Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
Indeed.
This is why I think that *if* dailies are to be a thing, making them reward something that is non-unique to them, and that can be earned in greater quantities if you have more time is a good way to go.
This way, peoplewith limited window to play on a given day can do something productive, but if you have actual time to dedicate to playing the game on a different given day, you wouldn't even consider dailies.
If there is a time machine invented, stoping the person that invented daily quests should be among the top priorities
0dbea148-8cb8-4711-ba90-eb0864e93b5f
The reasons are the same. Dailies are mainly a manipulative technique to make you log in every day, to receive some sweet reward, even though you don't want to play. They have no place in a sandbox MMO.
As others have stated, they also "force" players into prioritizing them, as the rewards of the dailies are always better than "just playing". This is especially bad for casual players, and _will_ lead to people quitting the game.
Player B just logged in
Player A: "Hey, B! Wanna join for a dungeon?"
Player B: Sure, in 30 mins, gotta do my dailies first!
....
I do, however, make a distinction between "dailies", as described above, and repetetive tasks.
I expect there to be repetetive tasks/quests on timers in Ashes (for example the siege "quest", which is on cooldown). That is fine and expected based on the nature of the game, but as others have commented, it's important that players don't feel forced into doing them due to superior rewards, and don't overdo the number of them.
My dream is to be able to log into the game and do what I want, without feeling heavily penalized for not doing repetetive tasks.
Heroes Fade but Legends last forever
https://www.youtube.com/watch?v=smtPbfAaOtQ
The egg timer effect is a big reason why a lot of people don't like dailies and weekly quests. This also applies to the log in rewards as well. We all know someone in a game that has them. They log in collect and are gone till the next day. "Just in case" the game gets good enough to come back to.
I understand why the money guys at the game companies like the egg timer mechanics in a subscription based game, but I also think it's a system for short term gain and long term loss. 100% of development should go towards engaging content, and the players will stay for much longer in the long run.
0dbea148-8cb8-4711-ba90-eb0864e93b5f
(I know the game got canned. But it has some good next-gen ideas)
The way they explained it (in a nutshell) was that all NPCs (including monsters) were given a template for what type of monster they are their personality, needs in terms of food, racial goals personal goals. Based on this, the AI would make them behave certain ways. For example a group of Kobolds would have settled in the mountains, to farm its riches. Players get sent there to cull them until they leave. (First come, first serve) Because at some point, the danger of that particular area outweighs their need/want for ores/shinies.
In another example they used Orcish warbands, almost like a bandit type system. A town (or in Ashes's case node) would sent players to the standard areas, players would go to these areas. So there are roads where less people come. That's where they'd be.
Ashes lends itself to being a rather dynamic world, with the node system. If the creatures that aren't players can behave as dynamically. It would automatically create daily quests.
So I'll give a hard No to daily quests
In this one Kevin talks to them about the developers side of things. Is a very interesting conversation about game design overall even though they focus on WOW. The ideas transcend WOW and hit the core design of games in general. Favorite line for me. "It's my job to make you hate me. Get good!"
Back on topic I think if the game is challenging and has stuff to do dailies won't be necessary for the most part.
Strong words of encouragement for Intrepid at the very end.