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zorghy

Daily rewards

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Well, currently we have a problem with login of members in the teams on pokemmo, caused by the lack of the incentive without regular global events, like halloween, or the less of new regions. But if we have a type of the daily rewards for diary login? With exclusives vanitys for a sequence of logins? The players will have more motivation with rewards.

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4 hours ago, zorghy said:

Well, currently we have a problem with login of members in the teams on pokemmo, caused by the lack of the incentive without regular global events, like halloween, or the less of new regions. But if we have a type of the daily rewards for diary login? With exclusives vanitys for a sequence of logins? The players will have more motivation with rewards.

Good evening zorghy, I appreciate the suggestion, but I am concerned about the economic ramifications of this idea. I log in with the thrill of getting something done (planning a YouTube video, chatting with people to get things done, doing some in game errands like documentation for guides or item hunting, etc). As a player from 2013, I can confidently say that we do not need a reward system to motivate us to log in because we can create our own.

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14 minutes ago, Bestfriends said:

but I am concerned about the economic ramifications of this idea

(this is the part where I play devils advocate)

I don’t believe there’s much concern needed regarding the economy at this point. I mean, we just had an update that significantly impacted the economy in more ways than one.

And I can confidently say that the Lucky Egg and Amulet Coin reworks affected the economy significantly more than daily rewards ever would.

 

20 minutes ago, Bestfriends said:

As a player from 2013, I can confidently say that we do not need a reward system to motivate us to log in because we can create our own.

Unfortunately the rest of the player base might not share the same enthusiasm as you do!!

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I do agree dailies can be a good idea. Almost every game is adapting this idea to draw player activities. 

For example:
1. Catch 3 Pokemons.
2. Catch 1 Water/Grass/Fire type.
3. Sell an Item/pokemon in GTL.

4. Buy an item/pokemon from GTL.

5. Win 3 trainer battles.

6. Win 3 Gym battles.

7. Trade an item/pokemon with someone.

And so on...

Activities may or may not be like the ones I have mentioned but should be feasible for both hardcore and casual players. People can be rewarded with a certain activity points which can be a currency to buy in game stuffs like AMulet charms, Berries, held items etc. For people who are doing ALL the daily quests every day may get a Loyalty reward point as a currency to buy exclusive rewards like a vanity item, Lucky egg or Small amounts of RPs or something thats worth grinding for. 
I believe a lot of people might get motivated to do them everyday and the prices for certain things may get low and also the process of grinding certain daily usable items will be less hectic for new players or casual players who cant give enough hours into the game for grinding.

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3 hours ago, Revato said:

I do agree dailies can be a good idea. Almost every game is adapting this idea to draw player activities. 

For example:
1. Catch 3 Pokemons.
2. Catch 1 Water/Grass/Fire type.
3. Sell an Item/pokemon in GTL.

4. Buy an item/pokemon from GTL.

5. Win 3 trainer battles.

6. Win 3 Gym battles.

7. Trade an item/pokemon with someone.

And so on...

Activities may or may not be like the ones I have mentioned but should be feasible for both hardcore and casual players. People can be rewarded with a certain activity points which can be a currency to buy in game stuffs like AMulet charms, Berries, held items etc. For people who are doing ALL the daily quests every day may get a Loyalty reward point as a currency to buy exclusive rewards like a vanity item, Lucky egg or Small amounts of RPs or something thats worth grinding for. 
I believe a lot of people might get motivated to do them everyday and the prices for certain things may get low and also the process of grinding certain daily usable items will be less hectic for new players or casual players who cant give enough hours into the game for grinding.

I don't think that PokeMMO needs to reward people for logging into the client and as @hannahtaylor mentioned, they are likely to log in just for the reward and log out again. To me, this sounds more like something that a guild can do rather than PokeMMO. The reason I say this is from my observations of in game guilds on PokeMMO: "win x number of battles and you will be rewarded with x!" I hope that the Clubs section can assist you in finding the right guild for you. Personally, I just use my Pickup pokemon to obtain items, but there are guilds out there that do these types of events. Good luck on your search!

 

5 hours ago, BoltBlades12 said:

(this is the part where I play devils advocate)

I don’t believe there’s much concern needed regarding the economy at this point. I mean, we just had an update that significantly impacted the economy in more ways than one.

And I can confidently say that the Lucky Egg and Amulet Coin reworks affected the economy significantly more than daily rewards ever would.

