I hated daily quests in WoW and I’ve hated them in every game since (in WoW it was the worst system implemented until achievement were added).
I much prefer a daily 50g bonus for active accounts (what constitutes an ‘active’ account would be up to Blizzard) that didn’t require logging in (though doing so would certainly contribute towards your account being an ‘active’ account) daily.
Daily Quests are chores and games shouldn’t have chores. There’s no sense of accomplishment. Having made it possible to complete quests vs friends, I can’t see any reason whatsoever for actually sticking with this system.
I hate the idea of consecutive daily login bonuses as well so don’t go down that route.
I find them fine as they strike a balance between what the company wants (to have a game be in your play pattern) and what we want - resources for cards that isn’t $.
Being able to bank 3 days of quests is a good balance. I don’t have to play HS every day but I do try and play some every other day and I can either reroll to easier quests or reroll to 60g quests depending on how I am feeling about playing.
The quest system strikes a good balance imho and resources are gathered decently well. The dust system is a tad >.> in terms of resources but that is a different discussion altogether.
Which is why I’m saying that it would be for ‘active’ players which Blizzard could define however they want, but that it wouldn’t require daily logins.
So… you want a 50g/day gift for not even logging in??
Even labelling it as maintaining an “active account” doesn’t really change anything, because how can your account be “active” if you don’t actually log in regularly?
Now, maybe there is a better version out there for distributing rewards than daily quests, but honestly, any system that requires you to maintain an “active” presence in the game is going to feel like a chore if you are inclined to view it as such. Replacing daily quests with some other system won’t change that at all.
Hearthstone is a computer program, and consequently it needs easily measured metrics to identify “active” use of the program. Whether it’s daily quests or some other mechanism, if you feel like consistently doing what the program requires you to do to be considered “active” feels like a chore, you’re going to feel the same way whether the system is the current daily quest model or something else.
I actually completely agree it’s an outdated system, even if I don’t agree with the OP’s solution.
The idea is simple, to keep players logging in regularly. However, I think the issue comes in when players quit or take breaks. Almost the entire reward system in hearthstone revolves around daily/weekly rewards. Therefore if you quit for an expansion, you basically “lose” 70+ packs worth of gold and 16-20 classic packs, that’s not counting promotions and events. In turn this serves as a huge discouragement to actually return to the game, because you’ve fallen so far behind and the only catch-up is a significant amount of money (and someone who quit is unlikely to shell out more than a pre-order).
Perhaps instead of dailies we could have a chain of quests or a “story mode” for each expansion. This story mode rewards 50-70 packs for that expansion split among the quests, over the expansion, and remains available permanently. So you work for your packs and you don’t end up with any more than a regular FtP player now. Brawl, 10 gold/3 wins and events can remain to give some incentive to stay logged on consistently.
This way you can return from a break and earn your way to a catch-up. I imagine this would even work better from a business perspective because it would be a huge incentive to pick up the game again no matter how long your break.
i look forward to dailies, they make me play around with different stuff, and sometimes i find interesting decks in my attempt to finish a quest quickly
They have defined an active player as someone who plays around 2 games per day (average of most quests let’s assume).
If you don’t want to log in everyday then you aren’t going to get a DAILY reward. That makes no sense. If you want to have WEEKLY rewards that’s a different story. But it doesn’t help blizzard achieve their goal of encouraging their player base to play daily (their definition of active).
With the 3 quest slots, you pretty much have a half week reward system where you only need to log in every three days. I don’t think you could possibly suggest any less commitment from the player to be a reasonable metric for active.
The only thing it encourages is for people to not play HS (and indeed all other Blizzard titles as well, tho Blizzard have already given people ample reason not to play their games for almost 12-13 years now)
Daily quests are a chore if it’s a grind, but this game doesn’t make it a grind. I hate it when games make you around and do the same things over and over with no variation. Quests themselves are fine and, in my opinion, are best designed if it means I can have a bit of fun doing so, or if playing the game just for the fun of it rewards me passively because the game’s quest fall in line with what I would do normally.
For example, PuBG mobile may have daily quests saying to revive your teammate when I would go out of my way to do it even if it wasn’t rewarded beyond the match itself.
Hearthstone does it right by rewarding you a fair amount of gold for hardly doing much. I just wish there were long term achievements that people could have incentives to work to, such as gold heroes unlocking card packs or gold, or class mastery beyond golden portraits. The game does poorly in long term progression buildup beyond the actual concept or collecting a lot of cards and maybe cardbacks if you’re into that as well.
Perhaps I misunderstood this as you pointing at the current implementation of the quest system as requiring daily login then, because that’s kinda how it reads.
It actually looks like you want a daily 50g reward
Without actually having to do anything to earn it other than “be active”, when all you leave open for the definition of “active” is “less than what’s required right now”.
Given that I can do one play session every three days and earn a pack and a half minimum, I’d say that being “active” has already been defined with a pretty low floor of actual activity.