voidshadow wrote: » Daily quests is a mobile game gimmick that i absolutely do not stand for. Don't wannem
Dygz wrote: » In Ashes, we will feel behind in any case because the world progresses significantly in a week. We can’t do everything. I don’t think Ashes dailies will make us feel left behind, rather they will be quick tasks that will give us bit of a boost in some fashion - embers, xp or rep, etc... While also adding to overall Node, Religious, Social and/or Racial progression.
Dygz wrote: » Dailies can be built into standard game play.
Dygz wrote: » Huge burst is not an inherent component of Dailies and has nothing to do with anything I’ve said. First task (Caravan) of the day also really has nothing to do with anything I have said, nor is that an inherent component of a Daily. Dailies can be built into standard game play.
Dygz wrote: » Wandering Mist wrote: » What is the purpose of daily quests? From what I've seen they have 2 purposes: 1. Give new max level characters a starting point into end-game content 2. encourage players to log in every day Daily quests give players some thing quick to accomplish each day. If I only have 15 minutes to play, I can probably find something of some small significance to do. Doesn't necessarily matter whether I'm max level. I'm not max level in Wiz101, but I know if I log in for 10 minutes, I can win some gold or crowns. I'm not max level in Apoc, but the Daily quests help push me a bit closer to the next level. It's great when I can jump in for one match, finish a daily by opening 3 chests and jump back out. Especially on nights when I have class or homework or really need to be studying for an exam. And, it's easy enough to ignore the Daily quests when they aren't enticing. The problem isn't really the Daily quests. The problem is having nothing else new to do for months and years except the Daily quests.
Wandering Mist wrote: » What is the purpose of daily quests? From what I've seen they have 2 purposes: 1. Give new max level characters a starting point into end-game content 2. encourage players to log in every day
Ghoosty wrote: » If a daily quest give character bound token/currency/progression I find it OK as a catch-up mechanism. Example: In WoW, you can buy PvP armour from honor point. -If you bought everything it is useless for you so you will not feel that you must log in just for that. -You can't make profit from it, so you will not be encourage to make alts just to farm money. -If you have a main, but would like to try other class, you can have best gear faster -you earn reward from the thing what you really want to do and that reward is useful for that thing -If you play less than others, you can catch-up them faster so you won't be in disadvantage position for too long Before somebody misunderstand me, I do not want wowlike honor system, but I can imagine that we have to collect some other currency than money to buy something useful.
Caeryl wrote: » Ghoosty wrote: » If a daily quest give character bound token/currency/progression I find it OK as a catch-up mechanism. Example: In WoW, you can buy PvP armour from honor point. -If you bought everything it is useless for you so you will not feel that you must log in just for that. -You can't make profit from it, so you will not be encourage to make alts just to farm money. -If you have a main, but would like to try other class, you can have best gear faster -you earn reward from the thing what you really want to do and that reward is useful for that thing -If you play less than others, you can catch-up them faster so you won't be in disadvantage position for too long Before somebody misunderstand me, I do not want wowlike honor system, but I can imagine that we have to collect some other currency than money to buy something useful. That idea sounds fine, but not some capped earnings system. Let the active players have more benefit. That certainly seems fair they get more when they put in more, said as someone who works full time and certainly won’t be able to no-life any game.
noaani wrote: » Caeryl wrote: » Ghoosty wrote: » If a daily quest give character bound token/currency/progression I find it OK as a catch-up mechanism. Example: In WoW, you can buy PvP armour from honor point. -If you bought everything it is useless for you so you will not feel that you must log in just for that. -You can't make profit from it, so you will not be encourage to make alts just to farm money. -If you have a main, but would like to try other class, you can have best gear faster -you earn reward from the thing what you really want to do and that reward is useful for that thing -If you play less than others, you can catch-up them faster so you won't be in disadvantage position for too long Before somebody misunderstand me, I do not want wowlike honor system, but I can imagine that we have to collect some other currency than money to buy something useful. That idea sounds fine, but not some capped earnings system. Let the active players have more benefit. That certainly seems fair they get more when they put in more, said as someone who works full time and certainly won’t be able to no-life any game. I agree that such a system would need to not be artificially capped. However, imo, the gear from a system like this needs to be considered baseline gear. It would be the easiest gear that everyone has reasonable access to, and so should be assumed to be the gear everyone has - and then we work up from that point via other means.
Caeryl wrote: » Absolutely. None of the highest tier gear should be available outside master crafters or group raids (or through players trading if the previously two sources wish to sell it). I’ve very against creating “rare” items out of something that can be farmed.
Ghoosty wrote: » Caeryl wrote: » Absolutely. None of the highest tier gear should be available outside master crafters or group raids (or through players trading if the previously two sources wish to sell it). I’ve very against creating “rare” items out of something that can be farmed. I feel some inconsistency here. If I farm money anyhow, I will be able to buy the best gear from master crafters. From my perspective the "rare" item had been crated from something what I farmed. As the current plan is there will be very few soulbound items. There will be lot of good item on the market. Additionally gatherers are farming row materials. Crafters created something from the farmed materials. The only question is what rare material will need for the best gear what can't be farmed easily. If we hide them behind a raid, it cause problem for PvP lovers. Why they need to kill a 'dragon' to be good in PvP? If we hide it behind PvP element, the thing is but from the other point of view. I will not like if it will be a rarely appeared material what can be find if you are lucky. Also the caravan system you mentioned, there are lot of open question, what can make the game great or ruin it.
UndeadCanadianGamer wrote: » Do you mean the 'game itself selling' gear for real cash? That would be pay to win, which @Steven has said will never happen. If you mean using in game currency, that would be the same as buying from a crafter, so what is the problem?