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The staff of gets together to bring you some behind the scenes insights on stories, the industry and the site itself.

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Contributors: BillMurphy,MikeB,garrett,SBFord,Grakulen,

Community Spotlight: Dailies

Posted by MikeB Saturday April 21 2012 at 8:15PM
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In this week's Community Spotlight we focus on the thread, "Dailies are the worst thing to happen to the genre" by tixylyix. In the thread, tixylix asserts that, well, dailies are the worst thing to happen to the MMO genre!

It's just lazy grind content that isn't fun and just ruins an end game. It's just "go get this repeatable quest" then "collect 50 or these or kill 50 of those" then you get a reward. I mean why not just tie that into stats like if you get 50 kills in a PVP battleground or have a dot kill someone after your died or something fun? You have games like TF2 that do fun things like these and then you have this whole loot/crafting system which is amazing. 

Instead in MMOs you do Dailies for gear and you have a broken worthless crafting system. Funny how an FPS does the whole character/gear progression better than any modern MMOs... tbh it's as much of an MMO as most "MMOs" are these days. All you have now is hubs that everyone stays in and just grinds small scale PVP in battlegrounds or "raids" which don't deserve the name as they're so small scale. Soon Left 4 Dead will have more people in a game than a Raid, if people get their way it'll be solo raids cause apparently everyone hates grouping.

Just get rid of Dailies and do something fun like TF2's drop and crafting system instead, in fact it's the perfect way to frigging fix SWTORs broken worthless crafting lol.

Is the community on board with this message? Read on to find out!

Loktofeit feels dailies are a symptom of a much larger issue:

Dailies were a solution to the player desire to repeatedly farm a dungeon they enjoy.

The alternative would be to manage the game world's economy in such a manner that the rewards pulled from the dungeon don't start flooding the market and causing inflation. Most MMOs use BOP as a part of their approach to it. Some use loss and breakage (often through durability), and others allow the rewards to be refined down to base materials, which in turn supplies another subset of the server community - the crafters.

The root of it all is the static, lossless gear-based system. Epics and the One Best Item We All Need available only at the end of a spcifica dungeon is prolific in mainstream MMos. It surrounds us and penetrates us. It binds this crappy item system together. Dailies are a symptom and a poor solution for a much deeper issue.

arctarus notes that dailies are just part of the overall lazy endgame designs found today:

Most current genre end game is laziness, you still run the same instance over and over or pvp the same battle ground or wat zone over and over.

so dailies is a way where players can get some rewards if they.not.gona raid and yet the devs are able to make players play longer ....

whole end game have to change, but for themepark mmo I've no idea what to replace them with

Starpower suggests the need for dailies comes from the trend of rapid fast advancement to the endgame seen in many modern MMOs:

I played EQ for 4 years and DaoC for 3

Not once did I log on because of "community". I logged on because at the time, they were great games and there was always something to do. Levelling was a long process and so was reaching your personal goals. If anything is to blame, then it's the Mc'MMOs that insists endgame should be reached preferably yesterday, with its easy and fast advancement systems

Although I agree the community part has gone to hell, I strongly disagree with a correlation to 'dailies'. Not everybody plays MMOs to become buddy buddy with online players, like a little online family and we are quite able to keep our attention span focused on 1 game for long periods of time if the game is well made in all aspects

I personally can't stand dailies. If anything, they make me NOT want to log on. I'm pretty OCD about questing and progression and these games don't often just stick you with a small handful of dailies but a massive checklist of them for you to knock out. This kind of makes me go nuts when I get into the game and have to go and complete tons of dailies to feel like I'm making the most of my time.

What are your thoughts on dailies? Share 'em in the comments below!

