Daily Quests are a way to keep old content active and relevant ONLY IF the rewards are worth the time.
The daily
quest system punishes players that can’t play 5-6 hours per day, a lot of us are
not 14 anymore so we can't spend much time playing because of jobs basically
haha but I chose to spent my free days playing
18 hours each day, but even playing that much one day I'm just going to be able
to complete 1-2 daily quests from that week, this can keep away people like me from
being competitive or it will take much more time to get those rewards.
I was thinking
about 2 ways to SOLVE this
1.SIMPLE
WAY- WEEKLY BOARD
Instead of
Daily missions, creating a WEEKLY BOARD where all the jobs (quests) that are
available for that week in that town/city are posted, and suggest a day of
the week to complete them, but not restricting the day that they can be completed,
you go and pick the “BULLETIN” and you get the quest, maybe extra gold or 2xGold and XP for completing them the day suggested, the idea is to give players
like me that can't play every day an opportunity to complete past days content, this way we
can complete the repeatable quests 1-2 per day or complete them all in 1 day.
2.BIT MORE
COMPLEX WAY – REPEATABLE TICKETS
The same I wrote
before PLUS:
What about creating these “ITEMS” that will allow us to complete these quests every time we want, we go to
the WEEKLY BOARD and pick up all the “bulletins there” (quests) but instead of
getting a quest immediately, you will get “1 REPEATABLE TICKET” per bulletin, that you have to turn with the “TOWN SHERIFF” to choose the quest you want to
complete.
You can restrict
the number of times that a character can complete that quest per week or month maybe,
but I don’t think that will be necessary because completing dungeons and raids,
requires a lot of time and other people.
This way:
1-The players that are completing content each day are still being rewarded and
players without much time per day can complete past days content.
2-You will
get 1 REPEATABLE TICKET if you PICK UP the quest the suggested day.
3-You
will get extra REPEATABLE TICKETS after COMPLETING the QUEST in the suggested
day.
4-We players
can create a market with these “ITEMS” selling them for gold.
ALSO tickets can be divided on the type of content the repeatable quests are asking you to complete:
1-PVP
2-OPEN WORLD RQ -
3-DUNGEONS RQ - 1 Dungeon RT after picking up and 1,2 or 3 Dungeon RT after completing in normal, hard or ultra hard mode, only if it was done in the suggested day.
4-RAIDS RQ - Same than Dungeons.
Last edited: 2022-04-11 16:24:39Daily Quests are a way to keep old content active and relevant ONLY IF the rewards are worth the time.
The daily
quest system punishes players that can’t play 5-6 hours per day, a lot of us are
not 14 anymore so we can't spend much time playing because of jobs basically
haha but I chose to spent my free days playing
18 hours each day, but even playing that much one day I'm just going to be able
to complete 1-2 daily quests from that week, this can keep away people like me from
being competitive or it will take much more time to get those rewards.
I was thinking
about 2 ways to SOLVE this
1.SIMPLE
WAY- WEEKLY BOARD
Instead of
Daily missions, creating a WEEKLY BOARD where all the jobs (quests) that are
available for that week in that town/city are posted, and suggest a day of
the week to complete them, but not restricting the day that they can be completed,
you go and pick the “BULLETIN” and you get the quest, maybe extra gold or 2xGold and XP for completing them the day suggested, the idea is to give players
like me that can't play every day an opportunity to complete past days content, this way we
can complete the repeatable quests 1-2 per day or complete them all in 1 day.
2.BIT MORE
COMPLEX WAY – REPEATABLE TICKETS
The same I wrote
before PLUS:
What about creating these “ITEMS” that will allow us to complete these quests every time we want, we go to
the WEEKLY BOARD and pick up all the “bulletins there” (quests) but instead of
getting a quest immediately, you will get “1 REPEATABLE TICKET” per bulletin, that you have to turn with the “TOWN SHERIFF” to choose the quest you want to
complete.
You can restrict
the number of times that a character can complete that quest per week or month maybe,
but I don’t think that will be necessary because completing dungeons and raids,
requires a lot of time and other people.
This way:
1-The players that are completing content each day are still being rewarded and
players without much time per day can complete past days content.
2-You will
get 1 REPEATABLE TICKET if you PICK UP the quest the suggested day.
3-You
will get extra REPEATABLE TICKETS after COMPLETING the QUEST in the suggested
day.
4-We players
can create a market with these “ITEMS” selling them for gold.
ALSO tickets can be divided on the type of content the repeatable quests are asking you to complete:
1-PVP
2-OPEN WORLD RQ -
3-DUNGEONS RQ - 1 Dungeon RT after picking up and 1,2 or 3 Dungeon RT after completing in normal, hard or ultra hard mode, only if it was done in the suggested day.
4-RAIDS RQ - Same than Dungeons.
This post makes me think of 2 Nice systems ive seen.