 

Unfortunately the rest of the player base might not share the same enthusiasm as you do!!

Mr. Bolt, the economy is a fragile thing. We can't just haphazardly introduce new items to the economy without working for them (like picking them up in certain locations). Daily Rewards can hurt the Item Farmers on PokeMMO (I knew a person who made his money off of farming for shards). There is an old saying that rings true here, "don't fix something that isn't broken." I've seen several guilds that already reward people for doing random activities, you just have to search for them in the Clubs section. The leaders of said guilds probably do a lot of Pickup farming just to distribute these rewards. So my point is that, some of the in game guilds are already taking care of this, no need to advocate PokeMMO to do something about it.

 

As I mentioned before, you can create your own enthusiasm in game. If you feel uninspired, then say to yourself, "today, I would like to do something productive in game! Perhaps, do some item hunting, maybe battle a few gyms, think of a new comp to breed up, complete the OT Dex, plant some berries in game, etc." Or, you can do something nontraditional in game and maybe play a game of Hide and Go seek (@Gilan I see you). There are so many things that you can do on PokeMMO to lift your spirits up.

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I think it would be great. People don't log in games just for reward, they may do it for a few days but if they are not playing the game they will give up for sure. But fine, if thats a concern just pair it with daily quest and you get your prize only after completing all daily quests.

 

This game has been comp based for too long. Yeah a lot of people like it, and it can continue to have comp, but not everyone likes it. I don't, and I can't be the only one. I hate it, after finishing story mode theres not much to do; and I also don't like guilds, I like to play by myself, without a "leader" telling me how many hours a day I have to play to keep my damn spot in his guild, as if it had so many people in there. I already have a boss irl, i don't need one in game ready to fire me at any second.  

 

I would much rather have a few quests from the game to complete and get something out of it by myself; and it can also push us to do stuff out of comfort zone in game; like hunt for a especific mon; catch 300 camp mons, breed a mon with 3*31, and so on. Yeah I know, its a MMO its not supposed to be played by yourself, but thats just how it is, my friends will came and play for a few weeks, maybe a few months and they will leave, and I will play by myself, or I will leave too. Thats just how it is, so why not make the game a little more enjoyable? 

 

They can give us quest points for each completed quest and we can trade it for stuff when we have enough. And I'm sure they can come up with a fair amount that wouldn't affect economy; Hell they don't even have to give us anything expensive, I would be happier getting a dumb badge/achievement saying I did something lol Or prices can be gifted and we can't sell it or trade it. 

 

So it would be nice to have a more encouraging system; people complain that new players don't stay in the game very long, they would if they were properly encouraged, this is what gaming is about, challenge and encouragement balanced. I brought 5 friends with me when I got back to the game last month and they are all gone already, happily playing mario kart all day long. 

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6 hours ago, obsessedlady said:

I think it would be great. People don't log in games just for reward, they may do it for a few days but if they are not playing the game they will give up for sure. But fine, if thats a concern just pair it with daily quest and you get your prize only after completing all daily quests.

 

This game has been comp based for too long. Yeah a lot of people like it, and it can continue to have comp, but not everyone likes it. I don't, and I can't be the only one. I hate it, after finishing story mode theres not much to do; and I also don't like guilds, I like to play by myself, without a "leader" telling me how many hours a day I have to play to keep my damn spot in his guild, as if it had so many people in there. I already have a boss irl, i don't need one in game ready to fire me at any second.  

 

I would much rather have a few quests from the game to complete and get something out of it by myself; and it can also push us to do stuff out of comfort zone in game; like hunt for a especific mon; catch 300 camp mons, breed a mon with 3*31, and so on. Yeah I know, its a MMO its not supposed to be played by yourself, but thats just how it is, my friends will came and play for a few weeks, maybe a few months and they will leave, and I will play by myself, or I will leave too. Thats just how it is, so why not make the game a little more enjoyable? 

 

They can give us quest points for each completed quest and we can trade it for stuff when we have enough. And I'm sure they can come up with a fair amount that wouldn't affect economy; Hell they don't even have to give us anything expensive, I would be happier getting a dumb badge/achievement saying I did something lol Or prices can be gifted and we can't sell it or trade it. 

 

So it would be nice to have a more encouraging system; people complain that new players don't stay in the game very long, they would if they were properly encouraged, this is what gaming is about, challenge and encouragement balanced. I brought 5 friends with me when I got back to the game last month and they are all gone already, happily playing mario kart all day long. 

