noaani wrote: » Dygz wrote: » I don't have a limited vision of how rewards can be attached to content. We don't know how rewards will be attached to content. I bring up examples from other games to show that the manner in which rewards may be attached to content or not attached at all is diverse and depends on the specific game design So what you're saying now is that you're fine without daily quests if the content is appropriately compensated for.
Dygz wrote: » I don't have a limited vision of how rewards can be attached to content. We don't know how rewards will be attached to content. I bring up examples from other games to show that the manner in which rewards may be attached to content or not attached at all is diverse and depends on the specific game design
Dygz wrote: » noaani wrote: » Dygz wrote: » I don't have a limited vision of how rewards can be attached to content. We don't know how rewards will be attached to content. I bring up examples from other games to show that the manner in which rewards may be attached to content or not attached at all is diverse and depends on the specific game design So what you're saying now is that you're fine without daily quests if the content is appropriately compensated for. I don't think I'm saying that because I'm not really even factoring in "content". First you would have to ask if I'm fine without quests in a game where the "content" is appropriately compensated for. "Content" is your fixation but that is really a different topic What I'm saying is that in a game with rewards for quests that take 30+ minutes, I also want rewards for quests that take 10-20 minutes. And it is fine with me if those 10-20 minute quests include a restriction that they can only be completed once per day. Similar to the Dailies in Wiz101 and the Dailies in Apoc.
Damokles wrote: » I think that a normal "Kill x amount of boars." Quest has the same amount of narrative as a "Bring me 15 pieces of boar meat." Daily quest tbh...
Caeryl wrote: » Damokles wrote: » I think that a normal "Kill x amount of boars." Quest has the same amount of narrative as a "Bring me 15 pieces of boar meat." Daily quest tbh... But a town notice that says “Tavern seeking boar meat” with a limit on how much they’re accepting total from all players because they don’t need 1 million boar roasts, not in quest format, simply a standard part of the world you can engage with, is much different than “Everyone gets x gold for bringing the tavern 15 pieces of boar meat” For consistent rewards from less intensive gameplay, content that rewards the first to the task is good, not arbitrarily limiting the amount a single player can give is good, not attaching any of these to a specific quest to be picked up is good and feels more organic. Read the sign, it can jot down a in a journal, get an update on how much the tavern needs by speaking to the tavern owner, decide if you want to contribute and be paid premium for the boar meat or find another avenue of activity. Decide if you want to return often to make sure you get small amounts sold at a premium, or if you want to come back with a larger amount at risk of the tavern already having all its meat when you returns a long while later, but with larger payoff it is doesn’t. Same can apply for a castle seige, or node seige prep. A final limit or minimum success rate as a collective. There’s ways to create rewarding gameplay outside of instanced questing. It hardly needs to have a single-reward structure like a quest does. It doesn’t need an arbitrary quest marker to be interacted with multiple times to be engaged with the task multiple times.
Damokles wrote: » That would mean that normal quests are limited by the amount of players that are able to do them, which is not the case.
Caeryl wrote: » Damokles wrote: » That would mean that normal quests are limited by the amount of players that are able to do them, which is not the case. Tbh I can’t even follow your thought process that would make you think a temporary open hunting writ is a “normal quest” like a story quest is.
Damokles wrote: » But a town notice that says “Tavern seeking boar meat” with a limit on how much they’re accepting total from all players because they don’t need 1 million boar roasts, not in quest format, simply a standard part of the world you can engage with, is much different than “Everyone gets x gold for bringing the tavern 15 pieces of boar meat”/i] That town notice would be in this case a normal quest...
Dygz wrote: » Tavern paying players to hunt boar is a quest. This topic isn't about any optional activity. This topic is about daily quests. Let's breakdown your example in bits. When we log into the game on a day where we only have 20 minutes to play, how do we determine which quests that can be completed in 20 minutes include "extra pay"? How do we quickly pick out the 20 minutes or less quests from the 30+ minutes quests?
Dygz wrote: » You seem to be avoiding the question. It's Tuesday and I have 20 minutes to play the Ashes of Creation MMORPG. In that time, I have to travel to a place that has quests, find a quest that that can be completed in 20 minutes, travel to the quest location, complete the task and travel back to turn in the quest. How do I quickly determine which quests are going to be 20 minutes or less? Even if the quests are listed on a bulletin board, I still have to take time to read through the posted quests and figure out which ones are suitable for the time I have and is something I have the interest or skills to do. In 20 minutes, I probably have about 5 minutes to select a quest. Looking at a bulletin board, I'm going to want to quickly determine short quests from long quests and then read through the short quest options to find one that is suitable for my playstyle. So - how will the short quest options be easily distinguishable from the long quest options so that I don't waste time reading through a bunch of quests that are going to be too long for my game session time? A tavern offering a reward for a task is a quest. Doesn't matter what the reward is.
Caeryl wrote: » Dygz wrote: » You seem to be avoiding the question. It's annoying when people do that, isn't it? Now here is a question for you; in a game where travel time is specifically noted as being significant, and traveling just a few nodes over could well take 20 minutes or more, what makes you event think Ashes will even cater to people that only have 20 minutes to play? Further, if you log out one night in a location where there are no quests, and your next play session is only minutes, that is your fault. Ashes, after all, is not a game designed specifically for children (unlike somsome that are mentioned far too often). Because of that, if you log out one night too far away from quests to have time to find one and complete it in the time you have available, you should spend that short play session moving your character to a better location, and try to remember to log out in better places in the future.
Dygz wrote: » You seem to be avoiding the question.
noaani wrote: » It's annoying when people do that, isn't it?
noaani wrote: » Now here is a question for you; in a game where travel time is specifically noted as being significant, and traveling just a few nodes over could well take 20 minutes or more, what makes you event think Ashes will even cater to people that only have 20 minutes to play?
noaani wrote: » Further, if you log out one night in a location where there are no quests, and your next play session is only minutes, that is your fault.
noaani wrote: » Ashes, after all, is not a game designed specifically for children (unlike somsome that are mentioned far too often). Because of that, if you log out one night too far away from quests to have time to find one and complete it in the time you have available, you should spend that short play session moving your character to a better location, and try to remember to log out in better places in the future.
Dygz wrote: » Because the purpose of Dailies is to entice players to log in every day.