107533-lets-talk-about-dailies

== Content ==
			
What follows is a discussion of the daily mechanism in WS.  It is not intended to troll or qq.  It is not intended to lower difficulty.  It is intended to act as a way to provide a more engaging experience to players with limited time.
 
I apologize for the length of this post, but it is a rigorous treatment of the daily system.  It is also a refined version of this reddit thread:http://www.reddit.com/r/WildStar/comments/2d3mde/my_suggestions_to_fix_daily_questing/
 
Who:
  My Name is Birdoggydog.  I'm a 50th level Engineer, 21st lvl SS on Bloodsworn.  I am currently on the Dungeon phase of attunement.  I love PvP - even with it's issues.
 
  I play 1-2 hrs per day.  I love WS.
 
Goals (Un-ordered):
 
   Have fun.
   Cap EG.
   Make Money.
   See Exciting Content.
   Party with Guildies.
 
Problem:  
 
  With limited time I am forced to make decisions about how best to achieve the goals above and I am forced to prioritize them aggresively.
 
Solution:
 
  Run dailies to get max EG as fast as possible, then touch other content.  
 
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Dailies:
 
   Daily Quests ("Dailies") are a reward system which gives a known amount of reward for a certain amount of time invested.
   They can (mostly) be done solo.
   They can be completed in a short span of time (~1hr).
   They are predictable.
 
Proposition:
 
   Dailies should be viewed as a way to incentivize players to experience content (and have fun!).
 
   What I mean above is that given the definition provided of dailies and the stated goals we should view them as a way to provide basic, consistent rewards for enjoying WS.
 
Present Day:
 
  Dailies currently incentivize reapetedly running content which is not WS most enjoyable content.  They limit player choice and reward a "log in, get it done, log out" approach to the game.
 
  I argue that dailies currently limit player choice within the context of the Goals Stated and Problem.  With limited time, and multiple goals efforts must be made to find efficiencies.  Dailies act as a strong motivator to do specific types of content.
 
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What follows is what I think the structure of a revised daily system should be. 
 
Idea:
 
  1)  Give daily quests for all content.  
      Dungeon
      Adventure
      PvP
      Challenges
      Normal (CS/NW)
      New Systems:
        Arcade Challenges
          Dodge a lot of telegraphs
          Do X damage in Y time.
        Chess/Checkers or other games.
        Non PvP competative challenges.
        Skill training.
 
  2)  Normalize rewards vs/time.
      Take current avg completion time of dailies vs rewards given.  For all content types ensure this ratio is essentially equal. 
      Don't nerf or otherwise effect the rewards given for each type of content.  Dailies go ON TOP of whatever else you would be doing.  They're a perk for having fun.
      
  3)  Cap the number of dailies which can be perfromed per day (or the amount of daily rewards which can be received).
      100,000 EG worth of xp per day from dailies.
      or
      10 Daily Quests Complted per day.
     
  4)  Let me choose which content to run with a simple, clear and centralized interface.  This is Sci Fi.  Let me use my PDA.
 
  5)  Make all combat/collection dailies shared between group members..  Potentially all dailies.
Expansion:
  
  Thses things are less vital than the above, and more flavor/fun ways to explore the concept.  They only work if the above (or similar) systems are already in place.
 
  1)  Put dailies in older areas.  Instance them if need be.
      Ex.  THe Protostar Honey Explosion zone.  I loved that place.
  2)  Make dailies reset at 3 or 4 am.  In europe the way resets happen is disruptive to regular play.
  3)  Give a multiplyer to 'types' of dailies (1 in the Idea section) which I haven't done in awhile.  Haven't completed a dungeon daily in 2 week?  That quests a 1.5 multiply this week!
  4)  Add a meta game to dailies.  Allow unlocks (titles, mounts, gear access, new story quests etc.
 
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Achievements:
   
     Rewards are left at current levels and can be easily tuned.
     Normalized rewards/hr/day incentivises playing content the player likes.
     Players are incentivized to log in because they will be rewarded for trying new things.
     Lesser used content can be pushed by providing reward multipliers when run.
     
Please feel free to argue where you see nescesary.
 
Edit:  Formatting, Spelling.	
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Your system slightly reminds me of Guild Wars 2 and I don't like it one bit. Especially this part: 
  
 
{| class="blockquote"
Cap the number of dailies which can be perfromed per day (or the amount of daily rewards which can be received).
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You don't put limits in.  I'm not sure why that is unclear.  I'm pretty sure that what you're describing is exactly what I've laid out above.
 
Make a bunch of rewards for content people like to run.  Just add it over top each day, and make those EXTRA rewards for content a "daily" occurrence.  The cap on the amount is only there to maintain a rewards structure similar to that of the current daily system.  If we don't care about that then remove that cap.  Simple enough.	
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			I think the monthly content drops will keep doing daily quest interesting, I only see they need to do changes when there isn't going to be a content drop for a long while. 	
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Madda is pretty sure OP has never done dalies yet if they were to set a number to 10.
 
Northern Wastes has more than 10 too XP	
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Dailies are flat out lazy game design. I can't think of a time when people complimented dailies. I didn't hear anyone say how good Mists of Pandaria was because there were so many dailies. 
 
