When I did the piece about the Soulmonger’s Lockbox yesterday, I mentioned I would dedicate a full own article to the Adventurer Pack. You might ask yourself why it’s worth writing about a pretty common blue drop within a lockbox? It is because the pack is not worth anything! It just contains some potions and consumables that not many people care about. When I previewed the lockbox a month ago, I already singled out the Adventurer Pack one of the weaker rewards. And surprise, one week into the module, it’s selling for roughly 2,500 AD on the Auction House. That means 20% of the time somebody opens a Soulmonger’s, they essentially draw a blank. You know what? That ain’t fun!
What’s the Story Behind the Adventurer Pack?
But before we get into full rant mode, let’s try to understand why the pack made it into a lockbox. Although drops are changing with each new module, the reward structure of lockboxes more or less stays the same. You have exclusive rewards at the top while the “blue” packs change based on the current content. When the new Mount system hit, Insignias made it into lockboxes. When the new refining system was introduced, Enchanting Stones followed. Also the contents are often an alternative way of obtaining Artifacts and Artifact Gear, and the devs use them to regulate the market. Including The Quartermaster’s Professions Pack is such a move as the profession market was drying out.
Rarely however the devs also try something new. Module 11 featured the Ascendant Fashion Pack, which probably was an attempt at monetizing fashion through a lockbox. Now the Adventurer Pack aims to give players supply for their everyday adventure.
Can We Already Call It a Fail?
To be honest, I like the intention. If you open a lockbox you rarely get something that you can use right away. Companion, Artifact, and Enchantment Packs are put away for the next Double Weekend for example. And generally getting something useful is way too dependent on RNG. First you have to get the pack you want and then also the drop you need. Otherwise it’s a “meh” experience. The Adventurer Pack kinda changes that. It always drops something of use, be it potions, a Scroll of Mass Life or Identification Scrolls. That’s why I think putting “everyday” consumables into a lockbox is not a bad idea per se.
But here comes the “but”, and it’s a big one. As regular drop, this absolutely makes no sense. You can sell the RNG, but you can’t sell crappy rewards. The ones that open boxes in bulk simply don’t need the Adventurer Pack and just throw it on the Auction House. And the players that could need a few more dungeon keys or a Stone of Health aren’t rich enough to buy Enchanted Keys, because they are most likely brand-new players. And even if they save some ADs to open their first lockbox, they surely hope to see more than just a few ID scrolls that also drop frequently in the open world.
It speaks volumes that the Adventurer Pack sells for less than the Epic Dungeon Chest Key it contains. It’s so bad that it isn’t even worth the sum of its contents. I’m not sure who thought that this was a great concept. Neither did the game need an influx of the included consumables, nor is targeting a casual audience a really good idea. Lockboxes are premium items that are opened by premium players that expect premium rewards. That’s why these type of drops are bound to fail.
The Silver Lining
As always though, there is a silver lining. If you’re a casual, Epic Dungeon Keys, ID scrolls, and all the other stuff just turned really cheap on the Auction House. That’s surely a plus. Also the market will recover once the next lockbox is introduced. The already mentioned Ascendant Fashion Pack once sold for 500 AD, and now is up to 20,000 AD again on PC. It’s simple supply and demand. The fashion pack however dropped rarely from the Many-Starred Lockbox (~4% or once every 25 boxes), a far cry from the 20% (once every five boxes) of the Adventure Pack. Plus its contents, even though not great, were at least exclusive.
That being said, I still think something like the Adventurer Pack has its place in lockboxes, just not as regular drop. Coming back to the “everyday” reward, or consolation prize if you will, isn’t that what Trade Bars are supposed to deliver? Even if you miss out on the lockbox, you can always get a piece of gear, salvage, or refining points. Why not add the Adventurer Pack to the list? Imho it would fit there much better than blocking a spot in the Soulmonger’s Lockbox.
What’s your take on the Adventurer Pack and its viability in lockboxes? Share your thoughts on our social channels, in the comments below, or visit the corresponding thread on our message board!
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