In Project Gorgon there are bullitin boards. There are npc generates ones and player generates ones where you are to gather a set number of crafting material or Food or what ever. Turn it in to a shipsmaster and get rewarded. A waorkorder cannot be repeated more than ones a week, it does not give xp, only income and it works as a normal quest but with its own subcategory.
This way People can make workorders and People get paid. In PG this is a skill called "Industry" that you level when you make them. They are weekly and to get paid well you need to do high level work orders and to get higher level you need to start with simple workorders. The npc generates ones are there to create paddling so People can level even thought there are no player workorders out in lowlvl content.
In a game that has zone/player levels in a more classic way there would be no need to level a seperate skill for workorders. But it could be a fun addion to daily work to help woth your own wallets and others crafting and farming. With or without skill level I still think having npc generated ones will make work orders a good activity to earn money and have something simple to do on those afternoon we are waiting for our friends to log on.
Another one I keep thinking about is guild wars 2 daily/weekly system. It wasent quests. It was like Daily achivements. You did like 3-5. Then there was weekly ones aswell.
Personaly I felt the weekly one was more intresting and gave blue collar workers with kids a more balanced way of getting repwteble stuff.
Daily is a system that can be tedious and Many might feel like they loose out. Weekly stuff is more attaineble and in a way alot more fair.
Weekly achivements where both gathering/pve/pvp/wxploration based and was greatly rewarded when completed.
These are systems I think we can look at and learn alot from. Maybe Im wrong. But I think its some intresting things to consider.
Last edited: 2022-04-10 09:16:18You got me, just like you said Weekly stuff is more fair with all players.
TESO has a similar system with daily quests for professions, the quest or job you get depends on the level of the respective crafting skill, they don't ask you to make 3 helms rare quality if you are Blacksmithing level 1, and they reward you also depending on your crafting skill, this is one of my preferred ways to get legendary mats and to make lots of gold. They are almost self sustainable if you have maxed out all your crafting skills.
I would like a bit more feedback from developers.
Last edited: 2022-04-10 22:47:35This post makes me think of 2 Nice systems ive seen.
In Project Gorgon there are bullitin boards. There are npc generates ones and player generates ones where you are to gather a set number of crafting material or Food or what ever. Turn it in to a shipsmaster and get rewarded. A waorkorder cannot be repeated more than ones a week, it does not give xp, only income and it works as a normal quest but with its own subcategory.
This way People can make workorders and People get paid. In PG this is a skill called "Industry" that you level when you make them. They are weekly and to get paid well you need to do high level work orders and to get higher level you need to start with simple workorders. The npc generates ones are there to create paddling so People can level even thought there are no player workorders out in lowlvl content.
In a game that has zone/player levels in a more classic way there would be no need to level a seperate skill for workorders. But it could be a fun addion to daily work to help woth your own wallets and others crafting and farming. With or without skill level I still think having npc generated ones will make work orders a good activity to earn money and have something simple to do on those afternoon we are waiting for our friends to log on.
Another one I keep thinking about is guild wars 2 daily/weekly system. It wasent quests. It was like Daily achivements. You did like 3-5. Then there was weekly ones aswell.
Personaly I felt the weekly one was more intresting and gave blue collar workers with kids a more balanced way of getting repwteble stuff.
Daily is a system that can be tedious and Many might feel like they loose out. Weekly stuff is more attaineble and in a way alot more fair.
Weekly achivements where both gathering/pve/pvp/wxploration based and was greatly rewarded when completed.
These are systems I think we can look at and learn alot from. Maybe Im wrong. But I think its some intresting things to consider.
Never played Project Gorgon, but I played a lot of GW2 and their daily/weekly achievement system is great.
I'm a working Dad of 2 kids and the daily achievements were really easy to make.
The idea is for all players to get an achievement from all types of gameplay activities, PvP, PvE, Jumping puzzles, WvW, and World Events. Of course, they were easy to make because many people gather and help each other to complete the activities faster. I can safely say that it took me like 40min to complete most of the achievements that are needed to get the "Daily Completionist" one.
Weekly quests will be nice for sure, you can stay relevant even if you play only on the weekends.
Never played Project Gorgon, but I played a lot of GW2 and their daily/weekly achievement system is great.
I'm a working Dad of 2 kids and the daily achievements were really easy to make.
The idea is for all players to get an achievement from all types of gameplay activities, PvP, PvE, Jumping puzzles, WvW, and World Events. Of course, they were easy to make because many people gather and help each other to complete the activities faster. I can safely say that it took me like 40min to complete most of the achievements that are needed to get the "Daily Completionist" one.
Weekly quests will be nice for sure, you can stay relevant even if you play only on the weekends.
That system where nice.
I still think work orders could be a nice consept for daylies. I acculy have a larger idea tied into this.
And also, on repeteble quests. For quests, raid pre quests etc repeteble is the way to go. Daily "forces" us to go on every day, instead of letting me sit down 4 hours and grind when I have an extra day off work.