Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
When it's a competition the stakes are much higher and you can use that to add spice to the quests.
This game is ever changing, so much so that playing daily impacts what happens. The “dailies” in this game will be your farming of goods, transporting them, and contributing to node development. This isn’t a game where you level
1-50 and by the time you cap everything is done, and it’s time to raid.
Even at level cap you cannot neglect your node, and you will be engaging in all the content they have planned daily to thrive, you won’t miss these “daily quests”.
from my understanding it's based on your rank of faith. so the one who is most faithful gets rule it. Maybe there will be a way to gain and lose faith experience based on your actions and results in open world activities. There are multiple faiths provided from temples that can be upkept via shrines as well.
In example:
gaining corruption or killing corrupted players could alter your faith points, maintaining religious buffs (prayers and shrines), winning/losing battles such as wars, caravans, arena. Could be quite interesting with the level of depth from religious via a karma and conditions setting
also, guilds will be able to assign quests as well for players to pick up. Perhaps they'll have a diverse and in-depth selections of choices for those guilds for PvX, node type and maybe even some sort of influence on quests based on guild levels, perks, etc.
Could be very cool!
Really depends on the intent of the dialies they do not have to neccessarily used as a carrot to make players feel like they have to log in.
OH HELL THE PHFFFFFT YAH!
Dood, /like ur post for making me laugh out of nowhere!
Pce!
The Dark Alliance is building the Tulnar Civilization on our server!
[NA] [18+] - We need EVERYONE!
If you want in, send me a message!
No Dailies. No Chores.!
As Steven somewhere said - it is not a quote but meaning was somewhat similar - make a quality content and people will come by themselves, they dont need to be manipulated into spending the time and money ingame by other tactics.
-If there is dailies, then the reward should be low. About the same as a regular quest (e.g. some gold/xp, maybe some crafting materials or a common item). There should not be any extra reward for consecutive days. They should not be for any sort of special currency you are trying to grind out. In other words, they are something for you to do if you log in and like questing, but not in any way mandatory for progression.
-Weekly quests can be more rewarding and tied to some sort of progression, but not so taxing that if you miss a week you're forever behind (catchup mechanics for missed weeklies is great, especially if anyone's doing an alt). I'd still prefer the weekly quests just give better optional rewards (i.e. more gold/crafting materials than a regular quest, but 100% optional).
True end game progression should be tied to completing hard things, not just grinding out simple quests every day.
What's missing in current mmorpg's is the reason to log in for fun or meaningful time spent. What needs to happen is, we should want to log in because something in the game loop is craving us to have the next good time, and not for it to be an errand so you can get something to eventually display. The daily grind for vanity items in video games just boggles my mind and its why I'm just outright tired of most mmo's in the current market. Save for a some key moments in a few games, most games just feel hollow and lacking a good reason to play them. Mounts and pets, and good outfits are nice but honestly, that's not what makes games fun, at least for me. Its the design philosophy that is meant for multiple possibilities so the time investment doesn't feel like its a chore but something you actually are excited to go do and lose yourself in. I have fallen into the daily trap and will not play the systems in a game that want me to go down that route because its just not fun and it takes away the time that should be spent on the more fun aspects in the game.
Battle pass with fun cosmetic rewards and weekly quests is the way to go.
⇻ theNILV ⇺
That was when they introduced dailies.
Personally I think Legion was their best expansion so far. The introduction of M+ dungeons was one of the best innovations they ever put into the game. It took dungeons from being a entry level end game only activity to a mechanism for challenging repeatable (non-grindy) content. Especially for players who like difficult pve, but don't like to raid.
WoW has never been strong with world content as a primary end game progression activity. I don't think their approach with daily is too bad now as they feel totally optional (and well balanced with more important weeklys). I could go multiple weeks without doing any dailys right now and not feel like I'm missing out on any critical character progression, but they are there if I'm looking for some solo content in my downtime between group activities. That's what daily quests should be. I'd rather have optional daily world quests then a feeling of nothing useful to do.
There were daily quests in Burning Crusades. I know, I've done some of them and it's in good part what killed it for me. I stop playing WoW a good 5-6 months before WotLK.
I don't mind repeatable quests, I don't mind if there is a limit on how many times you can do some of them per day. For some quests that could even be only once a day.
The difference between a repeatable quest and a daily quest in my book is that you do the first because you want; the second, you do it because you must or are penalized if you don't.
https://knightsofember.com/forums/members/winner909098.54
I already organize myself, if I have to collect / hunt etc, thank you.
Something like that, you get the point (non-artificial, immersive, community driven, purposeful, and fun).
Better let player decide what he wants to do in a game, instead of forcing him to do dailies. And by forcing I mean, that usually dailies involve best rewards or stuff you cant acquire otherwise.
The problem with them is they are systems that limit play time or force catch up mechanics. However, that is the formula to just kill any game you stick those in. People don't like to be told to play another game instead. Genshin Impact right now really suffers from breaking the barrier into being a main game people play because it actually limits your progress daily unless you pay real money. Though the game does well money wise due to whales and stupid chinese players. It probably shouldn't be used as a measure of success when they might get outlawed in the future for being that way.
Most companies don't look at the data for this properly because it gets overshadowed by other things the game does right. I do know that it is an issue that if you asked every single streamer who plays the game they will say that dailies suck.
These kinds of practices are why this game is being made to begin with. So I have utmost confidence that dailies how they are implemented in most games these days won't be in Ashes. I just don't like dailies even if there was a better way to implement them. Scummy practices to force people into games are actually a big reason why people quit those kinds of games to begin with.
U.S. East