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One type of daily activity that can be actually good and meaningful

George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
Many months ago I made a topic about how shit dailies are for mmorpgs. How they replace the actual gameplay and activities that bring about progress for character, guild and community at large, which is mostly social, with ez, solo, sterilized and protected fomo grinds.

But I though about the uniqueness of Ashes of Creation and maybe ONLY ONE type of daily can actually fit well with the design of this mmo.

Comments

  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited December 2021
    A series of Node Contribution Dailies. Wood, metal, stone food.

    These dailes can be easy to complete, take you around town as to make the node look alive and a chance for people to run into each other at blacksmiths and such hubs inside the city walls, as well as lumber camps, mines etc etc outside of the nodes.
    The rewards can be a unique daily currency that works on a daily vendor in which players can find unique civilian cosmetics, nothing that impacts competitiveness.

    In addition, the node can be strengthened EVEN MORE due to players handing in raw and processed materials (as to include gathers and crafters), as well as progress and lv up, thanks to these daily quests.
    Obviously, this will be an addition to the current design: players building the nodes.
    Some people can't get organized, some are afraid of interacting with other players, some think that they might slow down others. These dailies will be the ez, solo method to contribute.

    Players that are more keen about their node will have an extra activity. It is also solo friendly and social, without the need to be hardcore. Something that everybody can do and actually impact the game, with the addition reward of a currency unique vendor access and titles according to the progress a character in undertaking those dailies. Competitive players may not choose to partake, without missing out on anything, without gaining anything.

    I for one doubt that I would ever ever choose to do these dailies for the good of the node, or for the civilian or furniture cosmetics found in the daily vendor, purchased with the daily currency. I can only imagine myself doing a bit of them if I am waiting for some1 to log in and I cant be bothered to set out on an adventure, or have nothing that I need to craft. May as well help the node progress.

    What do you thing? And happy new year to everyone.
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    ....are you going to tell us what that is, GB?
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Archeage had a daily like this.

    To me, it comes down to a question of whether or not having a daily like this is worth the potential income Intrepid could have made from selling the cosmetics that they will need to constantly add to the game to continually give players a reason to do this.

    While the game does need to have cosmetics, I would rather see them only given to players for participating in meaningful content.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Made a couple of additions if you wanna re-read
  • CROW3CROW3 Member, Alpha Two
    These work. Similar to the Company crafting / prospecting dailies in FFXIV. Connecting crafting to the node advancement is always a good idea.
    AoC+Dwarf+750v3.png
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    I have some thoughts to add about dailies too:

    Why are dailies not fun?
    For me, the fact that dailies are arbitrarily assigned yet they have the highest payouts is what makes me feel chained to them.

    I wonder if you replace the arbitrary nature of the way dailies are handed out into player-directed setup quests, would this change the "fun-ness" by putting the player in control, and adding a sense of anticipation?
    Concrete Example:
    • Player goes to local Node noticeboard to sign-up for the 3pm shift to patrol to the east. Player has optional sidequests to forecast the patrol shift, and prepare accordingly.
    • Player can also schedule a caravan to leave the node at 3pm heading east. 2 birds with 1 stone.

    I dunno if I'm making any sense, I just think that if you let players "set up" their quests, it might reverse the damage of dailies.
    I wish I were deep and tragic
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    maouw wrote: »
    I have some thoughts to add about dailies too:

    Why are dailies not fun?
    For me, the fact that dailies are arbitrarily assigned yet they have the highest payouts is what makes me feel chained to them.

    I wonder if you replace the arbitrary nature of the way dailies are handed out into player-directed setup quests, would this change the "fun-ness" by putting the player in control, and adding a sense of anticipation?
    Concrete Example:
    • Player goes to local Node noticeboard to sign-up for the 3pm shift to patrol to the east. Player has optional sidequests to forecast the patrol shift, and prepare accordingly.
    • Player can also schedule a caravan to leave the node at 3pm heading east. 2 birds with 1 stone.

    I dunno if I'm making any sense, I just think that if you let players "set up" their quests, it might reverse the damage of dailies.

    You've simultaneously reminded me of the fact that this sort of thing isn't the standard, and by extension, why I stopped playing MMOs other than my old ones for years.

    It really is amazing to me that this is the sort of thing one might feel the need to actually suggest (because you can't be sure you'd get it) when the Node System is a thing.

    Anyways rather than write another essay, I'll just link one.
    Y'all know how Jamberry Roll.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    CROW3 wrote: »
    Connecting crafting to the node advancement is always a good idea.

    While I agree with this, it is already the case.

    Since node advancement is based on experience earned in the nodes ZoI, more crafting and higher level crafting will generate more experience, thus level the node faster.

    As far as I can see, material use on a node scale in Ashes is for building amenities in the node, not for advancing it.

    I still just don't see any point or value to dailies of any sort.
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
  • BoanergeseBoanergese Member, Alpha Two
    I agree. Having quests that help with the war effort and the advancement of the node would provide a sense of belonging and would also make sense from a story perspective. I think you could also add some reward for doing the caravan escort missions. Maybe some token that could be turned in for a rare material, or something that would allow you to hire NPC guards temporally for your own personal use, or the coin that lets you control the monsters that spawn for the random events.
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    .
    A series of Node Contribution Dailies. Wood, metal, stone food.

    These dailes can be easy to complete, take you around town as to make the node look alive and a chance for people to run into each other at blacksmiths and such hubs inside the city walls, as well as lumber camps, mines etc etc outside of the nodes.
    The rewards can be a unique daily currency that works on a daily vendor in which players can find unique civilian cosmetics, nothing that impacts competitiveness.

    In addition, the node can be strengthened EVEN MORE due to players handing in raw and processed materials (as to include gathers and crafters), as well as progress and lv up, thanks to these daily quests.
    Obviously, this will be an addition to the current design: players building the nodes.
    Some people can't get organized, some are afraid of interacting with other players, some think that they might slow down others. These dailies will be the ez, solo method to contribute.

    Players that are more keen about their node will have an extra activity. It is also solo friendly and social, without the need to be hardcore. Something that everybody can do and actually impact the game, with the addition reward of a currency unique vendor access and titles according to the progress a character in undertaking those dailies. Competitive players may not choose to partake, without missing out on anything, without gaining anything.

    I for one doubt that I would ever ever choose to do these dailies for the good of the node, or for the civilian or furniture cosmetics found in the daily vendor, purchased with the daily currency. I can only imagine myself doing a bit of them if I am waiting for some1 to log in and I cant be bothered to set out on an adventure, or have nothing that I need to craft. May as well help the node progress.

    What do you thing? And happy new year to everyone.

    Your idea of dailies sound like 'questing' in new world.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two

    Your idea of dailies sound like 'questing' in new world.

    I was about to say, it sounds like a much more simple version of the job boards in New World

    GJjUGHx.gif
  • KarthosKarthos Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I've never had a problem with what I call "Cooperative Dailies" where players do tasks that benefit the region or server as a whole. Even "guild dailies" I felt weren't as oppressive, because the progress still took place if you missed a few days of doing them, and even the person who was only able to log in and play for an hour or two could contribute and benefit.

    Dailies become oppressive in my opinion when they give you two options: Log in and do them every day, or don't bother doing them at all.
    Aq0KG2f.png
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