Could we get a reward for completing all daily tasks 7 days in a row? Something worth working towards- like red spell books or unicorn hairs...
😆 I'm Looking forward for a year in a row. 😍
Green spell books!!
What about like 100 coins, a few free potions, few mushrooms, maybe silver keys, free energy, wxp? Would that satisfy you?
@Kreaturez Was that sarcasm? Because all of that is overkill. There doesn't seem to be any harm in a small reward for a streak of dailies.
Definitely think there should be A) a reward for multiple days daily tasks finish (completing the whole month perhaps?) B) a counter to let you know how many times you have finished them
I kinda agree with @Kreaturez Sarcasm. The game already provides all sorts of resources in an amount that seems meaningful and gives a niche and value to all of them - and yet there's always people who ask for more.
To me, that always feels greedy - and brings up the question "What would satisfy them?" to the point where they don't want "more"? It also reminds me of what "Resourcefulness" means... all riches in the world would not be enough if you would waste them or don't know how to use them purposefully.
@Lucoire I understand your point, really I do. But with both profession trees and the new SOS training requiting RSBs, I can't help but think there must be a niche somewhere to reward one or two extra here and there.
I also don't see it as any more greedy than suggestions about having familiars to collect more spell energy, or having specialisations to make other progress in the game. And those suggestions have been taken on board, after a fashion, with the new skill trees.
@Magpie31 But those suggestions were intended to be more than just a means to a reward, they were intended as a deeper and more customizable gameplay, more complexity without being complicated, more variety.
I would suggest that instead of conservative days, they are "Complete all daily assignments X amount of times"
I always feel consecutive days in games make it difficult to those who may not be able to log in daily, due to travel for example.
@Navik But there is no challenge at all to x days, and surely x days becomes the daily rewards?
What about Jurassic world daily rewards that scale depending on how many successes you had? Or guild rewards weekly?
Everyone views game balance from their own perspective, hardly any objective views expressed
New players struggle for scrolls and red spell books, more established players have an abundance of both
The common factor for Professions and SOS is green restricted spell books which are in short supply for those who went multi skilled route
There is no simple fix yet, but as has often been suggested, converting scrolls to books seems to be an appropriate way forward
@Lucoire I think it's always a positive when people ask for "more" from a game, rather than considering it "greedy". Rewarding players for, ya know, playing the game isn't greedy - it's a win-win for both the players and the game. It's the difference between encouraging players to simply open the game and encouraging players to actually play the game. One gets them to tokenly open the game in order to get that day's reward(s), and the other encourages players to spend a not insignificant amount of time engaging with the game that day. From the perspective of the game's developers, that's more time a player invests in the game which in turn increases the possibility the player comes back to the game and ultimately the possibility they might find reasons to spend money on the game. Who among us hasn't barely opened the game to get the "you opened the game today" reward, only to feel no other reason to stick around or come back to it that day because - eh, not much going on and there's no special event and the dailies have become a bit stale so why even bother today - and then you just close the game. Then maybe you forget to even open it at all tomorrow. And with so much competition for our eyeballs and attention, that can become a slippery ****. A reward for completing all the daily tasks consecutively, etc. gives folks a reason to stick around and grind through the dailies (which they very well may have become bored with at this point) - something to work towards because if I do so every day for a week (for example), I get some mysterious reward and that's exciting and new. So no, I don't believe it's "greedy" to suggest ideas by which a game might innovate or find ways to pique/sustain our interest. It's ultimately in their best interest to develop ways the game can maintain engagement outside of the special events (like Community Day, the current special weekend, or Brilliant Events). And while the daily tasks do themselves provide rewards - some of which aren't insignificant (Strong Exstimulo for returning 10 Foundables ain't nothing to shake a stick at), though others aren't exactly thrilling or rewarding to complete (like having to throw away those 3 Granian hair so they don't take up room in my inventory) - they're certainly repetitive, and for many of us who have been playing this game since it released it's no wonder we'd be interested in seeing how some of the game's systems could be freshened up a bit. For example, I found the SoS Assignments were great at keeping me engaged on a day-to-day basis outside of the daily tasks and I was disappointed once I'd completed what was available - to this day, I open the game hoping to find a notification about new SoS Assignments to complete (don't get me wrong, I had my complaints; like how the last one required completing WCs with three other wizards and I live in a city with a serious dearth of HPWU players but then the Knight Bus happened and BAM, SoS Assignments completed). It's having something to work toward in the background and especially between special events.
