dailies

Latest

  • The Daily Grind: Are there any MMO dailies that don't make you cringe?

    by 
    Bree Royce
    Bree Royce
    01.27.2015

    You know what I don't think MMOs need more of? Dailies. I think most core MMO gamers are tired of a mechanic that exists, transparently and unashamedly, to keep us completing repetitive tasks on a daily basis and keep us logging in, and in some cases, paying our subs. Even a well-constructed daily achievement system and totally benign daily login rewards can be irritating. But out on the fringes of the MMO space, gamers are just discovering the allure of the daily. VG247 pubbed an editorial last week arguing that GTA Online ought to copy -- wait for it -- Destiny's "intrinsic" dailies and rewards; without them, the writer opined, players are "reminded that the grind is most certainly real." Call me jaded, but I say themepark dailies are usually just as grindy as whatever formless grind they're meant to replace, and I suspect the players who need something to do at the "end" of online co-op shooters would probably be happier with a sandboxier MMORPG to begin with. But surely there's some sort of dailies that we do like. Are there any MMO dailies that don't make you cringe? Which game can boast the best? (And can we tell GTA Online to copy those, please?) Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Elder Scrolls Online's Undaunted Pledge system promotes daily dungeons

    by 
    Bree Royce
    Bree Royce
    12.11.2014

    Are you wandering around The Elder Scrolls Online in a post-Update 5 haze, lost on what to do? Wander no more: ZeniMax has released a dev blog today to give you some guidance. The guide details the pledge system of the Undaunted, whose tasks are reminiscent of daily dungeon quests in other themeparks. Starting at level 45, players can swear themselves to the Undaunted faction, which offers two daily quests to complete dungeons, one veteran and one not. Depending on how well they complete the dungeon and the difficulty of the encounter, players will be awarded reputation with the faction as well as a key to unlock a sweet chest of loot. "The Undaunted chests can contain a variety of helpful loot, from valuable Ornate items and soul gems to unique items sets and attention-grabbing shoulder pieces fashioned from the very brutes you've slain," writes ZOS. The full guide is on the official site.

  • Guild Wars 2 is revamping dailies... again

    by 
    Bree Royce
    Bree Royce
    12.10.2014

    ArenaNet has just announced that it's revamping Guild Wars 2's daily achievements... again. "We want to give players the opportunity to try things they may not normally experience and feel like the rewards they earn for doing so mean something," says the studio. "Rather than [give] a generic reward for all achievements, each one will give players something that is thematically tied to the content they're playing." Completing dailies will allow players to earn everything from achievement points to fractal relics and badges of honor, depending on the daily's difficulty and type (PvE, PvP, WvW). The studio is also rolling out a new achievement track that replaces the old monthlies system and rewards players just for logging in. "One way to think of this is like a holiday calendar that gives you a new present from ArenaNet each day," the devs write. "There are 28 individual rewards on the track, each one building toward an epic chest containing a permanent 1% increase to account gold find and your choice of either ascended crafting materials, materials necessary for crafting your legendary weapon (including mystic clovers), an additional sum of laurels, or tomes of knowledge." Yesterday, the studio revealed that the ongoing season two plotline will be on hiatus through the holidays, being replaced by Wintersday. Season two resumes on January 13th.

  • Darkfall's getting PvE dailies, and no, it's not April Fools' Day yet

    by 
    Jef Reahard
    Jef Reahard
    03.31.2014

    From the things-I-never-thought-I'd-type category, here's a story about Darkfall adding PvE dailies. Aventurine calls them feats in keeping with the PvP title's Unholy Wars progression system, and "there are several personal PvE daily feats that require specific monsters to be killed in order to be completed." The firm is also adding weekly feats, which, like the dailies, will reward prowess and occasional material rewards like raw resources. [Thanks Dengar!]

  • WoW Archivist: Warlords of Draenor hates The Burning Crusade

    by 
    Scott Andrews
    Scott Andrews
    03.28.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? In many ways, The Burning Crusade was the birth of modern WoW. Most of TBC's innovations are still going strong in WoW today and have been ever since their introduction. Looking back, it's striking how many key features of WoW were absent in classic, only unveiled during the game's first expansion. Even more striking, however, is how many of these innovations Warlords of Draenor seems poised to undo. Just as Garrosh will undo the transformation of Draenor into Outland, Warlords seeks to unravel most of what Blizzard innovated during TBC. The next expansion will take us through a portal into a very different WoW. Archivist has now covered all the major patches of The Burning Crusade: patch 2.0.1, patch 2.0.3, patch 2.1, patch 2.2, patch 2.3, and patch 2.4. Now it's time to review the expansion as a whole -- and explore how Warlords will make most of TBC's innovations disappear into the nether. Dawn of the quest hub The idea seems so obvious it's hard to imagine that classic WoW actually didn't have quest hubs, at least not in the strict sense. WoW was the first MMO to promote the idea of leveling mainly through quests rather than grinding mobs. So Blizzard had no model to look at when they were designing the original quests. In classic WoW, quests were put into the game wherever the developers thought they made sense, mostly from a lore perspective. Quests didn't necessarily guide you through a zone area by area. Quests were scattered, and their objectives were, too. They weren't breadcrumbs -- they were meant to be discovered. They didn't hold your hand -- they sent you on an adventure, like it or not.

