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daily rewards
Posted: Fri Mar 20, 2015 10:13 am
by kaioshin
Hi my idea is to bring in daily rewards in game something like a Roulette once a day you log in. Theire should be drop posibilities like money,exp,skillpoints,rare item (maybe new one which only drop theire).....
Re: daily rewards
Posted: Sat Mar 21, 2015 3:42 pm
by Krauser666
That would be nice.
Re: daily rewards
Posted: Thu Jun 04, 2015 4:09 am
by DwarfTank
Great idea, I support this.
Re: daily rewards
Posted: Thu Jun 04, 2015 3:34 pm
by solsukut
Thats an interesting idea. rewards, no matter how small, make a big impact subconciously on players. I would think gold and xp would be the most easy to code, since it could be done in %s and automated. its a global game, but I imagine there are time periods (and obviously weekends?) for east and west hemispheres that tend to have highest # of players on line if it was done as a trigger for a certain time of day; or option 2 would be to award it 1x per day per player after player is logged in for 30mins(on some kind of timer?)
For example:
01-50% - player "attendance bonus" is XP
51-100% " " gold
Then roll random:
01-50% chance: player gains 1% XP needed for next level
51-75% chance: player gains 2% XP " "
76-90% chance: player gains 3% xp .....
90-97% Chance: player gains 4% xp
98-00% chance: player gains 5% xp
Or for gold:
01-50% chance: player gains Lvl^1.5*100 gold
51-75% chance: player gains Lvl^1.5*500 gold
76-90% chance: player gains Lvl^1.5*1000 gold
90-97% Chance: player gains Lvl^1.5*5000 gold
98-00% chance: player gains Lvl^1.5*10000 gold (a 10th level gets 31k, a 100th level player would get 1M
Player sees a pop-up:
"Congratulations!! you've been awarded an attendance bonus, thank you for playing Forgotten Tales today - tell your friends!"
"You recieve 31,000 gold!"
"naysayers" might argue, why just give away xp or gold just for being online??? This is a game, not a job, and the playing environment gets better with more players in most cases. This becomes a small little thank you for being online, and not enough to affect game balance, but humans are reward oriented and small things motivate them (thats why teachers put little stars on kids papers...)
The main thing this does is its a little sub-conscious motivation to get people to log on each day.
Re: daily rewards
Posted: Thu Jun 04, 2015 3:41 pm
by blitzcraig
love the idea, and especially the way you wrote it up solsukut - - hope something like this is implemented
Re: daily rewards
Posted: Thu Jun 04, 2015 9:02 pm
by Leone
kaioshin wrote:Hi my idea is to bring in daily rewards in game something like a Roulette once a day you log in. Theire should be drop posibilities like money,exp,skillpoints,rare item (maybe new one which only drop theire).....
We did talk ages (and it really was ages!) ago about some sort of casino where you gamble (obviously!) to win gold. I think at the time someone suggested Silverwood Castle as the venue. Now I reckon the inn would be a much more suitable place for this.
Your idea seems to expand on this and I think it's a good one.
Re: daily rewards
Posted: Thu Jun 04, 2015 9:08 pm
by Leone
solsukut wrote:Thats an interesting idea. rewards, no matter how small, make a big impact subconciously on players. I would think gold and xp would be the most easy to code, since it could be done in %s and automated. its a global game, but I imagine there are time periods (and obviously weekends?) for east and west hemispheres that tend to have highest # of players on line if it was done as a trigger for a certain time of day; or option 2 would be to award it 1x per day per player after player is logged in for 30mins(on some kind of timer?)
For example:
01-50% - player "attendance bonus" is XP
51-100% " " gold
Then roll random:
01-50% chance: player gains 1% XP needed for next level
51-75% chance: player gains 2% XP " "
76-90% chance: player gains 3% xp .....
90-97% Chance: player gains 4% xp
98-00% chance: player gains 5% xp
Or for gold:
01-50% chance: player gains Lvl^1.5*100 gold
51-75% chance: player gains Lvl^1.5*500 gold
76-90% chance: player gains Lvl^1.5*1000 gold
90-97% Chance: player gains Lvl^1.5*5000 gold
98-00% chance: player gains Lvl^1.5*10000 gold (a 10th level gets 31k, a 100th level player would get 1M
Player sees a pop-up:
"Congratulations!! you've been awarded an attendance bonus, thank you for playing Forgotten Tales today - tell your friends!"
"You recieve 31,000 gold!"
"naysayers" might argue, why just give away xp or gold just for being online??? This is a game, not a job, and the playing environment gets better with more players in most cases. This becomes a small little thank you for being online, and not enough to affect game balance, but humans are reward oriented and small things motivate them (thats why teachers put little stars on kids papers...)
The main thing this does is its a little sub-conscious motivation to get people to log on each day.
yep - I agree with the general idea of this. It would be a nice little bonus as you say. However, I think I've spotted a glitch that could be exploited...
a player logs in for 30 mins, receives the bonus and then logs out.
10 seconds later he logs back in for 30 mins, receives the bonus and then logs out.
10 seconds later he ... you get the idea...repeat on a loop.
Re: daily rewards
Posted: Thu Jun 04, 2015 10:52 pm
by solsukut
I'm sure it could easily be coded as a 1 time per calendar day function that resets a player record field. So the first thing the code checks is, does player attendance bonus = y or n; if n, then go into the % rolls to determine reward, then set player attendence bonus = y. At midnight GMT reset global player attendance bonus = n.
Re: daily rewards
Posted: Thu Jun 04, 2015 11:58 pm
by The Houstaaja
This is pretty good idea

maybe Exp boosts should be added to daily rewards too

Re: daily rewards
Posted: Fri Jun 05, 2015 1:00 am
by DwarfTank
I'm designing an amulet that gives xp bonus percentage right now lol...