That is what I think @Pondripple but especially @Magpie31 are getting at: ways to enhance the base game outside of events, on a day-to-day basis. The devs have done a great service to the base game-loop (what developer Bungie coined the "30 seconds of fun" principle) with the recent changes to returning Foundables - despite the...rocky rollout (to put it charitably). But as Jaime Griesemer (the Bungie game designer credited as coming up with the 30-second loop adage) has pointed out, that only works if the game iterates on the mechanics surrounding that loop. So while yes, returning Foundables is fun in that 30-second loop, it will turn stale if the mechanics surrounding it don't change. Giving players ever more complex or challenging reasons to return the Foundables on a day-to-day basis helps them forget they're simply playing the same 30 seconds over and over again. And for a "live service game" that doesn't have a traditional progression model or canon ending for players to work towards, finding ways to instill in players a sense of investment in the future of the game - into longer-term goals - helps entrench them into the systems of the game and engagement with those systems. This may all sound like gobbledy-****, but what I guess I mean by it all is that it's in the best interest of HPWU for them to introduce/develop the types of mechanics and rewards systems like what @Pondripple suggested here. It's not "greedy" - it's players letting the developers know what's likely to keep them around in the long-run. And when it comes to game design, player-retention and just plain "fun", it's really the best thing for everybody.
I would like to clarify that the word asterisked-out in my comment was supposed to be "****". I can't say for certain that this wasn't just my autocorrect doing something hinky there, but I will say it's hard for me to believe it would go from whatever I could've mistyped to "****"; it should also be noted that I proofread my comments at least once before I post them and often at least once immediately after (in fact, I had to edit that comment to fix an issue I found in my post-post proofread). Again, I can't say for certain that I didn't simply miss the mistake while going through the comment one last time before posting (and one last time following submission) but boy, is it unlikely.
I think you've focussed so much on the word "greed" that you've completely missed the point of why I used that word. I even get the feeling that you were so offended by that one word that you completely blocked the entire rest of the message.
Rewards aren't a bad thing. But rewards need to match the effort that is put into aquiring them. Red and Green Books are rare - and justifyedly so - as are DADA-Books and Gold-Coins. The difference in availability and need makes up the resource-economy of the game - and that economy is pretty good so far. The suggestion of this thread however would undermine the established rarity and thereby break the resource-economy - which in return would undermine the feeling of "success" or "fullfillment" of playing the game.
I mean, there are games that riddicule that very notion by throwing Achievements at the Players for the most MUNDANE things imaginable - like starting the game for the first time or "pressing a button". "Congratulations, Player, for succeeding in this very difficult task."
That's not what "achievement" means, and that's not what "rewards" are there for.
And if you think that it's a good idea to encourage players to play by throwing rewards at them, you're spoiling them even more than they already are.
What the game does is corruption. It corrupts the reward mechanic of your brain into releasing Dopamine, Serotonin and Oxytocin by "enhancing" the things you do in the game with arbitrary rewards. That in return will make you feel good and improve your experience of what otherwise would be boring.
In the "old days" people didn't need "rewards" to play games because the games themselves were good enough to be played for their own merrit. Games today are (for the most part) more boring, bland and "simpleminded" - but trick you into "having a good time".
Essentially the Reward mechanics are gamified bribery.
@Lucoire agree that rewards/achievements shouldn't be too easy to recieve/accomplish otherwise what matter does it make which level i am playing on? By higher levels able to achieve goals faster, it rewards those who have put time and effort into the game.
I would go for a DADA book every 7 days (if you complete all assignments every day for 7 days in row)...
I made calculation (with help of friendly excel of SOS tasks). To complete all SOS assignments you need 1049 DADA books. At the moment we have 4 events per month (2 briliants, 1 weekend and 1 community day), if each event would give us 5 books, that would be 20 books per month (if we get 5 for each event, which we probably won't), that means 240 books a year, so you would have to play next 4 years, to finish SOS tasks.
So book a week wouldn't be too much to ask...
Pokémon go has a 7 day streak. That seems to work out pretty well. The daily log in bonus isn’t great. For example the last day log in for August is 15 spell energy. That’s the reward for playing for all days of the month? That seems like it could be enhanced a little. The one before that is 150exp. So some sort of a good job you kept the streak alive for the whole month award like a few bonus books or maybe a free 24 hours of the golden cauldron would be pretty cool without it breaking the gameplay or anything for those that can’t log in daily.