Good evening obsessedlady, I would like for you to explore the Beauty Contest Hall in Lilycove City in the Hoenn region. It is not tied to the competitiveness of your pokemon, just its ability to perform. You can link up some friends and get rewards for it as well as your pokemon obtaining a ribbon. No team leader required for this event nor any competitive know how. It is just not practical on an economic scale to implement free rewards on PokeMMO.

 

I am going to go deep into macroeconomics here so proponents of this suggestion can understand just how deadly this could be to PokeMMO's Economic Ecosystem. PokeMMO generally operates in a Capitalist structure, so items are usually earned or purchased from earning money from Gyms, farming, etc. Logging in and doing a mini daily quests defeats the purpose of this Capitalist structure (ie: Earn 10 Red Shards by battling 40 NPCs). What this suggestion is advocating is a little taste of Socialism and that is going to ruin the incentive of this game (working hard to earn your resources). If I want 10 Red Shards, then I should either pick them up, thief them, or buy them from the Global Trade Link. Speaking of which, the Global Trade Link is serving the purpose of an Amazon or a Walmart minus shipping or driving (as of the time of writing this, I do not have any items on sale on the Global Trade Link, so there is no conflict of interest here). The Shard market may see prices range from 1k - 3k a shard which is going to hurt their bottom lines. Also, you may see people using alts more often just to complete these quests. Now turn that 10 Shard number into +100 Shards with just 10 alternative accounts. We should stir away from this and continue to go by our Capitalist roots.

 

As for quest points, you can get a "badge" or as they call it "ribbon" on your pokemon for completing contests in Hoenn so you do not need another badge or achievement saying that you did something, you can show off your pokemon and tell the world that, "this pokemon has earned all the Smart Ribbons, I did something!" This is an encouraging system for people that want something extra to do and there is no shortage of the amount of Contests you can do. If you completed all the Ribbons on a Pokemon, then work on the next one with your friends linked up.

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15 hours ago, Bestfriends said:

I am going to go deep into macroeconomics here so proponents of this suggestion can understand just how deadly this could be to PokeMMO's Economic Ecosystem. PokeMMO generally operates in a Capitalist structure, so items are usually earned or purchased from earning money from Gyms, farming, etc. Logging in and doing a mini daily quests defeats the purpose of this Capitalist structure (ie: Earn 10 Red Shards by battling 40 NPCs). What this suggestion is advocating is a little taste of Socialism and that is going to ruin the incentive of this game (working hard to earn your resources). If I want 10 Red Shards, then I should either pick them up, thief them, or buy them from the Global Trade Link. Speaking of which, the Global Trade Link is serving the purpose of an Amazon or a Walmart minus shipping or driving (as of the time of writing this, I do not have any items on sale on the Global Trade Link, so there is no conflict of interest here). The Shard market may see prices range from 1k - 3k a shard which is going to hurt their bottom lines. Also, you may see people using alts more often just to complete these quests. Now turn that 10 Shard number into +100 Shards with just 10 alternative accounts. We should stir away from this and continue to go by our Capitalist roots.

You do have a point in this and I agree to a certain extent. But what if all the rewarded items whether its usable or vanity is made nontradable/only limited to that character. I think then we can solve the problem of  price dropping drastically in GTL maintaining a sustained economy. And about that "working hard to earn your resources" part: most of us are already doing that in real life for our daily breads XD. THe concept of gaming for pple like us is to "relax" and "enjoy a smooth ride". You are trying to say that its an MMO so grind is a part of it then lemme add this, there are dailies in almost ALL MMOs which rewards pple not based on rng. I dont wanna waste an unknown amount of time hunting for that particular cat which holds an amulet coin and THEN go for gym battles. (Since my play hours are not fixed i cant rely on berry farming coz i cant water them on time). Present price of Amulet coin is about 25k which is like 3 gym runs. Just explain to me this based on what u mentioned on "dont try to fix what is not broken". What was actually "broken" about the amulet coin b4? I didnt see ANY1 complaining about economy back then. I didnt see posts regarding keeping the server more interesting and all. My team [AFRO] (Akshit's Team) was filled with at the very least 8 regular players including me and Akshit. We recruited quite a fair amount of pple every week who were starting their poke adventure here and were enjoying themselves. What happened now!? I dont see ANY1[NONE] around when i log in....Most just waiting for Sinnoh like me. Plz explain I am very curious...(was never an economics student).

