keep the same random reward.

The alternative fix is to keep the cost high, but to include random desert named items in the reward list, such as Bloodstone, Firestorm Greaves, and Spectral Gloves.

bobbryan2
06-15-2008, 09:33 AM
Crafting has nothing to do with the desert area, and would be totally out of place.

The simple and easy way to fix this (which they have NO excuse not to have done MONTHS prior to the release of module 3) is to reduce the number of tokens required by a factor of 10-50, but keep the same random reward.

The alternative fix is to keep the cost high, but to include random desert named items in the reward list, such as Bloodstone, Firestorm Greaves, and Spectral Gloves.

Allowing a randomly assigned list of 35-50% of the possible rare items that fall out of the Desert for around 500-1000 bronze tokens would be fair, and something I've asked for for a while.

Nictolopy
06-15-2008, 04:45 PM
Crafting has nothing to do with the desert area, and would be totally out of place.



There is nothing to do with crafting that involves the desert yet. Why could it be out of place to add it? I thought the idea was to add more to the crafting system. I just think it would be a better use for the tokens to offer us the ability to purchase special items to craft with than random junk. As it stands now, the tokens are kind of a waste of inventory space.

Kintro
01-30-2009, 08:36 PM
The alternative fix is to keep the cost high, but to include random desert named items in the reward list, such as Bloodstone, Firestorm Greaves, and Spectral Gloves.

Can we revive that suggestion? I keep picking them up because they're there but have nothing to do with them. Maybe grade the items and put them at different tiers:

6k tokens: Spectral Gloves, Bloodstones, Spell Storing Rings and Firestorm Greaves
3k tokens: Spiked Turban, Flint, Dusk Heart, Bracers of the Hunter, Mummy Wrappings, Dynastic Falacta
1k tokens: Tourney Armour, Tinder, Gloves of the Falcon

etc.

The items in the desert are great but the grind for them is tedious. If we could turn in tokens for a shot at them it may even revive some of the desert side quests a little.

Angelus_dead
01-30-2009, 09:24 PM
Wow, I'd forgotten about this. What a funny thing to bump. I almost wish I could find the dev post shortly after the mod3 release, promising that they'd "keep watch" on the token process and increase it if there was a problem.

Historical notes:
When mod3 first came out, the bronze token drop rate was under 20% of what it is now. You didn't get any in chests, and dead mobs had a 5% chance to drop one at a time (which was destroyed if the corpse vaporized, although pretty soon that changed so it was keyboard-targettable as a glow on the ground). Plus, the stack size was so small you'd need many inventory slots to get one reward.

With that first version, it you'd have to kill well over 100,000 mobs for one of the rewards, which would mean weeks of round-the-clock farming. And the best part was, the top-rank of rewards was equivalent to what you'd get from a 5-minute loot run in Relic of a Sovereign Past.

It was really sad to see the devs make such a foolish mistake: they tried to add a fun little side quest, but screwed up and made it over 100 times harder than it should be. That gave some players the impression that the rewards would be proportionate to the effort, setting them up for crushing disappointment (http://www.youtube.com/watch?v=zdA__2tKoIU) when they got the so-called "prize".

The game would've been better if that mechanic had never been added. Three modules later, they repeated the mistake with 4 broken collectors for doodads from The Shroud; but by that time, players had learned not to expect anything from it.

bobbryan2
01-30-2009, 09:28 PM
Aww, memories.

I remember my thread. When I finally saved up my thousands and thousands of tokens.

Still remember what I got. A +2 great sword of lawful outsider bane.

Ahhh... memories.

I have to believe the dev in charge of these just quit, and no one else picked them up. That's the way I sleep anyway.

Angelus_dead
01-30-2009, 09:34 PM
I remember my thread. When I finally saved up my thousands and thousands of tokens.
I got a +5 con ring I wore for a while. I guess it was close to the best thing that ever came from there.


