137026-challenge-reward-system

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I'm sure there are still suggestions and complaints after the ftp beta topic was locked. Here is a place where you can offer them!
I'll start: It needs improvement. It can improve. There are a few obvious ways to make it better. 
 
Personally, I have never done a challenge in the pursuit of better stats. I get enough of that in dungeons, raids, etc. Even back when I was leveling, items that only offered stats were quickly being replaced. When contracts boards were first introduced, the first time I chose the chest piece became my last. Because it had stats I didn't need and a model that grows on trees. The challenge system, on the other hand, offered a variety of visually stunning gear that I could find no where else. Additionally, If a player finished the challenge, they could preview that gear and know that challenge is worth repeating.
 
You can't preview anything with this new system. But the old system had its own problems. I couldn't tell if a challenge was worth my time until I finished it, and even then it wouldn't record the possible prizes! Personally, I enjoyed the excitement of watching the selection box hopping from one item to the next, even if it ended in tears. But randomness isn't for everyone unless they like dyes and crafting bags, so I won't bother to offer that as a serious suggestion.
 
Serious Suggestion: Either make the contract system individualized for each challenge with zero randomness with the same beautiful top tier pieces from before, OR at the very, very least, show the player what the box of randomness has to offer. 
 
Which would you rather strive for? A grey box that has been expending an endless stream of disappointment, or a fantastic gem of an item that signifies the places you've been and the challenges you conquered?	
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The way rewards are set up now are very lack luster, even more so now than the old way. I only use them now just to get gear, ignoring the other two rewards, because I would either get a piece of gear that replaces what I have or I can salvage it to get rune crafting supplies which makes the bag of rune crafting pointless. 
 
I was never a fan of the old system because RNG is stupid, but the old system gave you a reason to try to get gold on challenges because it gave you a higher change to get the higher tier reward options for that challenge like a fabkit, pet, or housing decor. Trying to get gold on the new system is pointless because it affects nothing. You might get more rewards points, but its honestly easier just to get bronze on a bunch of challenges than it is to get gold on just a couple. 
 
The changes made to achievements on challenges are even pointless. The requirement for a zone's "Up to the Challenge" achievement is now bronze on everything instead of gold so there's no progressional point in even trying to go for gold. 
 
I like how the new system is setup more than the old, but it has ZERO incentive to complete and pretty dull rewards that actually have worse RNG than the old system. I think having RNG on obtaining random gear is worse than RNG to obtain a specific piece of gear. This should change. Bring back specific rewards for specific challenges and take the grind away from amassing large sums of points.  
			
				
	Edited October 14, 2015 by GhostRavenstorm	
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After watching a few streamers new to the game, I think one of the worst things about it is no one seems to know how they work anymore.  Yes, the game pops up a tutorial the first time you do it, but since you don't actually get anything at that point, it's something easily forgotten since you're learning so many other things at the same time.  I've seen streamers do challenges and have no idea what the point of doing the challenge was.  The old system was much more intuitive and more obvious.  Hell, you don't even get told when the meter fills, which means any challenges you complete after that just go to waste.
 
I won't say the old system was perfect, but this one is a huge step back - one that feels like it was made just so they could create challenge flasks to sell.	
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After watching a few streamers new to the game, I think one of the worst things about it is no one seems to know how they work anymore.  
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I loved challenges back then and even did the same many times with both of my chars.
I HATE them now and click them away the second they popup.
 
Saddest change in the game.	
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Bring back specific rewards for specific challenges and take the grind away from amassing large sums of points.  
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I have to admit, I prefer how it is now a LOT more than how it was before.
 
I'd rather gather points and grab something than have to try and get gold on everything. Some of the challenges irritate me especially if there are a lot of people going after very few mobs and/or interactive objects.
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			What else isn't there anymore: The desire to actually do challenges.	
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			I used to like having a reason to do Farside challenges at lv. 50. 	
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To each their own. I like knowing exactly what I'm shooting for and where I can go to get it now, so I dig the new system. Nothing infuriated me more than the afore mentioned example of constantly getting hosed by RNG. It got to the point where I would just do enough to score Bronze, then move on because I knew it wasn't going to matter in the end ( Lookin at you Dreg Kill challenge in Malgrave. How many Golds must I score before never getting that Lopp Sherriff pet!!) 
 
And I agree with one of the other posters: Ideally the perfect way to fix it would have been to just flat out section the rewards as Bronze = x, Silver = X,Y Gold = X,Y,Z Keep the loot as it was, and just let you arbitrarily select the item you want based on score. I'm fine with the new system though. I'm driven to score Golds now just to get more points.
			
				
	Edited October 14, 2015 by TheUnnamedAurin	
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To each their own. I like knowing exactly what I'm shooting for and where I can go to get it now, so I dig the new system.
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Right. But in the old system you were -completely- at the mercy of the RNG. There was no guarantee you'd get that lounge table or that gear piece no matter how many times you ran the challenge, or how many times you shot for Gold for the 10X. Click the item, close the window, cross your fingers and pray RNG decided to reward you for actually busting your hump to score high. It was a horrid implementation.
 
After a while it became an exercise in futility and frustration. Every so often I would get the item I was hoping  for, but it wasn't "oh yay! awesome!" it was more "<grumble, curse mumble> Bout friggin time..." and more often than not, never bother with it again. More power to those that chose to put up with it. I couldn't do it.	
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Can I say that I like how they changed it?
 
Because...I kind of like how they changed it.
 
Before you got loot per-challenge and that was okay.  Decor items and maybe some dyes...that's pretty nifty, but I don't think being at the mercy of RNG is too entertaining.  I'll freely admit that the reward system hardly 'pops' right now...but I've been picking equipment loot bags fairly regularly and aside from getting gear upgrades...I've also got some costume items I really like?
 
You can't please everyone but...I feel like this change is for the better overall.  Completing a challenge now doesn't just sate my 'must go do thing' urge but it also grants me tangible rewards that directly impact my ability AND I have a choice over the slightly-random reward I get.	
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