  • Breakfast Topic: Do you revisit old dailies?

    by 
    Elizabeth Harper
    Elizabeth Harper
    02.08.2014

    We're heading towards the end of daily quests, and while it's more than likely that no one will be mourning them, I've started to look back on them fondly since finding out they're going away. (But it's through the same aged haze of nostalgia that I look back on 40-man raiding with, so it's probably not to be trusted.) I've revisited the Isle of Quel'Danas, done past-expansion fishing dailies (I'm still trying to get those crocolisks), and done a ton of Cataclysm dailies. When I don't have to do them for advancement and I don't have to force myself into completing them every day, the dailies available really don't seem so bad. Some of them, like the Quel'danas bombing run or helping bear cubs in Hyjal, are even -- dare I say it? -- fun. But then again, that could just be the nostalgia talking. So today I'm wondering, dear readers: do you ever revisit old dailies? Do they seem more entertaining in hindsight than they did when you were on the reputation treadmill and grinding out dailies as quickly as possible? Tell us about it!

  • MMO Mechanics: Encouraging the daily grind

    by 
    Tina Lauro
    Tina Lauro
    01.29.2014

    I've written before about how developers use clever mechanics to lower the barrier to entry in order to encourage more people to play MMOs, but how do they keep players interested after they have rolled a new character? More often than not, MMOs greatly benefit from hanging onto players for as long as possible, so encouraging regular play is a massive priority for development teams. As a genre that thrives on creating a connected and dynamic community, MMOs are strengthened by keeping up the number of players that log in daily. This also encourages longevity since players make meaningful connections with the people they are linked to through daily play. Utilising daily quests, creating an ongoing need for crafted equipment, and necessitating the farming of materials for the good of the collective are all very accessible ways to encourage players to log into their favourite MMO world on a regular basis. As useful as developers may find them, though, the appeal of repeatable daily content is hotly debated by MMO players. For some, low-octane daily content is a brilliant way to unwind that doesn't require a regimented schedule to complete, but many others find the repetition inherent in some daily content tiresome and uninspired. In this week's MMO Mechanics, I'm going to look at the various applications of daily content in today's MMOs while weighing up the pros and cons of several of these techniques.

  • The Mog Log: Making nice with beastmen in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.25.2014

    I'm going to type a couple of words at the end of this paragraph, and I really need everyone reading to keep it together. I know these two words are frightening, believe me. But if you can just take a deep breath, I promise you it's all right. Ready? Here they are: daily quests. No, I -- sir, please put down the torch. Ma'am, stop eating your chair. That's not the exit; that's the window, and we're two stories up, and -- well, that went about as well as I had expected. Most of you are just shaking and silently screaming. While I'm definitely in the minority in terms of liking daily quests, that's mostly insofar as I don't find them vile anti-hope toxins. (I also was not around for the launch of Mists of Pandaria.) The addition of beast tribe dailies in Final Fantasy XIV might not set some people on fire. But the way these quests are handled not only is pretty darn good but might actually appeal even if you're one of the people fleeing in horror at the very mention of dailies.

  • The frustration of dailies and the cost of reputation rewards

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    01.21.2014

    There's been a lot of commentary, here and around the web, on why dailies become so hated during Mists of Pandaria. One aspect, though, that I feel most people haven't covered is the issue of reputation rewards. All through this expansion, almost every expansion reward has required either honor or valor points. Your reward for finally get Revered with the Klaxxi was having to run a few dungeons so you could actually buy the stuff you unlocked. That put an extra twinge of pressure on the whole thing. Not only were you trying to figure what faction to grind, there was a voice in the back of your head, "I'm nearly valor capped. I'd better do my dailies so I actually unlock something to spend them on." While getting valor from the dailies themselves might have got you part of the way there, you still felt like had one more gate before you could actually get the stuff you wanted. In Cataclysm, things were different. Once you hit exalted with the Dragonmaw, you didn't need valor points. All you had to do was head to the quartermaster, buy Boots of Sullen Rock, a raid-level piece of gear, and add them to your tanking set.

