114276-better-daily-and-rep-grind-content-plz

== Content ==
			
Something that I keep hearing from players is that they don't like daily quests as they feel grindy and aren't fun.  I personally have no issue with the current daily quests but I think there are much better options out there to gain rep and make a little cash.
 
- A dungeon daily.  Give people a reason to run a dungeon other than a chance at some subpar gear or just for the heck of it.  This seems like a really basic idea that carbine has somehow missed.  Whether it be a random dungeon that changes daily or an extra reward for queuing "first available veteran" in a pug or premade doesn't matter.  
 
What should people get?  Maybe the equivalent of 10-20 Elder Gems or the gold value of that much experience if you're already capped.  Maybe Dom/Exile rep.  I had thought of another loot roll on the last boss but I'm not sure that would work out in a group where some are and some aren't doing the daily or some have completed it already, etc.  You get the idea... a reason to run a dungeon once a day.
 
- A different way to get rep.  Something similar to the tabard system from a game that shall remain nameless  :ph34r:.  The system is basically in place already.  Give the important reps a "hologram logo" just like guilds do in this game.  When you have on the X factions hologram you get X % of xp gained as rep with them.  It would need to be a very small % to not just be farmable in a day of grinding stuff but it would get people to log in and play the content they enjoy while getting something specific out of it.
 
Maybe make the hologram logo a purchasable reward once you're liked or popular in order to make sure people at least explore the content.
 
 
My point is that carbine needs to come up with reasons to play the game.  I for one enjoy playing the game regardless but not everyone does.  A lot of people need a measurable reward to put in the effort.  More content that doesn't trivialize the game or make it "easy" but gives players a more varied and enjoyable means to chase their carrots.	
----
			I totally agree. WoW's WotLK did this well. You could buy a tabard and run dungeons "in addition to" the daily quests in order to gain rep. So if you were levelling an alt and wanted to quickly get max rep you could. But if you loved doing group content you could still Max out rep.	
----
			
Chua would like to see something like daily dungeon.
Perhaps even take system from Final Fantasy XIV where can run random dungeon daily for boosted rep, exp and loot rewards.
Will make dungeons more attractive and give people reason to enter more group content.
 
The tabard......yes to the idea, but will not solve anything.
Is just carrot on stick to grind reputation differently. Chua always find funny that Humans not see beyond carrot of Tabard and are grinding more with tabard then doing dungeons or something.	
----
			
{| class="blockquote"
Chua would like to see something like daily dungeon.
Perhaps even take system from Final Fantasy XIV where can run random dungeon daily for boosted rep, exp and loot rewards.
Will make dungeons more attractive and give people reason to enter more group content.
 
The tabard......yes to the idea, but will not solve anything.
Is just carrot on stick to grind reputation differently. Chua always find funny that Humans not see beyond carrot of Tabard and are grinding more with tabard then doing dungeons or something.
----
			
{| class="blockquote"
The problem with the daily dungeon is that most people I have found in pugs suck royally at the game and run away like a crybaby at the first wipe.
----
			
{| class="blockquote"
Give the important reps a "hologram logo" just like guilds do in this game.
 
Maybe make the hologram logo a purchasable reward once you're liked or popular in order to make sure people at least explore the content.
----
			
Personally I would:
 
1) Change the dailies so that you have quests offered from a pool, say 8 from 12, rather than the exact same quests every day. Its breaks up the monotony a little.
 
2) Add daily quests to the other factions that don't require 10+ players to complete.  Particularly where we have 4 hour CD's on events.  (I'm sure I read that for most MMOs's the average game time of a player is 2-3 hours per night which allows you to easily find your game time does not coincide with these events.)
 
3) Add rep bonus (as suggested above) to Dungeons, have it scale by medal award.  Do the same (but maybe halved) for adventures. One bonus award per day, bonuses can be stored up to a maximum of 3.4) Add rep awards for a weekly path quest, e.g. settlers must deliver x amounts of resources to a specific collection node.  Explorers / Scientists could find lost data fragments, soldiers kill x mobs... 
5) Daily (or weekly) crafting quests with these factions, to help the fight etc.  Weekly could also reward bonus EG or Fragments.
 
Just my 2 penneth worth	
----
			
{| class="blockquote"
Personally I would:(...) 
Just my 2 penneth worth
----
			
I would also reccomed a daily battleground quest.  You should either have to win it once or lose 3 times for credit.
 
My favorite daily quests are the ones where you kill one harder mob.  So they should definitely have more of the 5 man and 2 1 man prime mobs with a quest to kill them.
 
I still think they should make outdoor 20 man mobs scale damage with the level they are hitting, and then offer a weekly quest to kill a specific one.	
----