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.
Comments
Quite simply, no. I’d rather the game not have any reward purely for the act of logging in. I’d sooner the reward came from playing. Login bonuses/rewards belong in mobile games and not this masterpiece
Final Fantasy 14 has a good approach to login/active rewards. You are rewarded based on days subscribed.
You are not incentivised to turn up each day nor do you feel as though you are missing out should you do so.
Perhaps that is a reasonable compromise?
If the world of Verra is truly going to change every day, I feel like the world itself should be compelling enough to drive players to want to view it. Every day some node in the world will be changing, a dungeon will open, a war will start or conclude, property and local market prices will change, raids, guild wars, the list goes on. Verra will have player driven content. That should be enough.
As others have said, FOMO is real. It DOES impact people's lives. I loved Tarvernside Gaming's (first reply to the thread) approaches. Even though it doesn't eliminate dailies, at least it takes a more forgiving approach to them.
If you log in every day of the month, you get that month's reward for free.
When that month is gone, that reward goes into a kind of login store.
Every day you log in you get a login coin. Each previous month's reward would cost 30 coins.
That way if you missed a previous month's reward you could gain enough coins to go back and buy it.
Now devs think they are smart like the devs at wow that created the Garrisons. They created player housing with things to do in your garrison but were mostly dailies. Actually was kind of interesting and engaging but the whole thing back fired on them...
See what happened was Garrisons required daily maintenance and the smart devs at WoW did make it kind of intersesting but problem was that people were spending too much time in their Garrisons. See it worked they created a system by which players would log in more frequently by making the dailies kind of fun unfortuneately the open world was kind of empty cause every one was in their garrisons.
Now same thing happens when companies make gardens and let palyer farm a small piece of land. sure They log in but spen to much time farming as in vegatables. }
The problem here in these example is that thy are making solo content really good ann instead of doing group content they spend more time making their pile of gold bigger. Alone.
Now purpose of having players log in is not to do dailies or some solo content over and over again but really you want people logging in to fill in those 100 vs 100 brackets and and sieges and 40 man raids. If people log in to do their dailies as fun and complex system it may be if it is solo content then it really does not benifit the game at all.
However if lets say there as a daily loot box a good one enought ot keep you busy for one year that come from lets say killing a world boss. That actually helps the game by giving people an incentive to kill a wolrd boss so if it takes like 150 people to kill a world they will show up in theory.
So if you are going to provide incentives for players to log in and do certain content it should be group content.
With notable exceptions like professions and quests. Although there are group quests and there is a little player interaction when it comes to prefessions.
Nothing kills a game faster than being on 'rails' through daily quests and too many weekly/monthly quests. After a while it becomes too repetitive and boring.
I loved this as well. I really hope we get log in rewards. Its a nice way for a gaming company to show they apricate their fans who pay and play.
1) Login rewards feel like a scheme to get players to login, even if they aren't meant to be. Daily rewards in general just feel like this: like a chore that needs to be done. They never feel like a legitimate reason to login. The game should be fun enough to make me play every day. This sentiment has been noted on the OP but I figured I would add to the crowd.
2) Login rewards make me feel like i'm playing a mobile game. This isn't to say that any (or even most) mobile games are bad, but there's a very specific feeling that comes with them. They feel very... gamey. When I open up my minecraft server/world of warcraft, I sit down and immerse myself. I'm paying attention to the world and the people around me. What's changed since last time? What do I want to do today? Are my friends online?
When I log into a mobile game (Bang Dream for example, an anime rhythm game) I get about 5 different notices/popups before really getting into the game. This can be monthly login stuff, daily login stuff, events, new characters, new songs... these things are fine for this type of mobile game, but for an MMO RPG they would be very distracting from the world and the players.
3) Login rewards contribute to what I'd call "system bloat", something that AoC will have to focus on combating already. System bloat is when there are too many moving parts and game aspects for a new player to learn all at once. Ashes of Creation already has enough complexity that many people here could talk about it for an hour, easily. When a new player finds the game without anybody to guide them through, how are they supposed to learn all that themselves?
Login rewards, although simple, would contribute to that initial learning bump. Although all of us here know what they are, and know that for 90% of logins you won't have to worry about them, that's not the case for a completely new player. They would have to take a few minutes to read about them, learn what they are, and learn that they're cosmetic only before knowing that they don't have to worry about them. Then you have new players who are learning about cosmetics and login rewards and these incredibly meta/long term things BEFORE they've even killed their first monster.
I can't help but think about my first (and only) hour of playing BDO when you get into the game and there's a dozen popups and login rewards and events and systems that they never bother to explain.
Ultima Online did this as well. And i Like this approach way more than Anything else...
Getting a Reward for sticking with the Game feels way better than to log in Everyday to grab some mostly useless Token stuff. BtW... if a Game wont give u the Urge to Play it more or to Login "All the Time" Login Rewards in itself wont make u come back for a longer Period of Time Anyway.