Quote Originally Posted by LianaThorne View Post
Agree with the person above me that nuking rewards would probably demotivate those who don't want to bash their head into something over and over again (i.e. non-savage crowd or the non-deep dungeon crowd). I'd say rolling back a tier or two of rewards upon failure would be more suitable as it's still a punishment but doesn't feel like a complete waste of time (if I spent like 3-4h in here and died and only got a fete present I'd probably never touch it again lol). If that's not acceptable than perhaps an "Accursed Hoard" option could be available so people can pick up sack equivalents on the way that they can't lose and roll for rewards afterwards. As far as tokens go, I'm open to it but I don't believe it should be double digit tokens to get one item. Ultimately it needs to respect the time of the player attempting it in some form, otherwise I feel a large percentage of people will avoid it for other content that is more flexible with its offerings.

Not against the idea, it's interesting. I just am wondering with the way the devs are currently modeling the game (making things easier), if they'd be open to throwing something like this into the game if it's supposed to be extremely punishing. I agree that the game needs more harder content for midcore and I'm hoping that in DT we start to see the signs of the trend shifting to more harder activities, but who knows.
The only reason why I think players would be deterred to continue running the content is because they want to go down easy street to get the rewards. Eff that. And I mean that in the biggest way possible. I'm sick of it. This isn't like the current treasure dungeons where there is a ton of RNG involved. There would be with the bosses you face and the handicaps received, but not so much with the rewards. If players want the next long hairstyle, or glamours typically found only in the cash shop, they are simply going to have to git gud. There could be things they do keep such as gil and tomes that's rewarded after each encounter, but not what's in the loot box.

There simply must be a risk vs reward aspect to this content, or it will undoubtedly fail. We have this already with Faux Hallows. You only get to play the grid game if you beat the current unreal trial. If you don't. Then too bad. Get better. There needs to be more content like this, especially at the casual level to help players desire to get to higher ground.