Hello,
have my excuses upfront for this text-wall that is incoming. But it is thought out very comprehensive and therefore needs more space.
Some gamer veterans I play with from time to time thought out a possible solution for the “daily chore”, like it is discussed here:
https://forum-en.gw2archive.eu/forum/game/gw2/Please-stop-once-per-day-content
They are not on the forums, they are playing in the free time they have, so I’m taking up this part now. Also I support this idea that last brainstorming gave us.
First let’s summarize the problem, and the current situation:
We do have a maximum of 11 daily tasks in pve and 4 in pvp, the reward is XP, Coin, Mystic Coin, Karma, Laurel, PvP Crafting material. Sometimes a shop item.
Players who do not have a so called streamlined day, will run into the problem finding themselves “having to do” the daily. Whether or not you have the opinion it’s optional, it should be more fair, 2 reasons for that: wanting rewards is human nature, and playing games should take us away to relax from daily reallife. So to speak, if our daily lifes can not be streamlined for a game – and they certainly should NOT – the game should get streamlined a bit to suit more to players, no, human habits.
ANET already implemented the AP reward system. This system is appreciated by many players, although some now find it to make no sense or to be a system for showing elitism. This is my and our group’s perception, and also only a side note to go over to the suggestion. It actually made the idea possible, thanks ANET for the AP reward system again!
So, how can you actually let players play more freely without finding them to “have to do sth”, get the hardcorers and also the weekend players together a bit more. Not completely, thats not possible imo.
You have also to take into account that the time-gating of laurels is there, to prevent more item tiers (see the discussion in link above). So this should not vanish, but be brought into the game in another style.
The idea we came up with is, use a system similar to the AP reward system for the monthly achievements.
This will reset with the monthly reset though. Dailies will be integrated in monthly achievements, there’s only one panel for monthly left after the change.
There is a monthly cap on the rewards that is exactly as high as the current maximum possible rewards. This takes care of possible whining, why “with the recent changes there is more/less reward”.
So, 30 laurels from dailies, 10 from monthly, 30 jugs of karma, 30 mystic coins, 150 silver coins, 450 AP from all daily achievements + 110 AP from all monthly achievments, 560 AP in total per month.
Each achievement (can be implemented with tiers) will give double amount of what it gives now, but only until the cap is reached.
Example: 25 underwater kills = 2 AP, can be repeated 6 times a month for example.
Leave the “current monthly achievements” and their tiers as they are, almost nobody has a problem with that.
A player who has already the 560 AP for that month will get 0 AP from the next 25 underwater kills. Most of the achievements can just be taken over. Like 1 dungeon run = 2 AP or a JP done = 2 AP and so on. Some should be extended, like the number of kills, and maybe fractals (3 fractals=2AP), some maybe neccessary to cut out completely, like visit the laurel vendor – this would mess up this system.
After a certain amount of AP is reached in the monthly AP reward bar, it gives out a chest containing 3x jug, 3x mystic coin, 15s, 3x two different pvp material, 3x laurel, 1 shop item at triple chance like now. This chest is given out 10 times a month, then no more chests are given out until reset/next month. Maybe each chest at 20 AP, so you don’t neccessarily have to do all achievement tiers for this month (200/560 needed only, this concludes somehow with 30×5 + 40 if you do dailies each day only to get all the laurels). It should also be able to cap the chests at 1 per day, even if you reach lets say 60 AP on day 1 (this, I have to admit, was only advised by 4 of 7 people).