  • Breakfast Topic: Do you still do your dailies?

    by 
    Elizabeth Harper
    Elizabeth Harper
    12.28.2013

    Mists of Pandaria had a lot of daily quests -- a lot. We're sure you could traverse Pandaria and do every possible daily in a single day if you really worked at it... but would you really want to? This late in the expansion, I imagine a lot of us are exhausted of the same old dailies... or are just doing the ones they particularly want to do to up reputation or collect valor and other goodies. So tell us, readers: do you still dutifully do your dailies? Do you have a new alt that's started working on their own daily reputation grind? Or have you moved on and left dailies in the dust?

  • The Mog Log: A week of Final Fantasy XIV's patch 2.1

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.21.2013

    All right, I admit that the headline is a dirty lie. It hasn't been a full week however you slice it; the patch dropped on Tuesday, and I've only been able to play it for two days before writing this. To make up for that fact, I've devoured Final Fantasy XIV's patch with a zeal I usually reserve for hamburgers, although I still haven't seen everything there is to see. Though if I had seen all of it in two days, that would kind of be a problem anyway... The point is that 2.1 is pretty dang huge, even if it includes one feature that's a massive blemish. So let's take a look at what the patch has to offer, how the various new features hold up, and where the patch falls down -- other than with housing, which is already a great big "fall down" that will be addressed all by itself.

  • The Daily Grind: How do you relax in-game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2013

    It's no secret that I'm kind of big on roleplaying. So you might think that when I log in to Final Fantasy XIV or World of Warcraft or whatever I'm playing on a given day that roleplaying is how I chill out... but you'd be wrong. Roleplaying is just as high-intensity for me as challenging content. How do I relax? Dailies. Repeatable quests. Just slowly working up to better gear or more money or otherwise zoning out and enjoying myself. Yes, it's all automatic and a little boring, but it's the equivalent of sitting in front of the television and spacing out. I'm not forced to think about it too much, and next thing I know it's time for something else and I've got a pile of money and stuff. Everyone has their own ways of relaxing. For some people, roleplaying is that way. Some people find high-level dungeon relaxing. Some people craft or just chat with others. So how do you relax in-game? What's your low-stress way of just derping around? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: What will make you log on to a game every day?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.14.2013

    I'm logging in to Final Fantasy XIV on a daily basis, but it's not for my weekly tomestone progress. I'll be back to that again as soon as the next big patch drops, but I'm not motivated to keep logging in for that. What does keep me logging in is farming items for selling, through botany and other means, as well as checking in on various roleplaying people. I might not be interested in tanking another Wanderer's Palace run, but I'm still on every day. When there's plenty of stuff that's new in a game, it's easy to keep logging in every day. But for a long-term game you usually have other things that keep you clocking in, even if the core game isn't quite as big a focal point for you. So what will make you log on to a game every day? Is it something you only do during the initial rush? Is it a matter of having good friends? Or is there some in-game activity that needs to be done daily which you will happily do? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Breakfast Topic: Will you miss your favorite daily quests?

    by 
    Elizabeth Harper
    Elizabeth Harper
    12.12.2013

    Daily quests... love 'em or hate 'em, they're a reality of our gaming lives -- though, to much cheer, there will be less focus on dailies in Warlords. But with the thought of fewer dailies in our future, we have to look back on the dailies that were and wonder if we might actually miss them when they're gone. After all, plenty of daily quests are entertaining -- at least the first time. It's the monotonous grind of it all that gets old. Lately, I've been going through a lot of Cataclysm dailies on my monk to pick up reputation that I hadn't bothered with while leveling and -- aside from the trek from Deepholm to Uldum -- there's nothing too tedious about the process, but in a few weeks I might be singing a different tune. So what about you, readers? Do you have a favorite, do-every-day daily? A hub of dailies you particularly enjoy (or enjoyed)? And with Blizzard posed to tone down daily quests, are you going to miss them when they're gone?

  • The demise of the daily quest in Warlords of Draenor

    by 
    Adam Koebel
    Adam Koebel
    11.27.2013

    Haven't you heard? Daily quests are going the way of the dodo. There will be no such thing in Warlords of Draenor. This topic came up in the first WoW Source, but we also heard about it at BlizzCon. Dailies were first introduced in The Burning Crusade, and historically they've usually had reputations tied to them. The difference was, a lot of those earlier reputations were totally optional for things such as mounts or pets. The reason daily quests received such a bad rap in Mists was entirely the fault of the Golden Lotus and all of the things hidden behind that grind. It appears that the new solution for end game world content going forward is the Timeless Isle variety of gameplay. I would agree this is preferable to the 5.0 dailies, but that doesn't necessarily mean daily quests need to be phased out completely. I actually enjoy daily quests when they don't feel like a requirement. I thought the Isle of Thunder was a good balance between the two extremes. I could go and hunt for rares if I wanted, or I could get some guaranteed valor and gold with the daily quests.

