Which is not topical here for this subject. Context GW2 was referenced in was different.
Worthwhile loot doesn't have to mean equal loot. Just worth it in relation to the challenge. Scale Gil rewards from trash mobs to match your actual level, then cut by some percentage to reflect the easier nature - that will do it right there. Your tanks that would otherwise avoid the trash, will focus on it if that is where the bulk of any benefit they could gain from being there comes.
So... lets say that... making this up without thought to accuracy... Sastasha was only 60% as hard for a level 15 as CM is for a level 50. We base this off of data for character death rates. 1.6 times as many characters dies in CM as in Sastasha (remember I'm just making these number up. Reality is almost certainly VERY different). So then we make a trash mob in Sastasha give 60% of the Gil a trash mob in CM gives, and then adjust for your highest or current combat class character level.
If two months later the data for deaths says 2 times as many toons are dying in Sastasha as are in CM, then a Sastasha trash mob would give twice the Gil of a CM mob, and then be adjusted for level.
- That could all be done programatically with some rather simple database table setups, such that the rate never again needed to be adjusted by human hands and would regularly scale itself as the overall community found different dungeons hard or easy. You even factor in popularity... Dungeon X gets run 53% more often than dungeon Y? Find the average for all dungeons: "run Z times / day" A dungeon run only 66% as often as that... gets a boost of (66/2)% to Gil for trash mobs... recalculate this at midnight server time.
Rewards can be tweaked to make things worth it more, or worth it less - to encourage players towards or away from things... and it doesn't need to be the 'static set numbers' so many MMOs use. Databases and computers are great for on-the-fly mathematical tweaks...



Reply With Quote