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On 10/3/2019 at 11:06 AM, hannahtaylor said:

People are just going to login for the reward then straight back out again. This isn't what we want.

Some people also just login for fast gym rematch and log out. I agree with you, but I think that daily quests would add some freshness to the game. If someone does not play competitive and does not care about breeding, maybe daily hunting quests would interest him to stay longer and get into the community.

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1 hour ago, Gerym said:

Some people also just login for fast gym rematch and log out. I agree with you, but I think that daily quests would add some freshness to the game. If someone does not play competitive and does not care about breeding, maybe daily hunting quests would interest him to stay longer and get into the community.

At least gym matches are ~1 hour. Logging in and out would be less than 30 seconds 

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4 hours ago, Gerym said:

Some people also just login for fast gym rematch and log out. I agree with you, but I think that daily quests would add some freshness to the game. If someone does not play competitive and does not care about breeding, maybe daily hunting quests would interest him to stay longer and get into the community.

some people would prefere to kill the game just to keep it like it was 10 years ago.. 

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26 minutes ago, obsessedlady said:

some people would prefere to kill the game just to keep it like it was 10 years ago.. 

ah yes, those were the glory days.

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43 minutes ago, obsessedlady said:

some people would prefere to kill the game just to keep it like it was 10 years ago.. 

ah yes man, the game was great in 2009 man, I'm one of the new gens started in 2013, with some folks that played since 2012... sorry :(

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51 minutes ago, hannahtaylor said:

yeah especially as this game didn't exist 10 years ago xD

Oh, I was referring to the 2014 days when it was just Kanto and there were only 4 legendaries, so it made sense nobody had any.

Edited by BoltBlades12

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4 minutes ago, BoltBlades12 said:

Oh, I was referring to the 2014 days when it was just Kanto and there were only 4 legendaries, so it made sense nobody had any.

I know what it was like

 

ccbf9921d6e20d7e89359268fadcf3d5.png

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Now it's like, when you beat the 3 storylines, there's nothing else to do, so many people just leave.

If we had a daily reward system, they'd be coming back.

And even if somehow, PokeMMO had the most stable economy(which will never happen, especially with these latest nerfs and “balances”), it would mean absolutely nothing if there's not a good player base to support it.

Sure more people means more money in the game, but it should be "Player Experience > Economy Concerns", not the other way around.

Edited by BoltBlades12

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All other MMOs I played have some incentive for the players to play regularly and log every day.

Yeah sure just logging on and off won't make the game more active but it's actually some sort of psychological process that gets people used to logging every day without fail.

You could also do this with some kind of daily quests to accomplish to claim the reward like battling a few trainers, catching a certain pokemon in the wild ... It could range from small rewards like consumable items to some gift pokemon (untradable of course) for one month consecutive login.

 

But that's additional coding and it's pointless to even suggest because the admins aren't really trying to build a proper MMO. All they've been doing is make a connexions between maps and add a chat to the original games (which is great tbh). So if I were you I wouldn't be expecting much in that regard

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the people agree who diary rewards, be by login or diary missions, is good to attract the players back, and agree who even with the guilds events a lot of players just play the regions and get out of the game. And the lucky egg with amulet coin consumable, make this game more difficult, and the real problem of the economy never is solved. If the staff want more players, rewards are a good way for this. If you cant just give prize for login, tou can make diary missions to this. All mmos make this.

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2 hours ago, zorghy said:

the people agree who diary rewards, be by login or diary missions, is good to attract the players back, and agree who even with the guilds events a lot of players just play the regions and get out of the game. And the lucky egg with amulet coin consumable, make this game more difficult, and the real problem of the economy never is solved. If the staff want more players, rewards are a good way for this. If you cant just give prize for login, tou can make diary missions to this. All mmos make this.

Some people have their alternative accounts join guilds that do events with certain rewards. As I mentioned before, PokeMMO has several avenues for earning items in game. It is just a matter of effort to receive said items. As to the "all mmos make this" argument, PokeMMO's economy is not like a typical MMO. Call of Duty is a game that allows you to kill people (yes you can buy upgrades to those guns, but the economy doesn't really matter), Fortnite is a game that you can buy aesthetics from, but Fortnite's economy doesn't matter since it is about hopping like a bunny rabbit, building huts, shooting people, breaking things for huts, etc. Minecraft is a game that is about gathering resources to build a house and fighting spiders and zombies. I am taking examples from 3 of the most popular games (out of the list, I only played Fortnite, too busy to continue with it).