  • The Mog Log: Everything but the endgame in Final Fantasy XIV's 2.1

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.16.2013

    I can't promise to anyone that this column will not mostly be about housing. I'd like to, but I just can't make that promise. Yes, it's time to analyze Final Fantasy XIV's upcoming patch 2.1 with an eye toward something other than the various direct endgame changes. Truth be told, I think all of these features will still have a pretty big impact on the endgame landscape, but they're not going to have the direct impact of new dungeons or the like. They're going to add money, they're going to offer story, and they're going to offer a place to congregate. Worth noting is that the Lightning event currently running in Final Fantasy XIV is running until December 9th. Does that mean that patch 2.1 is dropping then? I can't say that for sure, but it would make a certain amount of logical sense. So let's turn our eyes to the patch and start speculating.

  • Casual content convenience

    by 
    Olivia Grace
    Olivia Grace
    10.29.2013

    As someone who writes about World of Warcraft for a living, something I do a lot is read the Blue Trackers. These systems watch every blue post, and collect them all into one place for your convenience. Just occasionally, there'll be funny ones that catch my eye, like this one from Senior Community Rep Jonathan "Zarhym" Brown: Zarhym I disagree with everything you didn't say. source And on this occasion, the thread he was responding to actually got me thinking. You see, the OP was jokingly taking one of the arguments that people make, the predictable ones about how everything was better back in the day, and isolating a key component of that argument: convenience and time spent. The TL;DR on the post is that the game is now too easy, because everything's too convenient. It's worth noting, again, that the OP is entirely joking. He specifically spells out that one "issue" with the game as it stands is that you no longer need to sit in Trade for 30 minutes to an hour or more to get tanks and healers for your dungeon runs. You can now sit in capital cities, or even quest, while you wait for the LFG tool to do all the work for you. Terrible, right?

  • Hyperspace Beacon: SWTOR's Oricon daily adventures

    by 
    Larry Everett
    Larry Everett
    09.24.2013

    If you missed last week's overview of the Oricon storyline and the history leading up to it, then check that out because today we are going to continue on that same theme. I have played through the content on the new daily area of Oricon set to release on October 1st, and I am surprisingly impressed with the storyline. The writing team for Star Wars: The Old Republic has yet to fall short. Despite the smaller production team and the number of people who claim that the game didn't live up to their expectations, BioWare continues to deliver a wonderful and compelling story. And if that is what you're looking for in your MMORPG, then SWTOR is still your game. However, many MMO gamers aren't looking for story, specifically. These gamers want to hear about the mechanics. I can appreciate that. Once the story becomes tired, the mechanics of a questline are going to be what holds a player to the game. How does the new questlines on Oricon stack up? That's a good question. I'd usually judge quests on the environment, challenge, flow, and overall immersion. But since these quests are supposed to be done on a regular basis (thus the name dailies), that means there has to be a repeatability factor. Let's examine these categories.

  • Hyperspace Beacon: Exploring Oricon in SWTOR (Exploricon?)

    by 
    Larry Everett
    Larry Everett
    09.17.2013

    Star Wars: The Old Republic announced a few weeks back that Update 2.4: Dread War would introduce players to not only arena PvP but also two new operations and a daily quest area by way of the planet Oricon. The next update has been sitting on the public test server for a bit over a week now, but unfortunately thanks to lag issues, I've barely been able to spend any time there. But now most of the lag seems to have disappeared, and I can give you my take on the new daily area and the story that goes along with it. Warning: I will spoil a lot of the story that leads up to Oricon!

  • Hyperspace Beacon: SWTOR Czerka dailies, the F2P experiment, and sitting in chairs

    by 
    Larry Everett
    Larry Everett
    08.13.2013

    Commenters and followers of my work have asked about multiple things over the last couple of weeks. When are you going to finish the free-to-play experiment? Are you going to do a monetary breakdown of the new Star Wars: The Old Republic daily zone? What do you think about the sitting-in-chairs news revealed at the cantina tour? The unfortunate bit about all of those questions is that the answers are far too short to make up their own article and far too long to answer on Twitter. So I've decided to answer all of these questions in one hodgepodge of an article that I'm calling nuna nuggets.