Torval writes: I guess I don't mind dailies. If I feel like doing them then I do them. If I don't then I don't. I don't have enough time in a day to do everything or every daily so I just see them as a way to focus my effort in one place. On the other hand, I'm not really attached to them and if they got replaced by another system then I'm fine with that too. Sat Apr 21 2012 8:51PM Report
gaeanprayer writes: I agree, dailies ruin the fun for me and anytime I'm confronted with them at endgame, I instead opt to find something else to play. I seldom go back to the "daily" game, either. Aion, Champions Online, Rift, etc., they all have that in common; played to the end, then went and did something else. That said I disagree with what those guys said about what is a symptom of what. I think mindless grind is as bad a system as dailies, you're tradingin one grind for another in essense, to having a person take forever to hit endgame is no different than having them take forever to get geared when they get to endgame. I'm also not sure it's a mechanic made for people who want to grind their dungeons. Anytime I've enjoyed content, I've repeated it, regardless of the reward that came after. I think the solution to dailies, which seems twisted up in a lot of other issues we have with MMOs (like the dungeon grind) is in what we are rewarded for dungeoning and questing. If, instead of gear, you gave people the components to create gear, suddenly people have a reason to repeat that content many times over without that "daily" there making them feel obligated. If you have an in-depth world with mutliple mechanics beyond simply killing things, as fan favorites like SWG did, then you don't need dailies in order to keep people entertained; they will entertain themselves. Questing can be a wonderful thing, but it should be a supplement to a world that's already teeming with possibilities. If it's not, if questing is the only content, then it's completely up to the developers to entertain their customers and, since they can't possibly keep up with that demand, you get "for now" mechanics like Dailies meant to keep you busy until they can release more things for you to play with. If you focus on building an expansive, living world rather than a shallow themepark ride, your players will create their own incentive to keep playing. Sun Apr 22 2012 12:16AM Report
gaeanprayer writes: Oh look, the formatting got kujarbled and it posted the typo full version after the reload instead of the proper one ;-; sorry about that. *kicks the system* It's been so testy today ;o Sun Apr 22 2012 12:18AM Report
BartDaCat writes:

I hate "daily quests".  I hate that developers continue to use them to string you along.  It's such an obvious carrot-on-a-stick ploy, forcing goal-oriented players to bump into a soft wall of resistance as they try to pursue a progression objective, merely to keep their subscription dollars trickling in.


I hate it even more when there are key items that benefit a raid group, but they are only obtainable through "quartermasters" that will only trade those precious items to people that have spent mind-numbing hours stretched out over a period of weeks or months, making incremental dents in a long and tedious "reputation" meter.


I'd rather have a "themepark" quest line that draws me through a series of tasks, hopefully though engaging and entertaining content, leading me toward my ultimate goal (ala EQ) rather than run on a hamster "habitrail" day in and day out.

Sun Apr 22 2012 3:40AM Report
severius writes:

Dailies show the laziness and utter lack of creativity within the genre.  For one thing I don't care if its EQ, WOW, Warhammer, or SWTOR 99% of the quests are just variations of the exact same theme.  Then when they toss in all the repeatable nonsense it, to me, screams disrespect and an actual dislike of the player and a complete and utter disregard of said player. 

At least there is a very simple solution for us though, and it will send a good message to the devs.  Cancel your subs when the content has worn out or thin.  Then renew when they get around to adding something worthwhile.  Thats the way I go about it anymore.

Sun Apr 22 2012 4:53AM Report
Wicoa writes:

A way to handle it differently imo would be to spark random events that don't present the same thing all the time.  Rift Rifts for example but Im sure it could be done even better than that.

Sun Apr 22 2012 5:26AM Report
Mahavishnu writes:

It is the gear-centric design of MMOs that creates so many problems:

No gear -> no need to farm -> no dailes -> more time to spend on the fun content

10 years from now, people will laugh at all the absurd things MMOs have now, because of that crazy obsession with items.

Many argue, that MMOs are about progression. But I do not see any progression, it is just numbers: Got a sword +1 now kill a monster, loot a sword +3, wow, now kill a bigger monster, get a sword +5. Want to play with my friends, they tell me, that my sword ist too bad. So I spend weeks killing the same big monster, again an agin, till the sword +10 drops. Now I am allowed to join the others, we group together and kill the same huge monsters again and again and again. It is boring, I have to do it 3 times a week for 5 hours, but my sword +15 never drops, bad luck, and when it drops, another guy gets it.......

Funny fact: sword stays sword - the only thing that changes is the number after it, it can be +1 or +15 or +8234577 - but does that really mean, that I as a player progress? Do I really have more fun just with bigger numbers? No!

Only 3 things:

1. I have the feeling that the game urges me to do certain things.

2. The game feels like work.

3. I feel excluded from content and my friends.


Seems a bad bargain to me, to give so much up just for the illusion of "progress".

Sun Apr 22 2012 6:16AM Report
fenistil writes:

Yeah Dailies started to appear after mmorpg's chaged into games where progression is very fast.

So I preety much agree with Starpower.


Anwyay - whatever reason is - Dailies and similar mechanics are AWFUL.

Kinda making me NOT wanna log in.


Besides when I think dailies I get = atomized playerbase where people are running dailies , frequently close to each other but totally not interacting in any way and disappearing frequently (cause they are queeued for dungeons).

I refuse to play mmorpg's that have daily quests , big queue systems for everything (PvE dungeons, quests ,etc ).

Seriously it just does not feel like mmorpg game anymore. 

Nor like an mmo and nor like rpg as well.


Just like some weird lobby , linear off experience.

Sun Apr 22 2012 1:37PM Report writes:
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