Ch22 Reward System Suggestions
Posted: Sun Jun 14, 2020 8:46 pm
After multiple completions, I have suggestions for alternatives to the Ch22 and possibly future PQs. As the Ch22 PQs currently stand, the fights are buggy, anything from non-targetable adds to permanent inability to use abilities, and the contribution system's reward system is rather frustrating - placing near top and getting a blue bag, or sometimes even nothing. The gear sets are best in slot for some; however, not every class wants the gear sets, which are just running to help other people receive their items and/or taking talismans as an incentive. That being said, here is/are my suggestion(s).
Make Ch22 hard zones a Ch23 layout. With that, make a new influence system. Ch22 - Hard is rewarding level 37 gear through influence; however, with the current state, people are likely not gearing up, or using, level 37s for this and the gear from the Ch22 influence meter is rather meaningless. As a separate system, the Ch22, which would be now normal and easy, would award appropriate gear for the difficulty. With Ch23 the influence system could reward: First tier liniments, Second tier talismans, and Third Tier a respective piece of the gear set; i.e., Reik Ch23 would have Shoulders, KV Ch23 would have Chest, Eataine Ch23 would have helmet, and all 3 chapters would share the hands and feet as a gold/purple bag reward as they do now as well as their respective PQ piece. The catch would be that each Ch 23 would require 3-5 completions in order to be able to achieve the completed influence meter. This allows an extra way to achieve the more difficult pieces.
Another alternative would be to create a quest, much like dungeons. After completing the respective zone Ch22 so many times you would be guaranteed to get the piece desired, each zone rewarding a respective piece.
My last suggestion would be to add them to their own armor merchant and allow them to be bought with the newly implement Officer's coin or a newly designed currency. The issue with using Officer's coin is that people could easily endlessly farmer easier PQs for gear that should be a tad bit more difficult to acquire; thus, leaving the idea for a newly added currency greater than Officer's coin.
Make Ch22 hard zones a Ch23 layout. With that, make a new influence system. Ch22 - Hard is rewarding level 37 gear through influence; however, with the current state, people are likely not gearing up, or using, level 37s for this and the gear from the Ch22 influence meter is rather meaningless. As a separate system, the Ch22, which would be now normal and easy, would award appropriate gear for the difficulty. With Ch23 the influence system could reward: First tier liniments, Second tier talismans, and Third Tier a respective piece of the gear set; i.e., Reik Ch23 would have Shoulders, KV Ch23 would have Chest, Eataine Ch23 would have helmet, and all 3 chapters would share the hands and feet as a gold/purple bag reward as they do now as well as their respective PQ piece. The catch would be that each Ch 23 would require 3-5 completions in order to be able to achieve the completed influence meter. This allows an extra way to achieve the more difficult pieces.
Another alternative would be to create a quest, much like dungeons. After completing the respective zone Ch22 so many times you would be guaranteed to get the piece desired, each zone rewarding a respective piece.
My last suggestion would be to add them to their own armor merchant and allow them to be bought with the newly implement Officer's coin or a newly designed currency. The issue with using Officer's coin is that people could easily endlessly farmer easier PQs for gear that should be a tad bit more difficult to acquire; thus, leaving the idea for a newly added currency greater than Officer's coin.