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TOPIC: Treasure Inflation

Treasure Inflation 2 months 2 weeks ago #37

Jamie Campbell wrote: What if EVERYONE gets 3...draw the box...and give treasure tokens for balance to be done at a different location WITH a different mixture


Again that still requires you to immediately draw treasure after the run. It sometimes is difficult timing wise if you have another event after your run. I also think it requires more effort by TD to maintain 2 treasure mixes. Neither of these are insurmountable, just things to consider. While a single balanced mix(whatever that means) solves both of those. I have no idea what a balanced mix would be.
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Treasure Inflation 2 months 2 weeks ago #38

A run being listed at 2 hrs gives the impression that is all the time you need to be there from start to finish. Adding more time afterwards makes things more difficult.

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Treasure Inflation 2 months 2 weeks ago #39

Well watching it a few times, it seems to me that a “lazy Susan” carrousel of the timeslots would allow a pre-empting of the treasure disbursement at the table...a simple plastic “bits container” has everything already distributed and it’s just a matter of three draws and away...

I think if efficiency there is desired, a quick adjust so the party card treasure is sent to the end...makes this possible. Then the “box” is prepared and it’s just a function of distribution...
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Last edit: by Jamie Campbell.

Treasure Inflation 2 months 2 weeks ago #40

Personally I think they should keep with the same mix for everyone. If we have a diluted mix for TEs then that’s kind of against what we thought we were getting when we purchased our TEs. It also adds more work TD has to do, more training of staff, reduced future TE token orders, less runs being purchased by people wanting to get more treasures. I could really see it being a disaster.

I think that TD should keep the mix close to what it is but think adding some more low level transmutes would be great for new players.

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Treasure Inflation 2 months 2 weeks ago #41

Currently verification of treasure enhancements is not done until the end so some adjustments/flexibilities would have to be built in the process.

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Treasure Inflation 2 months 2 weeks ago #42

Jamie Campbell wrote: What if EVERYONE gets 3...draw the box...and give treasure tokens for balance to be done at a different location WITH a different mixture


We have three TCs already: a 1x, 3x, and a 10x. We could create a fourth: a 3x Gold. When you exit you can choose to immediately draw your three or take a 3x Gold instead as you race to your next run, and draw them later.

Note you do not get to pick which box to draw from, unlike the Wertz box where you had the option of one or the other.

But like I said, I don’t anticipate widespread support. Maybe it’s more of a Prisoners Dilemma than a Commons situation.
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Last edit: by Brad Mortensen.

Treasure Inflation 2 months 2 weeks ago #43

IMO, improving the completion tokens (like the most recent ones) is better for new players than random, perpetually declining quality draws.

The +damage new ioun Stones (jasper?) is a good example. Literally UR power, and is guaranteed to every player on the run.

If you combined this with reducing the completion token to only the rare variant, it would give new players an instant build upgrade in pretty much all cases, reduce TD logistics, and make the dilution of the treasure box less important to the newbs.

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Treasure Inflation 2 months 2 weeks ago #44

jedibcg wrote: This would require everyone to get their treasure as soon as the exit the dungeon. Or else there would not be a way to know if someone is coming back with 3 they got as extra. Not the worst thing, but it would complicate things for those doing back to back runs or any other event after their TD run.

I am still not convinced though that this year's mix was the intended mix. Though it is true the treasure has been more diluted for UR+'s
Gen Con Only UR+ percentages
2019 .30% on 7417 draws
2018 .41% on 5604 draws
2017 .64% on 9554 draws
2016 1.65% on 5507 draws

Gen Other (non pack rares and uncommons & non monster bits)
2019 8.22%
2018 11.71%
2017 5.93%
2016 6.05%

Other and Monster bits
2019 17.55%
2018 34.87%
2017 23.92%
2016 23.77%

We know there about half as many monster bits as Jeff wanted in the treasure box, I think it is possible there was half as much Other as well. Maybe not half as much UR+ but at least half as much other. If Other and Monster bits were what they were Gen Con 2018 then with 3 pulls a play would likely get something besides a pack rare/uncommon. Just a thought that we don't need to do anything or worry about anything if last year was just a mistake for the treasure, imo. We just don't have enough knowledge to make any suggestions, imo. Treasure is something that only 1 year has Jeff told us what the percentages were likely to be. Every other year we have had to guess, which is why I created the google doc so we would have some sort of idea after the fact. Nor am I suggesting we should now the percentages before any given year. In the tiny data set we have 4 years out of all the years of treasure I think we don't know much especially given 1 of those 4 years we know at least the monster bits were off.


I agree with this in that In the tiny data set we have 4 years out of all the years of treasure I think we don't know much especially given 1 of those 4 years we know at least the monster bits were off.

The one thing I would really like to see is more of the low level transmutes for 2 reasons:
1. With the Blue backing they are IMMEDIATELY identifiable to newer players as something different as opposed to a UR which might be confused as just another token.
2. If more were in circulation, I think it would drive demand up from all the resellers. I think it's the problem that newer players simply don't know what's available. Since most of them are less than $7 (or in that range) a parent with kids trying out the the run might not be too put out to spend $15-$20 on tokens since they were willing to put out for the price of admission.
2b. If the above happens, it would also use up some of the extra trade goods of which people have so many leftover since resellers would have more incentive to transmute to those tokens.
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Treasure Inflation 2 months 2 weeks ago #45

Endgame wrote: IMO, improving the completion tokens (like the most recent ones) is better for new players than random, perpetually declining quality draws.

The +damage new ioun Stones (jasper?) is a good example. Literally UR power, and is guaranteed to every player on the run.

If you combined this with reducing the completion token to only the rare variant, it would give new players an instant build upgrade in pretty much all cases, reduce TD logistics, and make the dilution of the treasure box less important to the newbs.


+1
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Last edit: by Arnold.

Treasure Inflation 2 months 2 weeks ago #46

Arnold wrote:

Endgame wrote: IMO, improving the completion tokens (like the most recent ones) is better for new players than random, perpetually declining quality draws.

The +damage new ioun Stones (jasper?) is a good example. Literally UR power, and is guaranteed to every player on the run.

If you combined this with reducing the completion token to only the rare variant, it would give new players an instant build upgrade in pretty much all cases, reduce TD logistics, and make the dilution of the treasure box less important to the newbs.


+1


Another +1

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Treasure Inflation 2 months 2 weeks ago #47

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Bob Chasan wrote:
The one thing I would really like to see is more of the low level transmutes for 2 reasons:
1. With the Blue backing they are IMMEDIATELY identifiable to newer players as something different as opposed to a UR which might be confused as just another token.
2. If more were in circulation, I think it would drive demand up from all the resellers. I think it's the problem that newer players simply don't know what's available. Since most of them are less than $7 (or in that range) a parent with kids trying out the the run might not be too put out to spend $15-$20 on tokens since they were willing to put out for the price of admission.
2b. If the above happens, it would also use up some of the extra trade goods of which people have so many leftover since resellers would have more incentive to transmute to those tokens.


I think I’ve heard that somewhere before. B) B)

Harlax wrote: For the benefit of new players, more enhanced and exalted tokens in the mix would be nice. That would give the feel of getting something special and prompt questions about transmuting.

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Treasure Inflation 2 months 2 weeks ago #48

As somebody who just invested in COA's. Changing to two mixes is a big **** &&& . Maybe I am the only one who feels that way because I just invested and have not had a chance to see ROI.
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