Posts Tagged ‘dailies’

Blizzard Hotfixes #1 Mists of Pandaria Gearing Issue: Justice Points Tied to Reputation

2 October 2012 | 2 Comments » | Mordil

I’ve been level 90 since last Thursday early morning, and one of the first things I discovered was that I needed to grind rep up to Honored for each faction in order to spend Justice Points for gear.

I had done all the quests in Pandaria, and as a Human, the only reputation I was Honored with was the Klaxxi (awesome story and faction, by the way). I looked up the location of where I could find the hubs, and it led me to the Alliance base, Shrine of the Seven Stars.

Talking to the NPC gave me a quest to hit Revered with the Golden Lotus before talking to them. I said to myself “Ok.. this shouldn’t be too hard. About a few days worth of dailies should do it, right?” Continue Reading

Dailies – The Pinnacle of Lazy Gaming

18 June 2012 | 7 Comments » | Mike

When I started playing MMORPGs, there was no such thing as a daily quest, but as theme-park MMOs developed and became the standard, and leveling times shrunk, developers needed a way to keep players playing. So the Daily Quest was born.

Here we have a system that is so boring and monotonous, I find it hard to believe that it still even exists. Basically, developers decided to create a quest system where the player would farm for some sort of token to obtain the items or rewards they were seeking.

This system, of course, adds nothing to the game itself, and just creates an atmosphere where players are logging in and repeating the same content they did the day before, just for the sake of collecting points.

I can remember the first time I ran into a daily(repeatable) quest and I just stood there wondering, “WTF is the quest marker still up? I just finished it.” Being in that mindset, I have very rarely ever repeated a daily quest in any game because I quite franking don’t want to do the same thing I just did the day before. This sometimes becomes difficult as I don’t always remember if I’ve completed the quest before or not, so sometimes I’ll just skip repeatable quests even if I didn’t do them.

SWTOR was the only game where I actually did do dailies daily, but only the space missions, because they only lasted about 5 mins and gave out huge amounts of XP. I hated doing them, but the rewards were just too great not to.

Dailies are whats wrong with today’s MMORPGs; where instead of dynamic, engaging content, developers shovel out horrifically boring quests, and tell you to repeat them every day if you want to progress. Let me also make the counter-point as to what the difference between sandbox and theme-park games is in terms of repetitive content:

With theme-parks, the dailies don’t change. You already know exactly what you need to do, how long it will take, and what the results will be. There’s really no mystery, and all you need to do is go through the motions of actually doing it.

With a sandbox, it’s not always the same, even when it is. You can decide to claim the same tower every time you log in, but who’s defending won’t always be the same, or perhaps you’ll need to defend it. Sometimes you’ll succeed, other times you won’t. Even gathering resources is not always the same. Sure the actual gathering part is, but you never know who you’ll run into and if you’ll make it back with all your loot. There’s a sense of the unknown with sandbox MMOGs where even if you think you know what will happen, you can never be entirely sure it’ll play out that way.

The same is true for games like League of Legends and any online FPS like Call of Duty. Sure the maps are the same, but the events that take place never are. It’s that human element added to daily quests that theme-park MMOGs do not have, and what makes them a terrible gaming mechanic used too readily and openly as is.

What do you guys think? Do you enjoy dailies? And if so, for the love of god, why?

Illum: Back to the Drawing Board

5 March 2012 | No Comments » | Mike

The Warzone and Illum PvP session at the Guild Summit just ended, and while Warzones are getting lots of adjustments, and a new faction-free Warzone called Novare Coast, Illum on the other hand, is being completely redesigned; although, details were sparse.

One thing we did learn, is that sometime in the future, Illum will go back to an objective based system, where the control-points will have a cool-down timer so they cannot be quickly flipped and farmed. Quests on Illum will also not be the primary way to obtain commendations anymore; again, no details were given.

Also mentioned, was that PKing in open world will finally give players a reward in the form of, yes, you guessed it: another commendation currency.

I got the impression that development progress on Illum is extremely preliminary, and nothing has been decided yet, which is why so little information about it was given. Nearly the whole session dealt with warzones, dailies, and commendations. So for those of you who were looking for changes to Illum in update 1.2, don’t hold your breath; it’s going to be a while.

Global Agenda: If (Recursive Colony = True) Then Introduce It; Else Impatient++

23 September 2011 | No Comments » | Beararms


On September 21st, Hi-Rez Studios released the much-anticipated free expansion Recursive Colony onto the live servers for its popular MMO shooter, Global Agenda. Recursive Colony is Global Agenda’s largest content update to date and its first major expansion since the game went free-to-play.