I have to believe the dev in charge of these just quit, and no one else picked them up. That's the way I sleep anyway.
Nah, not (http://www.lotro.com/images/morfeoshow/moria_images-8753/big/ss_moria_58.jpg) quit (http://www.codingthewheel.com/image.axd?picture=harry_potter_mmorpg.jpg) exactly. Reassigned.

That's my assumption for the majority of long-lasting flaws in DDO: they have certain dev budget enough to get each module out, plus extra for just one critical-bug patch after the update. After that, everyone drifts away to other assignments.

Kintro
01-30-2009, 09:34 PM
Wow, I'd forgotten about this. What a funny thing to bump.

I just filled another collectible bag with tokens and was musing while running bloodstone chests :)

I haven't bothered turning any in since "maybe I'll get a plain +6 con ring?" turned into a list of goggles and bracers of junk.

Kintro
01-30-2009, 09:46 PM
That's my assumption for the majority of long-lasting flaws in DDO: they have certain dev budget enough to get each module out, plus extra for just one critical-bug patch after the update. After that, everyone drifts away to other assignments.

More musings ... maybe to "fix" it we could get a better DPS trinket than a level 9 one. I was loot running the desert at level 12 cap, hope it's still not the place to be at level 20.

Angelus_dead
01-30-2009, 09:53 PM
More musings ... maybe to "fix" it we could get a better DPS trinket than a level 9 one. I was loot running the desert at level 12 cap, hope it's still not the place to be at level 20.
That has been announced (http://forums.ddo.com/showthread.php?p=1998414#post1998414).

Un-breaking the Abbot raid will provide a trinket which provides equivalent DPS to a Bloodstone against normal targets, or superior DPS against undeads or things with Fortification. Plus, if you're wearing Litany of the Dead, you can equip Marilith Chain to get both benefits.

However, that will only solve the problem of level 16-20 characters farming a level 12 zone (and just partially). It won't help the other aspect of the problem, which is that the Antique Bronze Tokens are worthless for the actual level 10-12 characters the zone was intended for. The two steps to fix that are (a) reduce the prices for the existing rewards by 10x to 30x, and (b) allow you to obtain some named desert loot by turning in bigger token stacks.

SableShadow
01-30-2009, 10:03 PM
Crafting has nothing to do with the desert area, and would be totally out of place.


I'd actually like to see some crafting include more of old collectables: bronze tokens, invader tokens....addy ore got a new lease, for example, if a minor one. Just a preference, really.



However, that will only solve the problem of level 16-20 characters farming a level 12 zone (and just partially). It won't help the other aspect of the problem, which is that the Antique Bronze Tokens are worthless for the actual level 10-12 characters the zone was intended for. The two steps to fix that are (a) reduce the prices for the existing rewards by 10x to 30x, and (b) allow you to obtain some named desert loot by turning in bigger token stacks.

That would fix the time/reward aspects of the problem nicely, I should think.

Angelus_dead
01-30-2009, 10:13 PM
I'd actually like to see some crafting include more of old collectables: bronze tokens, invader tokens....addy ore got a new lease, for example, if a minor one. Just a preference, really.
The adamantine ore change wasn't really an improvement.

As for the Sands of Menechetarum, that's an old, finished zone. Adding crafting there would take significant effort, and have one of two results:
1. If the crafted items are level-appropriate for the desert quest, then no players like them and they were a waste of time.
2. If the crafted items are useful to high level characters, then a bunch of hibies are sent farming the desert, which is fun for nobody.

They already made a similar mistake by adding the dragon gem to the desert.

Kintro
01-30-2009, 10:42 PM
That has been announced (http://forums.ddo.com/showthread.php?p=1998414#post1998414).

Un-breaking the Abbot raid will provide a trinket which provides equivalent DPS to a Bloodstone against normal targets, or superior DPS against undeads or things with Fortification. Plus, if you're wearing Litany of the Dead, you can equip Marilith Chain to get both benefits.

