The objective is to reward players for coming back and playing the game often in order to increase the player base.
by rewarding players highly for a high frequency of participation and lower for a lower frequency of participation, it incentivizes one to play the game more.
a roll out strategy would be to reward the player once every 24 hours as they log into the game using a prize wheel that would consist of hourly buffs to attack or defense, money, or a variety of engineering materials. the more the player plays the more rewards they get.
a major opponent to this strategy would be players who feel a challenge is necessary to make a game feel rewarding and that this diminishes rewards, by framing new challenges and opportunities in the game this can be avoided as it gives the player new content to complain about. another opponent will be hackers or exploiters who will try to exploit the reward system by locking the rewards on a time gate not connected to the cpus internal clock and making checks happen for rewards server side, some exploits can be avoided.
by rewarding players highly for a high frequency of participation and lower for a lower frequency of participation, it incentivizes one to play the game more.
a roll out strategy would be to reward the player once every 24 hours as they log into the game using a prize wheel that would consist of hourly buffs to attack or defense, money, or a variety of engineering materials. the more the player plays the more rewards they get.
a major opponent to this strategy would be players who feel a challenge is necessary to make a game feel rewarding and that this diminishes rewards, by framing new challenges and opportunities in the game this can be avoided as it gives the player new content to complain about. another opponent will be hackers or exploiters who will try to exploit the reward system by locking the rewards on a time gate not connected to the cpus internal clock and making checks happen for rewards server side, some exploits can be avoided.