Your reward ideas (I know not all your own, but some are, and the rest you compiled) are great, but I'd be careful adding them till an update is confirmed, as they have an awful habit of appearing as rewards for other new content, or TH, and you're left with fewer relevant or relatable-to-Minigame rewards, when anything
does
get done, and thus quickly end up in the position where rewards turn stale, or unattractive.
They should definitely have the top tier weapons/armour at least require a component from Minigames (and not just
any
Minigame, each weapon/armour should have a different Miningame, but the components should be tradable - what's more, if a Minigame provides for one weapon in a combat style [e.g: wand/orb], it should provide for the other variant [staff], so that the market won't skew to discourage people buying it, which would happen if getting one type from a Minigame was easier than getting the other type from another Miningame), or at least make it so that a consumable is required for repairing weapons (not as an alternative, but actually
required
), and with similar precautions taken to make sure each Minigame has its
own
, and they can't be circumvented*.
*That ensures that each Minigame is being played by
someone
, and people who like it have a reason to play it, instead of some getting left out.
The idea of 10% damage reduction from certain monsters is good, but they should scale future monsters to be near-impossible to do without having these things, so that there is actually a reason to have them, rather than it being more of a cost-effort-reward balance, where people can get away without ever getting them. If they are tradable, then it isn't forcing people to play things they don't want to (though there should be at least
one
required item, that is non-tradable, for each Minigame, so that people at least try them out, before deciding they don't like them - many change their perceptions, if they try).
15-Aug-2018 01:58:37
- Last edited on
15-Aug-2018 02:12:25
by
Yusou Bhoroi