However, that will only solve the problem of level 16-20 characters farming a level 12 zone (and just partially). It won't help the other aspect of the problem, which is that the Antique Bronze Tokens are worthless for the actual level 10-12 characters the zone was intended for. The two steps to fix that are (a) reduce the prices for the existing rewards by 10x to 30x, and (b) allow you to obtain some named desert loot by turning in bigger token stacks.

Is the LotD really that good? +1 to attack and damage and +1 to stats doesn't seem all that appealing. Am I missing something?

Regarding the Marilith chain ... I was a little disappointed we didn't see anything similar on Dragontouched (Vertigo/Weighted/Seeker/Shatter etc).

EDIT: oh ... assuming great axe +1 on 2-18 = +17 damage, +3 on 19-20 = +6 giving total of +23 damage over a full set rather than +18 ... gotcha.

Angelus_dead
01-30-2009, 10:49 PM
Is the LotD really that good? +1 to attack and damage and +1 to stats doesn't seem all that appealing. Am I missing something?
It's +2 damage if your strength was previously at an odd number.

Lorien_the_First_One
01-31-2009, 07:19 AM
Crafting has nothing to do with the desert area, and would be totally out of place.

There is nothing relating to SoS in the desert...and yet you now have to go there to get into SoS. The OPs suggestion is no more or less logical than the flagging mechanism for SoS and the unlock mechanism that was used to open the Subterain.

Lifespawn
01-31-2009, 10:05 AM
There is nothing relating to SoS in the desert...and yet you now have to go there to get into SoS. The OPs suggestion is no more or less logical than the flagging mechanism for SoS and the unlock mechanism that was used to open the Subterain.

agreed i don't care if tokens are used for crafting lots of hibies run that area anyway to get named items i'd actually rather like the idea of a 6k turn in for a large ing of your choice.

SableShadow
01-31-2009, 11:27 AM
The adamantine ore change wasn't really an improvement.

As for the Sands of Menechetarum, that's an old, finished zone. Adding crafting there would take significant effort, and have one of two results:
1. If the crafted items are level-appropriate for the desert quest, then no players like them and they were a waste of time.
2. If the crafted items are useful to high level characters, then a bunch of hibies are sent farming the desert, which is fun for nobody.

They already made a similar mistake by adding the dragon gem to the desert.

Yeah, good points. Oh well, guess that's just the few bronze tokens sitting in my collectable bag crying out, or something. ;)

Talon_Moonshadow
02-01-2009, 03:25 PM
Nah....Bronze tokens are fine as is.
Been collecting since Mod 3 release and already got half of what I need to get that guys best weapons. :rolleyes:

SqtYork
02-02-2009, 04:54 PM
I thought they were going to go the way of the dodo.... but then why are they dropping in places outside of the desert?

I thought I saw some of them dropping on stuff in Necro and other places ... I guess I need to back back and make sure those weren't necro Specific collectables ....

QuantumFX
02-02-2009, 06:36 PM
I thought they were going to go the way of the dodo.... but then why are they dropping in places outside of the desert?

I thought I saw some of them dropping on stuff in Necro and other places ... I guess I need to back back and make sure those weren't necro Specific collectables ....

It happens when a specific foe pops outside of the instance it was created/repurposed for. You can also get planar shards in Ritual Sacrifice.

Angelus_dead
04-07-2009, 10:40 AM
The simple and easy way to fix this (which they have NO excuse not to have done MONTHS prior to the release of module 3) is to reduce the number of tokens required by a factor of 10-50, but keep the same random reward.
Well, it turns out something on that idea is happening in module 9:

In response to changing economic conditions, Masei Mkembe in Zawabi's Refuge has slashed his prices - check them out!
This will be the third major change to Antique Bronze Tokens, after a previous patch that upped the drop rate by more than 5x, and one that raised stack size in the bag.

Hey look, there are even older threads (http://forums.ddo.com/showthread.php?t=87769) about those dumb tokens still hanging around.

PS. The notes also say that Vulkoor Spiral is getting shorter. I don't see why they'd change it! (take out mobs if it's too hard)