Daily quests have a start and a finish. I find it amazing how my desire to play the game goes to 0 once I finish my dailies. It is almost like a psychological switch that gets flipped. 
 
What the game needs is repeatable content. Let me clarify, repeatable content does not equal dailies. 
For example, here are two scenarios;
1) In a max level zone, you are tasked to kill let's say, a giant flaming bird. You can complete the quest once a day and the respawn is an hour. Everyone jumps in, kills the boss, and leaves. As a result, there are only people in that max level zone for 10 minutes at a time.
It results in passive gameplay. You wait for a timer, kill boss, then leave. Done and done, now you can log off and play another game. 
 
2) In a max level zone, you are talked to kill let's say, a giant flaming bird. You can kill the boss as many times a day as you want. Every time, you have a chance to get the same loot. In order for the boss to spawn, however, you need to summon it. In order to summon the boss, you have to play inside the zone. Collect special harvesting nodes, kill mobs, quest, capture pvp points, whatever. The devs can make any combination of tasks that will result in getting the "summoning tokens" or whatever is required to spawn the boss.
As a result, you have people playing in the zone, there is no start and end to being in that zone. Whether you play for 20 minutes, or play for 10 hours, you are still making some sort of progress. You can even make it so the person who actually summons the boss gets a bonus. This results in active gameplay. People are in the same zone, they don't reach an "end" point, and want to stay in the zone. 	
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Reached cap in NW, Malgrave, Exiles, and crimson....I don't do them no more, I can earn more money (once at ep cap) simply grinding mobs.
 
Only one I have not capped is Blighthaven but I gave up on that weeks ago, need to be lucky to have the right amount of people for 2 of the events...personally, I don't want to sit there for 90 mins hoping SW pops and we have enough to kill it and then the whole evening praying a guild shows up for the tree. So now I don't go there no more, I got better things to do like playing another game. Ha!
 
Anyways, it would be nice if they offered better rewards for daily once at beloved; now that I am max in most them, I feel no desire to go back b/c frankly they are boring and the rewards are generally terrible.	
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			They need to do something. I mean, I HATE the very concept of dailies. But Wildstar dailies are the worst dailies evaaaaaar. They completely suck the soul and fun out of this game.	
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			"I really love <insert MMO name of choice>, but I wish they had more daily quests. I mean, they just make the world come alive!".....said no one ever. 	
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I actually like the dailies as they are.  There are times when I want mindless tasks to zen out and take my mind off of real life.  The fact is that each day you run dailies gives you about 30% of your weekly cap, so it isn't like you have to run them every single day to cap EP.  3 days + other stuff is more than enough to cap EP.
 
Tues-Friday - Do what I feel like doing, PvP, dungeons, adventures, farming mats, etc.
Sat/Sun - I have extra playtime, spend 90 minutes each day doing my dailies, get 60% of my cap for the week.
Monday - Do enough dailies to cap out EP, if necessary.
 
Monday is literally the only day that the current system actually affects my play choices, and that is only if I am not already capped out on EPs.
 
That being said, I wouldn't mind seeing a set of daily dungeon/adventure/PvP quests to give you an XP/gold boost.	
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{| class="blockquote"
"I really love <insert MMO name of choice>, but I wish they had more daily quests. I mean, they just make the world come alive!".....said no one ever. 
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			I dont even know where these dailies are i hear everyone speak of, cant you get any until lvl 50? Serious question, new to game :)	
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{| class="blockquote"
I dont even know where these dailies are i hear everyone speak of, cant you get any until lvl 50? Serious question, new to game :)
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{| class="blockquote"
I actually like the dailies as they are. There are times when I want mindless tasks to zen out and take my mind off of real life. The fact is that each day you run dailies gives you about 30% of your weekly cap, so it isn't like you have to run them every single day to cap EP. 3 days + other stuff is more than enough to cap EP.
 
Tues-Friday - Do what I feel like doing, PvP, dungeons, adventures, farming mats, etc.
Sat/Sun - I have extra playtime, spend 90 minutes each day doing my dailies, get 60% of my cap for the week.
Monday - Do enough dailies to cap out EP, if necessary.
 
Monday is literally the only day that the current system actually affects my play choices, and that is only if I am not already capped out on EPs.
 
That being said, I wouldn't mind seeing a set of daily dungeon/adventure/PvP quests to give you an XP/gold boost.
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Personally, I really do not like dailies.  I already do something where I show up, put in a set amount of time and get rewarded for it, this happens Monday through Friday.  It too is also mostly mundane and repetitive with sparks of interest every now and again.
 
But I feel compelled to because it's the easiest way to cap EP/EG for the week and the money is good.
 
I quit MOP because of the dailies and Wildstar is going the same route (I heard there's a 3rd daily zone in the next drop...bleh).  They're not new, they're not interesting.  And here's the catch, almost anything you have to do ritualistically every day gets boring.  ANYTHING.  Variety is what's important.  Which might be the key, mix it up.  Release a zone with say, 40 different daily quests but randomly assign 10 each day.  That way at least it's mildly more interesting every day.	
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{| class="blockquote"
That all assumes you did enough days to cap rep or are not interested in rep.
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