Recursive Colony is centered around the idea that the  humans of Dome City are being attacked by a hive-minded army of robot-building robots bent on the destruction of humans, and yes, I am very close to making a reference to the Terminator series. The new hive mind doesn’t just add a few new instanced missions and some flairs. That wouldn’t do for the cluster’s grandiose plans. Instead, an entire new zone, PvP maps, and daily repeatable missions will keep players coming back for more.

Good thing the resources are apparently infinite.

“North Sonora,” the new zone added to Global Agenda‘s map, holds the shooter’s major new content. By popular demand, the developer added in a series of chain quests and repeatable quests to give players something to focus on besides the grind of instanced PvE/PvP missions. These quests can either be done by solo agents or in teams. Depending on the mission, players may find themselves exploring the open world or sent with a band of your friends into a Skyne- I mean Recursive Colony -hive to take the fight to the machines. Continue Reading

Patch 4.2 Overload – Armor Colors, Pets, Mounts, Models, Set Bonuses, and More

6 May 2011 | 2 Comments » | pixiestixy

With the first version of Patch 4.2 hitting the Public Test Realm less than 24 hours ago, the floodgates have opened on tons and tons of new content to feast upon. We hope to take a more detailed look at the items that most interest us, but for now let’s do a quick rundown of what’s available — both via official announcement and via datamining efforts at WoWhead– for players to enjoy:

  • First of all, for an early look at what the big upcoming content patch will bring, take a look at the official Patch Notes. They have yet to be updated since the opening of the PTR, but keep an eye out for inevitable changes that will come about as testing gets underway. Some of the big items that are getting early attention include: the ability to reorganize characters on the Selection screen, changes to many crown control abilities, and the usual back-and-forth on class balance.
  • WoWhead has put up a set of fun new models from the PTR, complete with four new mounts and four new pets (I’m especially loving the kittens in witch hats, the whelpling and the Horde war wolf). Also included are models for bosses, NPCs and a few select objects. And for those items that still lack a model, you also can browse through the WoWhead listings of more than 800 items added in the last day alone. Icons and maps are covered in a separate post. That’s a lot of cool new stuff!
  • Perhaps even more awesome than the Tier 12 armor previews that Kershocker covered earlier this week is the fact that we now know that each set has multiple color variations. We’re not sure exactly how or why yet, but the variations are significantly more apparent than slight color changes for higher-iLevel pieces that we’ve seen lately. I am really digging this option, as I’ve always loved the idea of a higher degree of armor personalization. Now we just need to wait to find out if the color changes by spec, by iLevel, PvE versus PvP — or maybe just player choice. But probably not.
  • Also regarding the Tier 12 armor sets, WoW Insider rounded up the set bonuses for each class. And given the theme of the Firelands, I must say the bonuses do not disappoint. I love how most of the bonuses have something to do with adding fire damage or some kind of fire-related ability. FIRE!

So much to go see! Out of all this information, the armor color variations are probably my most anticipated. I can’t wait to get more information on what this change entails. What are you excited to see in-game?

Dastardly Dailies Demand Due Diligence

1 March 2011 | 2 Comments » | iTZKooPA
Shit. My ship just left without me.

I'll hang out with you just for this one daily...

The concept of daily activities, aka dailies, isn’t new in the gamer lexicon. They’ve been around for years. I wouldn’t agree that these digital chores have been with us for over a decade, but some gamers might see it that way. My first true experience, the one that actually hooked me on the design, was, not surprisingly, World of Warcraft. I used to log in daily anyways to farm, but The Burning Crusade’s implementation of daily quests to deliver guaranteed amounts of gold struck me as genius. And somehow less monotonous. The various tasks required of me on the Isle of Quel’Danas sealed the deal, securing my routine attention for weeks on end.

Gold was to be had, how could I, an Au hoarder, say no?

Slowly, Blizzard expanded the concept of dailies. Daily quests for primary professions, cooking, fishing and the beloved addition of reputation grinds were added. Seasonal events joined the fray, and then the epitome of the daily, dungeon runs with delicious rewards. At this point, spending over an hour tackling various dailies was commonplace. And that was fine with me. I only had one character and WoW was the only game that I played with dailies. Fast forward a few years (and two expansions) later and that’s no longer the case.

