Dygz wrote: » In my Fractured example, I stated that there is plenty I can do in 20 minutes. I can kill Rabbits, Saplings, Woodland Wisps or Earth Elementals, I just won't get any rewards whatsoever for doing so - not even xp.
Caeryl wrote: » I think you’re wrong in claiming those APOC dailies are to give players “other things to do”, they’re to give significant incentive to test features.
Caeryl wrote: » Open 3 chests: check if our RNG loot generation has properly weighted odds Destroy 10 walls: Test the effectiveness and performance impact of destruction mechanics we’re still fine tuning Kill 3 players: engage in general combat testing.
Caeryl wrote: » These aren’t tasks with the purpose of adding “spice” to APOC.
Caeryl wrote: » And the devs HAVE said there won’t be traditional dailies in Ashes. We will get organically generated quests that change often, aren’t consistent between nodes or time of the week, and won’t be auto given. You’ll have to pick them up like any other quest, they won’t have such good rewards anyone will feel obligated.
Caeryl wrote: » In your example, it would appear because players haven’t killed any local earth elementals lately and they’ve grown out of hand, for a week an npc in the area gives out rewards for slaying earth elementals, until the population drops to more acceptable levels.
Caeryl wrote: » That’s not a daily, that’s a spontaneous quest that appears only so long as the conditions demand. Casual players honestly shouldn’t be keeping up with dedicated players to any significant degree, said as someone with a full time job who won’t be keeping up with a high school kid
Dygz wrote: » Also, please show me a post where I said anything about casual players keeping up with "dedicated" players. I have never even held that thought at all, let alone written anything like that. You are arguing with yourself.
Dygz wrote: » Yep. Give me rewards for 10-20 minutes of effort. You seem to be jumping to the assumption -for whatever bizarre reason- that I think those rewards should be equal to or better than rewards for quests that take 30+ minutes. Again, you are arguing with yourself rather than against anything I've actually stated. Crappy design is subjective. The Ashes devs indicate that the MMORPG will have Dailies. I previously posted the dev quote on Page 3, but here it is again:Q: "Will there be RNG as dailies and stuff like that?"A: "I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then, you know if... your location's gonna matter because fast travel is not a thing. Where you're located at is going to determine your you know the risk versus reward opportunities that are present; and then depending on the time that those occur."
noaani wrote: » What you've conveniently failed to answer is why the rewards from that 20 minute piece of content that the daily quest is asking you to do is not sufficient in itself.
noaani wrote: » I'm still trying to break down exactly what it is you seem to want from a daily quest. If the quest takes 20 minutes, and you don't think it should reward more than a 30 minute piece of content, that means you think the reward for the daily quest should be equal to no more than 9 minutes worth of content.
If you add this reward to the reward you would naturally expect from a 20 minute piece of content, any more of a reward and you now have the same or better reward than a 30 minute piece of content.
So the question remains, why not just do the 20 minute piece of content? Why do you need the daily quest? Is it not perfectly fair that you get 20 minutes worth of reward for 20 minutes worth of content?
Dygz wrote: » Here, you are talking about content. Content is not intrinsically tied to quests.
Dygz wrote: » "20 minute piece of content" does not inherently mean there will be any tangible reward for 20 minutes of gameplay.
Dygz wrote: » 10-20 minute quests are not common in MMORPGs - especially not at higher levels or max levels.
noaani wrote: » Are you suggesting that a 20 minute piece of content + daily quest completion should reward players more than a 30 minute piece of content?
noaani wrote: » Dygz wrote: » "20 minute piece of content" does not inherently mean there will be any tangible reward for 20 minutes of gameplay. If developers design a game where a 20 minute piece of content may not have any reward, why would they then add in daily quests to give that specific piece of content a reward? Does it not just make more sense to tie the reward to the content?
Dygz wrote: » Content is not inherently tied to a tangible reward. Quests are inherently tied to a tangible reward.
