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Quest and Rewards


Gengarcello

Question

I hope this idea will go into play. We really need something that will increase playerbase and gives more variety of playing the game by adding some stuff like Quests and Daily Rewards

 

 

What is Daily Rewards? As the name suggests, Daily Rewards are rewards that will get everyday you play the game and makes you go back everyday for more rewards. However, in order not to abuse the gimmick, we encourage to play the game for at least 1 hour or more in order to claim your reward. Also, the more you play, the more you get, for maximum of 3 hours. Daily Rewards will be sent to your mails like what happens when you are buying stuff from GTL away from Pokèmon Center.

 

Rewards will increase and gets better the more hours you play and the more days you play.

 

 

Quests too are daily and monthly (hoping) goals that you will need to reach in order to get something in return. And also makes the game more exciting.

 

 

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Anyway, have a nice day, everyone!

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I'd partially agree with that (love the idea tho):

-Quests? I'd be delighted: optional & repeateable quests would be awesome but (a gigantic "but") carefull with those who live to farm...

-I'd put plain Daily rewards (kinda like "day 1 = +10 pokeballs -> day 30 = +3 Full Restores -> day 365 = +1 Master ball/"next encounter will be shiny"? dunno, it's just a quick example on the top of my head).

(For both cases: I hate to get the "oh, you haven't player for 1 week/month/year? You're nothing now!!" powerless feeling.)

"play the game for at least 1 hour or more in order to claim your reward", is a BIG NO-NO for me mainly because you don't need to force this: noone is going to abuse a mechanic on a game they don't play; and people that try to profit from it DO play the game so no need to force the players to play... Why not just nerf the (starting?) rewards, or something? Also, you already have quests for enlarging the time game of the player, isn't it?*
We've got plenty of examples of how to properly do this in other games (carefull of gambling mechanics in some countries of Europe, tho...).


Overall: even thought I love this idea, it's a punch in the face for everyone that doesn't play daily (new players, ocasional players, seasonal players, non-stable jobs or studies people, long etc...). So It REALLY depends on how is managed, if implemented. If it's balanced & not tainted with greed from any of both sides... yeah, it can work!


The core idea rules... but in the end, it's all in the details.


* = I think your intentions with that (correct me if I'm wrong, please) is avoiding the "I enter 1 min with my phone & collect the reward, bye" people, but here's the thing: if that person isn't going to play, they'll stop getting the reward. And if it IS going to play, just let them collect... maybe they're a parent, or has a tight week at job, or perhaps is a week full of exams! This way they still connected to the game and don't forget about it. If u force them, i'm telling you: they prioritize on getting rid of the stress before any game.


On another note, what I'd LOVE to see in this game is DUNGEONS & Legendaries from OU and lower tiers. ♥

Edited by Shunne
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37 minutes ago, Shunne said:

I'd partially agree with that (love the idea tho):

-Quests? I'd be delighted: optional & repeateable quests would be awesome but (a gigantic "but") carefull with those who live to farm...

-I'd put plain Daily rewards (kinda like "day 1 = +10 pokeballs -> day 30 = +3 Full Restores -> day 365 = +1 Master ball/"next encounter will be shiny"? dunno, it's just a quick example on the top of my head).

(For both cases: I hate to get the "oh, you haven't player for 1 week/month/year? You're nothing now!!" powerless feeling.)

"play the game for at least 1 hour or more in order to claim your reward", is a BIG NO-NO for me mainly because you don't need to force this: noone is going to abuse a mechanic on a game they don't play; and people that try to profit from it DO play the game so no need to force the players to play... Why not just nerf the (starting?) rewards, or something? Also, you already have quests for enlarging the time game of the player, isn't it?*
We've got plenty of examples of how to properly do this in other games (carefull of gambling mechanics in some countries of Europe, tho...).


Overall: even thought I love this idea, it's a punch in the face for everyone that doesn't play daily (new players, ocasional players, seasonal players, non-stable jobs or studies people, long etc...). So It REALLY depends on how is managed, if implemented. If it's balanced & not tainted with greed from any of both sides... yeah, it can work!


The core idea rules... but in the end, it's all in the details.


* = I think your intentions with that (correct me if I'm wrong, please) is avoiding the "I enter 1 min with my phone & collect the reward, bye" people, but here's the thing: if that person isn't going to play, they'll stop getting the reward. And if it IS going to play, just let them collect... maybe they're a parent, or has a tight week at job, or perhaps is a week full of exams! This way they still connected to the game and don't forget about it. If u force them, i'm telling you: they prioritize on getting rid of the stress before any game.


On another note, what I'd LOVE to see in this game is DUNGEONS & Legendaries from OU and lower tiers. ♥

A good one actually but I do really avoid the "Enter the game once, collect reward, then quickly yeet themselves out" as it really breaks the purpose of Daily Rewards: to make more players play the game. Let alone I am a kind of player who just enters and yeet out whenever I am busy. 

 

 

Though yeah, 1 hour obligation is too harsh so make them bit lower like... 15 mins or such. But I do love your critique about that.

Edited by Gengarcello
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