Uncommon Sense wrote: » You all know what I'm talking about.... That slightly uncomfortable sensation of feeling forced to log into a game to perk up the (global population statistics) but have no real community input/interaction as you numbly go through the motions to fulfill some arbitrary tasks...then when done, log out because the incentives are not really there to keep playing for FUN.
ariatras wrote: » Dailies absolutely suck. I prefer the activities in the end of the game be it PvP or PvE to make sense. It's funny, I'm not a big fan of PvP. (Mostly because the design of classes sucks in most games, and there's too much crowd control, and because PvP is meaningless in them) But in Ashes, I see many of the late game activities naturally incorporate PvP. Which sounds fun to me (caravan, city/castle sieges) The only type of dailies I could see that would be engaging in Ashes is that a city requires upkeep. The NPC guards need to be fed/geared up. As far as food goes. Farmlands/Orchards etc around the city, offering quest for new players to keep wild animals away. But for gear, I would hope that some materials required in the upkeep are minable in dangerous zones, requiring some forethought, planning and communication with others. But typical daily quest grinds? No thanks.
Warth wrote: » ariatras wrote: » Dailies absolutely suck. I prefer the activities in the end of the game be it PvP or PvE to make sense. It's funny, I'm not a big fan of PvP. (Mostly because the design of classes sucks in most games, and there's too much crowd control, and because PvP is meaningless in them) But in Ashes, I see many of the late game activities naturally incorporate PvP. Which sounds fun to me (caravan, city/castle sieges) The only type of dailies I could see that would be engaging in Ashes is that a city requires upkeep. The NPC guards need to be fed/geared up. As far as food goes. Farmlands/Orchards etc around the city, offering quest for new players to keep wild animals away. But for gear, I would hope that some materials required in the upkeep are minable in dangerous zones, requiring some forethought, planning and communication with others. But typical daily quest grinds? No thanks. Agreed. The bad ones are dailies that "force" you to do them, oftentimes through being your primary / most efficient way of progression. I'd like to see weekly tasks, that are aimed around the upkeep of the node, rather than personal gain. Based on the node level, the community would have to do a certain contingent of tasks each week. A concrete example would be, that witgin a week the community of a city level node has to bring 20.000 (400 population * 50) Stone to maintain the roads around the city. Failing to do that would reduce the quality of roads and reduce the speed of caravans within its ZOI by up to 50% depending on how severely the node failed for a week. Reaching that goal consecutively each week could instead provide a small but increasing boost. A similar thing could be done for the city stables, the walls, the religious shrines, marketplace etc.
PoliceGirl wrote: » Sup.@Uncommon Sense That slightly uncomfortable sensation of feeling forced to log into a game I hate that bad. I hate the calendar login tracker that shows a "big" prize at the end of the month. Then I miss a day and there goes that treasure box. I feel like they are manipulating me just to get me to log in and buy some stupid thing from their store. Marketers would say it drives in-game item store profits. I say it makes me want to fart in their general direction. But that's...like, my opinion man.
Leonerdo5 wrote: » Dailies aren't bonuses; they are restrictions. Every piece of content in the game will have some reward or another, and you have to decide which content is most worth your time. Dailies just make it so a piece of content is only worth doing once per day, so you can't grind it all day long.
Selo wrote: » If there ever was a reason to invent a time machine, it is to go back in time and .."deal"..with the person that invented daily quests XD