Hey I do think this thread would be better if instead of writhing on the ground and declaring how much misery has been inflicted upon us we’d focus on ideas that would address things.
Here’s my thing.
When I look at other games with daily tasks, they’re also trivial to do with tiny payouts. BUT. I see more tasks like the old system than I do the Adventure Board.
The major problem with the old daily tasks system was the tasks were out of the way. Some people didn’t want to shuffle team slots. It takes time, and it felt like that time wasn’t always worth the rewards. IMO the problem there was the high friction of “doing the task” when it was SUPPOSED to be a sidequest.
So if GoW (old) daily tasks were like what I see in other games, they would have been for things like “win 25 PvP battles” or “complete 1 Delve”. Stuff you were going to do anyway. That’s what’s nice about tasks in those games: every day I know playing a handful of game modes will give me a teeny reward. So my routine in those games revolves around spending equal time in all of the modes, since the tasks are very spread out. I never feel resentment about a task there.
I think AB, instead, gives us a framework for high-friction tasks that are also rewarding.
I don’t like playing the AB “maps”. I feel like I spend more time in the UI than playing the matches. I’d be more inclined if it were a gauntlet, and you start at match 1 and get a button to go straight to match 2 and so on.
To that end: Higher rewards could be given from very hard tasks. Imagine if one task was, “Win this level 500 Delve with the matching faction.” Yowch. People know how to do that, but some luck’s involved. It’ll probably take a few minutes and more than a few tries. But it’s also “free to try”, so I think I’d be more likely to throw myself at it over and over. I don’t even need a superb reward for it. A pittance of gems would work, because the novelty of the task itself is part of the payoff.
I can think of a lot of ways for the task to be really hard and, thus, interesting for late-game players. I like that idea better than what I see now, and it doesn’t seem like a lot of new coding would have to happen to present it.
So in summary, I think tasks should either:
- Take zero friction to complete and only require me to do things I was going to do anyway. The old system did this moderately well.
- Be a challenge I can’t find in any other mode, so I consider the satisfaction of completion part of the reward.