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