Not only has Solidsagart joined my stable of endgame avatars, but other companies have begun to tap in to this design philosophy to drag players to their world just like Blizzard has. Upcoming MMOG Forsaken World has your typical string of dailies, as well as the rewarding prayers which can be triggered multiple times a day. Even psuedo- or non-MMOGs have joined the parade. From FPS games (Modern Warfare) to MOBA games (League of Legends) and F2P MMOG (World of Tanks), the first victory of the day garners extra experience, in-game currency or both. I’ve yet to find any Gaming Sirens in Rift, but I’d be shocked if Trion Worlds ignored the latest and greatest trend.

It’s getting to the point that I need to setup an advanced schedule to maximize rewards from dailies that are spread across a half-dozen games. Or I could stop playing so many titles in such a min-maxer fashion.

Where’s that calender app…?

The Toll of Tol Barad: Blizzard, Fix This Mess

11 January 2011 | 7 Comments » | Amatera

Tol Barad: Less fun than a colonoscopy if you're attacking.

If you’ve even set foot in Tol Barad over the past few weeks, then you already know exactly where I’m going with this — it’s a mess, a terrible, unbalanced, and disastrous mess. Though we can say that PvE is in a decent spot right now, it seems that World PvP is stuck in the same void that raiding was in the middle of the last expansion. In an attempt to make the Wintergrasp formula more accessible or “fair” (though that word’s as loaded as any), they’ve destroyed the essence of what makes it fun and engaging.

That’s not to say it was perfect before, of course, but judging by the outline of Blizzard’s reaction posted yesterday, the direction it’s going in doesn’t appear to be any better:

Now that Cataclysm is out in the wild, more players are getting geared up and checking out Tol Barad, the new outdoor PvP zone. Today, we wanted to address some of the concerns players have expressed about the zone, including how challenging it can be to win as the attacking team, and provide some insight into our design approach. We also wanted to share some of the lessons we learned from Wintergrasp, discuss the difference between the two zones, and touch upon the recent hotfixes made to Honor Point gains and how we plan to improve Tol Barad going forward. We’re confident this zone will provide meaningful and fun PvP for some time to come, but we also recognize additional tuning is required to ensure Tol Barad is everything we intend it to be.

Since then we’ve devised mechanics that help ensure equal team sizes, and we took Wintergrasp’s lessons to heart when we designed Tol Barad. Tol Barad is intentionally balanced so that it’s a challenge for the attackers, because we want to make sure that control of Tol Barad matters. For the defenders, there’s a sense of urgency that Wintergrasp didn’t have — if you lose it, you’re going to have a hell of a time taking it back. For the attackers, there are a number of rewards at stake — such as access to the Baradin Hold raid and additional daily quests — that we hope players feel are worth fighting for. That sort of tension is what we wanted from Wintergrasp, and what we believe Tol Barad can ultimately offer.

With that being said, we want winning Tol Barad to be a challenge for the attacking faction… but we don’t want it to be impossible. Taking Tol Barad should be tough — but right now it’s a little bit too tough, and it’s something we’re actively working to balance. Earlier, we attempted to temporarily address the issue by offering a far better reward to the winning attackers: Honor Points awarded for successfully attacking were increased tenfold, but that was such a great incentive that it ultimately undermined the spirit of competition. Since then, the reward for winning as an attacker has been brought back down to a more reasonable amount.

While we’ve already made minor adjustments to improve the gameplay and address select exploits, our job in Tol Barad is far from over. We ultimately want to make sure that any changes we make are all steps in the right direction, and we intend to make several updates in the next minor patch to address design and balance issues affecting attackers that we can’t address with hotfixes. For example, we plan to alter the battle slightly so that a team with two bases captured can more quickly and easily capture the third, as opposed to a team with one or zero bases. This way, if the defenders turtle up, it’ll be a little easier for the attackers to take their last base before the defense can take one of the attackers’ other bases.

We’ve been reading your feedback, watching trends across our global realms, and fighting plenty of battles in Tol Barad ourselves to get a feel for what’s working and what isn’t, and we’re committed to making Tol Barad a fun and engaging zone. We want owning the zone to be meaningful throughout the lifespan of the expansion — and while the attackers may always face somewhat of an uphill battle, the defenders should feel much more pressure not to lose than they do currently. Just the same, the attacking faction should feel motivated to take Tol Barad back, but they shouldn’t feel that the odds are insurmountable. So keep fighting the good fight, and we’ll continue watching the battlefield and listening to your feedback.

If you don’t want to read that wall of text above, let me sum it up for you. It’s Cory Stockton essentially saying, “We’re looking at it, and we hear your pleas, but we kinda like where it is.” The rest is meandering and dancing around the issues, without addressing or offering ideas on how to fix it, and I think I know why… Continue Reading