I would love to see the ability to trade in treasure maps for resources equivalent to an average game played.
How would it work?
The user can trade in one map for an amount of resources determined by chance, plus traitstones equivalent to a less than 60 turns treasure map game.
For example: One map might give 500 gold, 50 souls, 20 glory, and 2-3 traitstones.
Chances for particular resources should be similar to chests, but the total amount should be higher because maps are rarer. The amount of resource gained should be lower than if the user has actually played the map.
Why should this be added?
Treasure maps take a long time to play, and are generally uninteresting. Players accumulate large numbers of maps that they never use. Having a large pile of maps to play is daunting / feels like an impossible task to play them. The user feels frustrated when maps drop as rewards because the user knows they will never play the map or receive a benefit from it.
What about the impact on the economy?
Concern about exchanging maps for resources might center around suddenly flooding the economy with extra gold / gems / glory. Here are some ways that could be offset:
Have a weekly/daily limit on how many maps can be exchanged
Make the rewards for actually playing the map greater than the reward for exchanging maps
Rotate/limit the traitstone colours that can be acquired be exchanging maps (e.g. one week fire, then magic, then wind, etc)
What are the pros?
Make players actually excited/happy to get maps
Alleviate some of the frustration of grinding basic resources
Gives user more feelings of agency by giving them a meaningful choice (trade for quickness or play for chance at better resources)
Might open up possibilities for building/creating map farming teams
What are the cons?
Making traitstones easier to grind might reduce some traitstone-related sales - can be offset by adjusting the rarity of traitstones that drop so that it’s still better to play the map
Short to medium term changes to the economy by introducing an influx of resources - but the impact should be modellable, and the economy should rebalance after players trade in their stock.