Dygz wrote: » No. Again, content could be anything: Stomping on snakes in WoW is content. There are no tangible rewards for doing so. Killing grey mobs in WoW or EQ is content. There's no xp and IIRC no loot from that. As I've already stated several times, in Fractured
Caeryl wrote: » Yes and I’ve already replied to that, because literally in that quote tells you exactly what you need to know about the minor quests we’ll see in Ashes. They will be reactive to the world state. Quests will appear dependent on conditions of the local area. They will not be random tasks that appear simply to give rewards to players that have no idea what to do with themselves. Quests that can be done in small amounts of time will exist, they will give rewards proportional to small amounts of time. They won’t give you extras that make that 20 minutes of effort equal 40 minutes of reward.
noaani wrote: » So you want something for nothing. Honestly, that is all it comes down to.
Dygz wrote: » Are you saying you are unable to find rewarding content without daily quests? Because if you are, that sounds like a "you" problem.
Dygz wrote: » Caeryl wrote: » Yes and I’ve already replied to that, because literally in that quote tells you exactly what you need to know about the minor quests we’ll see in Ashes. They will be reactive to the world state. Quests will appear dependent on conditions of the local area. They will not be random tasks that appear simply to give rewards to players that have no idea what to do with themselves. Quests that can be done in small amounts of time will exist, they will give rewards proportional to small amounts of time. They won’t give you extras that make that 20 minutes of effort equal 40 minutes of reward. So then... we agree. Why have you been arguing with what I've said as if you disagree with me?
Dygz wrote: » Actually, your poor reading comprehension is a you problem.
Dygz wrote: » You just have a limited vision of what Dailies can be.
Dygz wrote: » In the Q&A, Steven does not say “We won’t have dailies.” Instead what he says is, Ashes dailies won’t be the kind with RNG and won’t make players make players feel obligated to participate in them. If you go to the wiki, you will see a section on Dailies. You will not see a section titled Minor Quests. You just have a limited vision of what Dailies can be. And you seem to be arguing about a label. Which is literally arguing semantics.
It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then, you know if... your location's gonna matter because fast travel is not a thing. Where you're located at is going to determine your you know the risk versus reward opportunities that are present; and then depending on the time that those occur.
Caeryl wrote: » Dygz wrote: » In the Q&A, Steven does not say “We won’t have dailies.” Instead what he says is, Ashes dailies won’t be the kind with RNG and won’t make players make players feel obligated to participate in them. If you go to the wiki, you will see a section on Dailies. You will not see a section titled Minor Quests. You just have a limited vision of what Dailies can be. And you seem to be arguing about a label. Which is literally arguing semantics. Nice selective quoting, maybe also mention this part: It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then, you know if... your location's gonna matter because fast travel is not a thing. Where you're located at is going to determine your you know the risk versus reward opportunities that are present; and then depending on the time that those occur. Where it clearly says quests will appear in reaction to a changing world. It’s an organic quest generation system. You simply seem so stuck on games with awful reward structures that you can’t fathom a game having those rewards ingrained into content itself. You say content =/= payoff? Then you have not played any games with decent reward structures.
noaani wrote: » Dygz wrote: » Actually, your poor reading comprehension is a you problem. It really isn't a reading comprehension thing. In the same way you are claiming this... Dygz wrote: » You just have a limited vision of what Dailies can be. I will say you have a limited vision of how rewards can be attached to content. Every time I bring this up, all you do is cite examples from other games - as if you are unable to see the possibility of different methods of distributing rewards. Without citing any other games, why does ashes need dailies in place of simply adding that reward to the content?
Dygz wrote: » I don't have a limited vision of how rewards can be attached to content. We don't know how rewards will be attached to content. I bring up examples from other games to show that the manner in which rewards may be attached to content or not attached at all is diverse and depends on the specific game design
Caeryl wrote: » Where it clearly says quests will appear in reaction to a changing world. It’s an organic quest generation system.
Caeryl wrote: » You simply seem so stuck on games with awful reward structures that you can’t fathom a game having those rewards ingrained into content itself. You say content =/= payoff? Then you have not played any games with decent reward structures.