Horizons this game needs daily/weekly/monthly rewards

No, please don't...


And if you are so bored, just give it a break and do/play something else but dailies definitely won't change that in the long term...
 
There's some interesting points right there. Thanks.

I've got one more, regarding this detail:

Daily or weekly incentive could force you do more professions ( like all of them )

In my book, that is an argument against dailies/etc. It's already terrible enough with the engineers, which are deliberately designed to make you do some of everything and this turned out quite terrible and frustrating. For example, why do you have to fly 5000Ly from Sol to get access to what is probably the most important combat upgrade (grade 5 DD)?

Dailies designed to force people to do certain things will primarily generate one thing: grudge against the dailies system.
 
I've got one more, regarding this detail:



In my book, that is an argument against dailies/etc. It's already terrible enough with the engineers, which are deliberately designed to make you do some of everything and this turned out quite terrible and frustrating. For example, why do you have to fly 5000Ly from Sol to get access to what is probably the most important combat upgrade (grade 5 DD)?

Dailies designed to force people to do certain things will primarily generate one thing: grudge against the dailies system.

A good incentive system is when you aren't forced or punished by opting out. Like a challenge you accept. Achievements can do that. I played a game where they would unlock some banners and titles you could put on display when playing and some of these made me change the way I played. It pretty much showed that there is variety in how to play it and that was a good thing for the overall experience. The biggest reward was that I ended up with having more gameplay varieties at my disposal. of course the gameplay itself was worth it .

#gameplayisitsownreward
 
I've got one more, regarding this detail:



In my book, that is an argument against dailies/etc. It's already terrible enough with the engineers, which are deliberately designed to make you do some of everything and this turned out quite terrible and frustrating. For example, why do you have to fly 5000Ly from Sol to get access to what is probably the most important combat upgrade (grade 5 DD)?

Dailies designed to force people to do certain things will primarily generate one thing: grudge against the dailies system.

I have often thought that there should be multiple ways of getting these unlocks. As an explorer I found the 5kly thing pretty trivial, as an explorer I find handing in bonds something I will never do. I think they intended the unlock system to encourage players to do a bit of everything, in practice it just locks a percentage of players out of that particular engineer because there are some things certain players will never do.
 
I have often thought that there should be multiple ways of getting these unlocks. As an explorer I found the 5kly thing pretty trivial, as an explorer I find handing in bonds something I will never do. I think they intended the unlock system to encourage players to do a bit of everything, in practice it just locks a percentage of players out of that particular engineer because there are some things certain players will never do.

One thing is for sure: Since I met the AIngeneered ones I'm through with combat in this game.
 
The only thing worse than daily/weekly/etc. quests, are daily/weekly/etc quests that provide rewards uniquely achievable through this system, removing even the option to just do something else instead if one prefers not to follow a checklist every day. Some games at least have the decency of restricting rewards of dailies/etc to the same things you get by playing without them, so that at least in principle they remain optional.

The thing is, dailies/etc fulfill a couple of functions, all of which serve a rather dubious purpose:

  1. To throttle down the rate of progress. Without dailies, your ingame progress is essentially proportional to your time spent in the game. Whether you play 7 hours every Sunday or 1 hour every day, matters little (besides the slightly larger overhead of multiple shorter sessions), and everyone is free to spend their available gaming time when and how they please. But with dailies, the game replaces that freedom with a strict schedule where you now are supposed to play every day for a certain amount. Weeklies just shift that slightly towards a longer period (in particular to make it more friendly for players who can only play on the weekend), but it essentially means that your time spent in the game is worth less after the initial N hours in that period.
  2. To funnel people into otherwise unpopular or unrewarding parts of the game. Your multiplayer shooter has that one game mode no one likes? No problem, just add dailies that require them to do 5 matches in this mode and you have a steady but disgruntled population in this mode.
  3. To draw in players as background filler. Some types of games live and die by their player numbers and have to maintain a certain level of activity to remain viable; in particular this is the case with some types of F2P games, where the entire game is designed around milking the whales, and all other players just exist to populate the game with enough people to remain attractive for those whales.

Instead of actually solving the underlying issue, dailies/etc mask it or shift the burden of the issue around between different types of players. Look how these examples could be solved instead; the solutions may be harder to implement, but games that do take on these problems are usually much better for the players:

  1. Balance rewards fairly for regular players and provide an outlet for outlier players with very large amounts of time and thus, ingame progress, assets etc.
  2. Improve or in extreme cases even remove bad game modes and activities so that they are actually fun.
  3. Quit making games and rethink your life. Whale-oriented F2P games are a plague upon gaming. Good riddance.

Yeah, it's true but it's also a pretty cynical way of looking at a system that is just designed to also motivate people that simply enjoy some more direction in games. I guess - like with most things - there is a good and a bad way to introduce it.

I actually like the Engineer unlock system that let's you do all the different things. It's not like it pushes you to play the game this way for eternity. You just have to do it once, maybe you will like it. And if not you won't have to do it again. That's a pretty good design.
 
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Yeah, it's true but it's also a pretty cynical way of looking at a system that is just designed to also motivate people that simply enjoy some more direction in games. I guess - like with most things - there is a good and a bad way to introduce it.

I actually like the Engineer unlock system that let's you do all the different things. It's not like it pushes you to play the game this way for eternity. You just have to do it once, maybe you will like it. And if not you won't have to do it again. That's a pretty good design.

What do you mean? If I engineer that one pulse laser - I will not have to do it ever again? For all the ships? Is it like an unlock?

I thought you had to engineer each and every module for each and every ship you have.
 
Unlock system. Like with the travel 5kly from the bubble example posted above.

I think this was more a comment on that you don't have to do it only once. I only have level one thruster engineering because level 2 requires me to go to combat zones to collect X, and level 2 FSD requires me to go to similar places, so it's not just once to unlock, it's once to unlock and again every time you need to get the mats the engineer wants. There's no point in me putting the time in to unlocking an engineer by doing something I dislike if I then have to do it again and again and again, because I'm simply not going to do it.
 
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