I’m using “effort” in the sense that you have to actually go a little out of your way to do them. This system and the previous have the same number of tasks so that didn’t really change. The number of tasks needed was reduced though to 3. What people are wanting is to be able to do something like a dungeon tour and be able to complete their daily without even trying to actively complete it.
Imagine if they released a new dungeon path with achievements and you completed 7 along the way without having to do anything other than progress through the dungeon. would you have considered any effort having been made to earn those? That’s kind of what I was arguing. People want to be able to play the game and be passively complete the daily.
The post stressing how much less time it takes to do the dailies are trying to point out that players can now complete them in less time if they don’t like the new system but want the AP for some reason. I know I made that argument because people complained about having to go out of their way and take time out of their play schedule. I’ve completed the daily in a matter of 5-10 min if I tried.
Many non-daily achievements are attained while just playing. Many. There’s nothing engaging or challenging about harvesting in a designated region v. harvesting where you happen to be. Can we stop pretending that, unless you’re one of those at the top of the AP boards, there’s anything to achievements other than a small, periodic, reward boost. I’d be fine with changing achievements to require really going out of one’s way. However, for that to have any meaning, it would have to be across the board, not just making PvE daily-doers sit through loading screens. Given what AP are, I see nothing remotely resembling an achievement in a lot of them. If “organic” daily tasks are so bad, why are the changes to PvP/WvW tasks — which are more organic than the PvE ones, and which in the case of PvP no longer require PvP players to do anything other than play PvP — considered an improvement?
Liking a system in a game can have multiple aspects. The one that motivates me is “fun.” Playing the game can be fun. Getting a little extra reward was fun because the game-play to get them was fun. Sitting through loading screens is boring. Clicking on a vista I’ve seen at least three times (usually a lot more) already is boring. Going to a region I’m not currently interested in to tap 4 nodes is boring. Doing events where the players destroy the mobs before they can even deliver an attack is asinine.
The new iteration initially did its job in my case. I tried WvW again. What I found was that while the AP reward got me to try it in the short term, WvW is still plagued with the same issues it had before the new daily iteration. I’d much rather ANet improved WvW as a means to get me interested in it than dropping in to get 10 AP and then dropping back out. I find it hard to believe I’m the only one who feels that way.
We already have a passive reward system which is the daily log in one. We don’t need another one for people to simply play the game. There are 12 achievements to get people to try different aspects of the game. If people are upset because they feel limited in their options since they personally choose to play in only one game type then it’s their own fault.
It was never about dailies needing to be challenging. Challenging and effort are two different things. My use of effort was something that requires someone to actively go for the daily than passively. WvW and PvP are obviously small game modes so there are not many variations that you could do for daily achievements.