Welp, I’m a bit at a loss about reasoning behind the new dailies system. The requirements are a little more varied than they were before and I’m sure that was part of the intention, but the system comes with a nasty side-effect.
A a key symptom of something being afoul with the new system is that players are complaining about the system being more tedious than it was before rather than more interesting. I say this because I assume latter was the intent of the new system, and not the former. I believe that this is the result of an overemphasis of a task-driven system with overt and highly telegraphed tasks and reward.
When you have an obvious extrinsic motivator (laurels) with a set displayed tasks (randomization does nothing to help), the task itself becomes more mundane. This system has worked to detriment of games like New Super Mario brothers 3DS in which the coin collection and leaderboards actually made playing the game less interesting to play and more of a blatant task. In GW2, a game not built from the ground up on this type of playstyle, the task-driven mentality has negative effects on the actual play itself, and it takes the form of finding ways to taking advantage of game mechanics in order to get rewards faster. I’m no designer myself, much less an expert on the intricacies of subject but I have to ask one thing. Is players swarming to low level areas only to res spam NPCs the embodiment of GW2’s defined “fun”? I’m hoping the answer is “no” and that you’re looking for alternatives solutions.
So, ANet, my suggestion for you takes a few elements from TF2’s almost natural reward system, in which players are rewarded more often by logging in daily in random increments and timeframes with no set tasks; a system that respected the player’s capability of playing the game. I suggest reworking the system to something similar by allowing players daily progress for all tasks, but in diminishing increments. For instance players can finish their dailies by only killing a single type of enemy, but they can do it faster by killing mobs, harvesting nodes, crafting etc in less time than if they were to stick with one activity. You can even flip it around and call it a bonus for doing different things. Hide these tasks and randomize their contribution to the daily every day. This way players are encouraged to explore and do things they see in the world rather than those listed on their UI. Is it not the intention of the system for players to log in daily and explore the world?
Also, be mindful of players who aren’t driven by pure reward by not forcing the progress display on every player’s screen. And for these same players, don’t make the tasks unreasonably long, even with diminishing rates. As a casual gamer I’d say it’s better for players to log in the game in reasonable increments so as to avoid burn out.
(edited by TwoBit.5903)