Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
I agree with Steven: Daily quests / log in rewards often become chores
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I'm glad that Steven is currently against adding a daily, weekly, and monthly quest system to the game. I hope that he doesn't change his mind.
I'll admit daily quests etc. are a good way of getting players to log in but they also work against a game for players who like to put games aside for a while and then come back later. If you fall too far behind, you just don't feel like coming back.
For instance, I want to pick up GW2 again but I feel incredibly unmotivated when I think about the fact that I've missed years of daily, weekly, and monthly rewards (not just the general ones but also guild weeklies, pvp rewards, etc.).
Especially in the case of Ashes, there'll be enough to do with the living world node system and epic quests that we won't need calendar quests (which tend to get grindy in most MMOs anyway).
Anyway, please share what you think if you feel one way or the other about the topic.
I'll admit daily quests etc. are a good way of getting players to log in but they also work against a game for players who like to put games aside for a while and then come back later. If you fall too far behind, you just don't feel like coming back.
For instance, I want to pick up GW2 again but I feel incredibly unmotivated when I think about the fact that I've missed years of daily, weekly, and monthly rewards (not just the general ones but also guild weeklies, pvp rewards, etc.).
Especially in the case of Ashes, there'll be enough to do with the living world node system and epic quests that we won't need calendar quests (which tend to get grindy in most MMOs anyway).
Anyway, please share what you think if you feel one way or the other about the topic.
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I usually try to make posts that facilitate discussions through questions etc. but this was one of those topics that was just "huff-puff get it off my chest"
If Ashes ends up with a truly living world, I think time spent away from the game will be punishment enough and time spent in the game will be enticing enough to keep players logging in (as opposed to dragging them in with log in rewards and dailies).
Example: While you were away from the game for a couple of weeks, a dragon swooped in after the node went from a village to a town. You'd be sad that you missed out but you can hear about the event from your friends and they'd feel awesome for having been there during the battle.
I'm not against "go and kill 10 x to retrieve 5 y" but would rather do it because of a game function such as gathering for crafting, reagents, xp, general currency etc. and done because it is what you decide to go and do, not because you would feel penalised for not doing it.
We have real life if we want to burn out - we don't need a MMO to do that for us. I mean people who want to #nolife it in a MMO are fair game and can do whatever they want but a MMO shouldn't be designed for burnout and tedium.
Now, I haven't played ESO, so I can't fairly criticize it but what I say applies to MMO design in general.
All quests should be unique and affect the world in a way or the other.
I'm not sure how Intrepid are doing this exactly, but for example, say you pick up a quest from your local marketplace that offers a reward for investigating a late shipment of goods that the NPC was expecting to be delivered.
You accept the quest then go looking for the delivery wagon. Here is where the questline starts to branch:
This is how Ashes is going to work really. People need to remember that Ashes is all about choices and change that impacts the greater community.
There are three types of questing (one of my guides I still need to write up -will do this week xD)
1. Tasks
2. Narrative
3. Events
Events are quests triggered by an action in the community that has now altered the world or caused a change.
There will also be some social quests (likely social organisation based quests) that will allow you to unlock certain achievements such as wearing particular equipment.
I have an information thread coming soon so keep eyes peeled ^^
I skimmed through the wiki just now. You have a good grasp of the information out there on Ashes's questing system. Nice break down I'll have a look around to see if any threads exist on the the quest system, as that'd be a nice topic to discuss in depth.
@lexmax;
I also think karma would be cool even though Steven is leaning away from it. It'd be a shame to only have corruption in PVP and no karma system for PVE choices.
I'm adamantly against daily tasks as set by the game. E.g. You log into the game on June 19, 2020. The game tells you slay 25 boars and collect 50 iron bits if you want the reward for June 19. Ugghhh. Tedium. Thankfully, Ashes is heading in a different direction from these kind of MMOs.
With a dynamic quest system (node tasks, world events, and personal narratives) and the living world that results from that system, our daily experience of logging into the game will vary and that will be incentive enough to log in and participate in whatever is going on. There should be no predetermined "daily" of anything by the game's system. We should be determining what constitutes our daily activities when we log into the game.
Yeah, I know that feeling all too well lol. No tokens and no mandatory sense of participation, otherwise that'd be just as bad as having daily tasks and log in rewards.
Edit: I made a separate thread on the general discussions section for IRL seasonal events.
When I'm away from a game, whether it's a day, week or month(s) away, I'm missing everything that's going on anyway. I'm missing guild events, I'm missing raids, I'm missing groups, I'm 'falling behind' in levels, I'm missing dailies.
I think, for me, it was a change in mindset toward dailies. Using ESO (which I play for something to do, it's not particularly great), the crafting writs. There's no real requirement there for me to actually do them. I get benefit, sure. It helps keep me current skill wise (gives me a good exp boost towards the skill). But in the end if I don't do them? I remain where I was. If I don't group (pretty much the norm in ESO), I remain where I am.
Again, I think the issue (for me) with dailies is when it's required content, not optional. ALL content should be optional depending on what you want to accomplish. Some people do not want to raid (or don't have the time), fine. Allow them to progress at a slower rate or in a different way but progress none the less.
That being said, it popped in to my head that with Ashes of Creation (I can't use AoC, that's Age of Conan in my head) having seasons I look forward to daily quest of snow shoveling, leaf raking, and mowing the lawn..
I'm not interested in re-reading the last chapter over and over anbd over again while I wait for a sequel. When a sequel does come out, I will probably read it. Doesn't matter if I've missed a sequel or two...I can always catch up.
But, I don't play MMORPGs because I want a bunch of rewards... especially not the rewards that dailies offer.
Anyway, this isn't meant to be a counter-argument, as I believe we're already on the same page with regards to dailies not being mandatory. I just wanted to post a follow-up
While I think the aspect of eliminating dailies is a great idea. I think it would be tough to do in all cases; especially in a game (such as this) that will have the level up system for the nodes. So rather than have a "daily" quest, it could be some form of bi-weekly quests, or per day season quests. Offering a different different daily quests on each day of that season. Which I believe would be weekly assuming seasons stay as a weekly event.