Here’s the thing: I can play three or four PvP matches in the time it takes me to play out one (1) treasure map, assuming I want to get a reasonable return for it. Now that we don’t risk gold to invade, plus we get glory for every win, plus a traitstone for many wins, plus key drops, the best possible return for a map still makes it a serious waste of time.
Either significantly (like 3x) increase the map payouts, or give us a way to sell back surplus maps (say 5 maps = 1 event key), or go back to dropping gems instead of maps on the cascades, and let players who want them purchase maps in the store.
If they could just remove gold/souls etc from the higher rewards it would be worth it. Maybe have each item only drop rewards of the 3 items below it. So vaults would only give one of the keys or gems. Red would give a key, gems or glory, etc.
Although it would be a nice change, I believe it may cause a balance issue.
I’ve played many games like this and the thing that usually causes a game’s death is over-catering to the high-level/paying players. When the gap between those players and new players becomes too great, the game stops getting new players, leading to a slow, painful death.
I think something along the lines of this sentiment would be best. The rewards are so watered down, you are never sure what you are going to get. I have had treasure maps where the rewards I got were well worth the time invested (it also doesn’t take me near as long as peeps keep complaining about to play a map). Then I have had others drop nothing but gold or souls from the top chests yielding a lower payout than equivalent time spent PvPing.
Making those rewards more predictable would be a lot better allowing for people to further focus their time and their treasure map run. Want souls, gold, and glory? Stick with one tier of chests. Want Keys / gems? Mash those together into higher tiers. It sort of works that way today, but the dilution of the top end loot table makes it unpredictable and frustrating.
Personally I would love to see this breakdown (or something near it):
Sacks: gold and souls
Boxes: souls, glory, gold keys
Green chests: glory, gold keys, glory keys
Red Chests: glory, gems, glory keys
Vaults: gems, glory keys, gem keys
That doesn’t mean they can’t be better for that demographic as well. More structured rewards make them better for everyone, the below 100 crowd included. In fact almost every suggestion I have seen would make the maps better for everyone. Newbies actually need reliable ways to get gems and keys more than we do (I just log in every hour or so to get mine). So making the maps more predictable helps them disproportionately to us (as it should). The rate that they have indicated the maps are used by the below 100 crowd indicates people like the game type despite it being not very effective at generating resources. As the resource gap vs time widens they stop playing them. Imagine how much it would be liked if it was effective and fun.
Yep, that is the plan indeed, Sirrian said in another post that TH is very popular and played a lot by the 90% of game population that is under 100 lvl. And demand for maps is high too, driving sales of packs with them.
That all practically means TH will be left as is until the said figures change. Note that we had dozens of long topics on requests, ideas, evaluation, etc from the very first day TH entered the game. And not a bit changed. IMO more discussion is futile.
One of my proposals was to leave the mini-game untouched, but give players an option to sell/trade surplus maps in the store, perhaps some exchange for key(s). Let the devs decide a fair exchange rate. It’s silly to keep accumulating all these maps I will never play.