Event Token and Mission reward issues
As of now, some of the most powerful items in the game–gems, crystals, and globes–are obtained not through any sort of progression goal, but from silly weekly “for fun” events that aren’t at all tied to the core gameplay loop. It’s been generally agreed upon for a while now that this isn’t ideal, but not much in the way of alternatives have been suggested.
Meanwhile, higher-tier missions are flooding the game with things like dusts and evolution items, many of which are being pumped in faster than they are used up, to the point most people just immediately vendor them to Kecleon. The excess of some of these items may not be entirely the fault of mission rewards, but I believe their impact is often overlooked.
To address both of the above problems, I propose an overhaul of Ludicolo’s shop, and the introduction of a new Explorer Token shop.
Introducing Explorer Tokens
Obtained from completing missions in varying amounts depending on mission level, and replacing the current mission rewards entirely, Explorer Tokens would be spent at a new shop located within the housing center. Explorer tokens would not be tradeable.
What Happens to Old Event Tokens?
Ludicolo shop overhaul
Ultimately, I think the items Ludicolo sells should be things like hats and music items; right now there are 3 measly vanity items in his shop, but we’ve been introducing plenty of new disguise and music items as time has gone by. Perhaps some already created ones could find a home here? Or maybe he needs an entirely new stock? Either way, the rewards from attending weekly events should definitely be fun, but they don’t need to be mechanically significant in dungeon crawling to do that.
Current event tokens were obtained with the understanding they could be used to acquire highly valuable gems, crystals, and globes. It would be rather cruel to anyone saving up event tokens to suddenly lose their ability to spend them on the item they were eyeing. As such, I suggest converting all current event tokens to a new “old event token” item, that can be exchanged for a number of shiny new explorer tokens of equivalent value. (15 old event tokens would still net you enough of the new currency to get a gem/crystal, and likewise 25 would get you enough for a globe)
Earning Explorer Tokens
Example mission payouts by mission rank
The current example token payout per mission is (explorer rank yield) ÷ 10
, with some slight deviations at the earlier mission levels to smooth things out and avoid decimals
Relative to how expensive gems, crystals, and globes were in event tokens, one event token would be equal in value to about 100 explorer tokens
- E. - 1 explorer token
- D. - 2 explorer tokens
- C. - 3 explorer tokens
- B. - 4 explorer tokens
- A. - 6 explorer tokens
- S. - 9 explorer tokens
- *1 - 15 explorer tokens
- *2 - 25 explorer tokens
- *3 - 40 explorer tokens
- *4 - 60 explorer tokens
- *5 - 80 explorer tokens
- *6 - 100 explorer tokens
- *7 - 120 explorer tokens
- *8 - 140 explorer tokens
- *9 - 160 explorer tokens (*9 missions do not currently generate to my knowledge)
Spending Explorer Tokens
Example shop items
- 100 explorer tokens - 1 old event token
- Bottled Message - (See below)
- Gem/Crystal - 1500 explorer tokens
- Globe - 2500 explorer tokens
- Misc. Evolution Items - (Varies, likely between 250-750 explorer tokens)
- Heart Scale - 150 explorer tokens
- Red/Blue/Green/Yellow Shard - 25 explorer tokens
- Mushroom - 10 explorer tokens
- Big Mushroom - 30 explorer tokens
- Tiny Reviver Seed - 50 explorer tokens
- Reviver Seed - 100 explorer tokens
- Revival Herb - 300 explorer tokens
- Silver Key - 300 explorer tokens
Nearly all the items I’ve suggested here beyond the gems crystals and globes are consumables. This is not by coincidence, as adding more permanent items like the miracle chest could result in this shop overshadowing the other methods of acquiring them once players have all the gems, crystals, and globes they want, undoing all the work that has been done to combat their oversaturation.
What are bottled messages?
Bottled mission messages are something which I’ve suggested in another thread, having been inspired by Kirk’s idea for a functionally-identical “mission token”; using a bottled message generates a mission of a specific rank in a random eligible dungeon you have completed, and then adds it to your job list.
The cost of a bottled mission will be high enough as to guarantee a net loss of explorer tokens; by choosing to buy one, you are re-investing your tokens into more explorer points at the cost of your tokens. Whether or not bottled messages would be tradeable is up for debate, but I personally lean no as to avoid them being dumped on newer players and rocketing them through explorer rank progression rather than letting them work towards that goal themselves.
Additionally, it’s probably for the best missions obtained from a bottled message cannot be shared with other players like ones from the mission board can, otherwise that skews their price math in a way that would either be exploitable by groups or penalize solo players.
Bottled Mission price math
The cost in mission tokens of a bottled message would be dependent on the rank of mission it provides, looking something like this: [mission token yield] + [(mission point yield) ÷ 10]
For example, an E rank mission bottle would cost 2 explorer tokens, while a *6 mission would cost 200.
Conclusion
There’s been a lot of discussion over how to handle gems, crystals, and globes over the recent months, as well as the sentiment of mission rewards being undesirable. This is just one solution that I’ve been stewing on for a while now, and I did my best to make it comprehensible so I could share it with you guys.
Thanks for reading! And don’t hesitate to let me know what you think; I suck at math, so the suggested numbers for things like token payouts per mission could totally be off.