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.
Thoughts on weekly and daily content
Taaku
Member
Personally I would much prefer AOC not have any weekly or daily quests in the game. Instead I would prefer the game just have overall good / enjoyable content that I would like to redo again and again on my own instead of being told to go do it. I would rather the devs spend their time making the world enjoyable instead of trying to funnel players together for 30 mins at a time per a day or a week. Just my thoughts. What are yours?
0
Comments
However, if AoC has such content, I just hope I'm not pressured to do them.
This
If there's a weekly quest for my 'node', for my 'relationship with an NPC' (that has basically minimal benefits or benefits that only help me when I'm in that area or doing something related to them), or something that is related to 'something that should take time', so more like time-gated than 'Weekly' or 'Daily' in the other sense.
Other than that I hate them, particularly when they are one of those 'everyone gets it and you have to figure out how best to use it in order to keep up' because that's explicitly a chore.
Basically if I choose to START a chain quest/action that I like, and it TRIGGERS a Daily or Weekly for a bit, this is fine, I usually think it's better than being able to repeat the thing 4-7 times immediately in a loop to 'get it out of the way'.
So for example I don't think that Ashes NEEDS to avoid doing this for 'Social Org Quests' or similar, for me personally, even though I hate it for most things.
If these daily/weekly tasks are not very impactful, if they're more of an added content that players can do but definitely don't need to, then I'm fine with it. I absolutely hate games which you need to do something every day to get a reward on the 30th day: it's not fun and it's usually just a predatory psychological technique to try and keep you playing.
Example of dailies/weeklies that are fine by me:
Example of dailies/weeklies that are awful:
If done right, daily/weekly/monthly tasks are fine, but not necessary at all.
Dailies/Weeklies for Gear/Character progression? Hell no.
Not really a daily since the pressure builds up then goes away if you kill a bunch of them. Might go to a different Node's territory or hide in a Fortress/ Cave instead.
Living world type stuff.
I was under the impresion that AoC was not going to have daily`s and such crap ?
https://ashesofcreation.wiki/Tasks
Something I still enjoy when I look back are dungeon dailies, these are things I will be doing regardless.
I prefer having side activities, if we take WoW as an example, I would love a "hearthstone" type mini-game where you gather cards from around the world. Like Triple Triads in FFXIV. It doesn't give you anything other then cosmetics, titles, and stuff like that.
In fact I think more games should look at the design philosophy of FFXIV and adopt and improve upon it. The side content they add is fun, optional, and not really tied to your character progression. Yet I find myself drawn to the Gold Saucer often. I think one of the key differences and this cannot be underestimated or overstated. When I look at dailies, and how relatively little effort goes into making them it often feels like they are designed to try and keep my sub going, not for fun. Having witnessed a developer releasing content and go "Here, enjoy" has been an amazing breath of fresh air.Especially as all rewards and things are cosmetic only, you can try and min-max it, as many have done, or you can just take your time.
Weekly raid lockouts I get if the game's a gear treadmill
All hail Intrepid!
https://forums.ashesofcreation.com/discussion/43713/do-you-want-daily-quests-if-so-to-what-extent/p1
Ad the Dev discussion about login rewards.
https://forums.ashesofcreation.com/discussion/48009/dev-discussion-26-login-rewards/p1
TLDR: both are bad.
As good side, it shows players thing to do to get money/components/xp/what else. and for casuals, this fills their gametime, they don't need to get knowledge of what the game allow to do, except if they got bored of dailies (but with enough variety in them, you do most of game content thru them)
Bad side :
less communication (how do i get that ? ... you discovered it thru the dailies)
The feeling you have to play each day, or enough time each week. in our human brain, dailies/weeklies are more a "to do list" than an helpfull way to farm.
to easier design, they are bind to a daily reset (with other mechanic)... so "everyone" does it on the same timing. making the "rushhour" effect even worse
It is not needed but a design choice, the good side is meaningless, while the bad side are really bad for me.
nope
For AoC, this could be tweaked toward turning in raw materials for experience points. This way, you can introduce an optional system for solo gatherers to level their craft without inflating the market with raw materials. You get a material sink to limit supply on the market, and the experience earned is fed back into the Node to advance it's development.
In a similar fashion, daily tasks to kill X number of enemies isn't inherently bad design, and with AoC's emphasis on emergent gameplay and the node system these tasks actually fit in rather than stand out as an appalling chore.
Nodes seeing adventurers patrolling the surrounding wilds and bringing back materials to further the construction and expansion of a town into a full-fledged city is thematically appropriate and in line with the exact methods of Node advancement. Guilds prioritizing "Node rushing" over material acquisition could become an important factor in planning and strategy as the world develops.
I want to play a fun game