That response has more to do with quality/effort put into reading more so than it does whether players would like PvP also to be an option by which to progress relic steps.
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Hot take, possibly, but I wouldn't mind relics being based on tomes (especially, if Seasonal but basically uncapped), if only...
- There were more high-effort content than just Raids by which to progress your maximum ilvl reachable by Week X after a new season's (Savage Tier patch's) start,
- Everything (yes, including even Exploratory Missions and PvP, give or take their rate of exclusive gear acquisition) gave tomes in roughly equal efficiency (assuming experienced runners), and
- There were additional seasonal and weekly completion rewards (think Challenge Log, Wandering Tails, and the like) by which to bribe people towards trying a variety of content.
In the end, every reward system is a way to push the playerbase towards the most fun per minute they can have from each other through the content the game can, itself, provide, usually by pushing them towards an equilibrium between matchmaking speed and perceived quality of content (which tends, among what little subjective matters the game can control, correspond to variety of content and just enough time in them to make further optimizations, if the players so desire).
As long as you balance the reward efficiencies of content and prevent pre-banking, using a single currency (be it tomes, "Light", or what have you), just means...
- greater flexibility in choices (as one doesn't necessarily have to run content they dislike, even if it might be the most efficient means of generating that currency at the time),
- less RNG dependence (especially where it could most hurt)
- finer and more dynamic control over the reward balances themselves as to create informal events and the like (be that through Challenge Logs, "Light rotations", or whatever else), and
- less inventory bloat caused.
As such, I don't really get the concern with a relic step being based on uncapped-but-seasonal tomes or any other single currency. The concern should only be its pre-banking and reward balance, which is a concern even with many-item/currency systems anyways.
...Frankly, we should be pursuing a tighter balance among reward efficiencies regardless, as not to push time-crunched players just towards Expert Roulette and Hunts, etc.
Only under the way tomes have been handled so far, but that's not something we need to continue.
We could as easily make room for a currency used only for Relics by just using Poetics on everything but said Relics and our Weekly-capped gear purchases, likely with their cap raised to 9999. Voila, we're then free to start each season with a fresh weekly-capped amount (spent on neither-much-grind-nor-difficulty-required means of progression) and a fresh non-capped amount (spent on Relic progression).
We'd still be free to gate how far one could go with those relics at/until a given week, with players then be able to progress the Relics for additional jobs accordingly.
Similarly, we don't have to leave Hunts and Expert Roulettes the only particularly time-efficient ways to get our weekly tomes. It's a current circumstance, not a necessary design constraint.



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