 

On 10/4/2019 at 8:03 AM, Revato said:

You do have a point in this and I agree to a certain extent. But what if all the rewarded items whether its usable or vanity is made nontradable/only limited to that character. I think then we can solve the problem of  price dropping drastically in GTL maintaining a sustained economy. And about that "working hard to earn your resources" part: most of us are already doing that in real life for our daily breads XD. THe concept of gaming for pple like us is to "relax" and "enjoy a smooth ride". You are trying to say that its an MMO so grind is a part of it then lemme add this, there are dailies in almost ALL MMOs which rewards pple not based on rng. I dont wanna waste an unknown amount of time hunting for that particular cat which holds an amulet coin and THEN go for gym battles. (Since my play hours are not fixed i cant rely on berry farming coz i cant water them on time). Present price of Amulet coin is about 25k which is like 3 gym runs. Just explain to me this based on what u mentioned on "dont try to fix what is not broken". What was actually "broken" about the amulet coin b4? I didnt see ANY1 complaining about economy back then. I didnt see posts regarding keeping the server more interesting and all. My team [AFRO] (Akshit's Team) was filled with at the very least 8 regular players including me and Akshit. We recruited quite a fair amount of pple every week who were starting their poke adventure here and were enjoying themselves. What happened now!? I dont see ANY1[NONE] around when i log in....Most just waiting for Sinnoh like me. Plz explain I am very curious...(was never an economics student).

I can make my economic lesson a little more palatable for those who are not astute in macroeconomics (if I can refer a guy for you to watch, then it would be Milton Friedman). When you introduce items into the game via daily rewards, then it could lead to inflation. Thus, people who would normally go and do some Pickup hunting would be farming more alternative accounts for their shards, pearls, etc. Even if it is locked into your bag, you can still trade over your pokemon over to that alt for tutoring the move that requires a certain shard type.

 

I suggested this to obessedlady, why not look into the Contests in Lilycove? It is a fun side hustle that is barely receiving any attention (and you win items and Ribbons). You are still working to buy the PokeBlocks to increase its stats and you can go into these contests (I am too busy to join you, but it sounds like you played for a while. You can tag along with some friends in your Link).

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So, in conclusion, any suggestion that affects the economy is an automatic “no”.

PokeMMO is unfortunately “Economy > Playerbase/Experience”, where it should be the other way around

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58 minutes ago, Bestfriends said:

Some people have their alternative accounts join guilds that do events with certain rewards. As I mentioned before, PokeMMO has several avenues for earning items in game. It is just a matter of effort to receive said items. As to the "all mmos make this" argument, PokeMMO's economy is not like a typical MMO. Call of Duty is a game that allows you to kill people (yes you can buy upgrades to those guns, but the economy doesn't really matter), Fortnite is a game that you can buy aesthetics from, but Fortnite's economy doesn't matter since it is about hopping like a bunny rabbit, building huts, shooting people, breaking things for huts, etc. Minecraft is a game that is about gathering resources to build a house and fighting spiders and zombies. I am taking examples from 3 of the most popular games (out of the list, I only played Fortnite, too busy to continue with it).

 

I can make my economic lesson a little more palatable for those who are not astute in macroeconomics (if I can refer a guy for you to watch, then it would be Milton Friedman). When you introduce items into the game via daily rewards, then it could lead to inflation. Thus, people who would normally go and do some Pickup hunting would be farming more alternative accounts for their shards, pearls, etc. Even if it is locked into your bag, you can still trade over your pokemon over to that alt for tutoring the move that requires a certain shard type.

 

I suggested this to obessedlady, why not look into the Contests in Lilycove? It is a fun side hustle that is barely receiving any attention (and you win items and Ribbons). You are still working to buy the PokeBlocks to increase its stats and you can go into these contests (I am too busy to join you, but it sounds like you played for a while. You can tag along with some friends in your Link).

The Staff can make this with BPs, for example, bonus in BP, or cash, or vanitys untreadables, like jason mask of halloween, or lucky coin diary with lucky egg in a sequence of logins, you just need think about and how make this without affect the market. But who is a great ideia to call players to the community , yes, it is. This game need some atract to hold the players, cause just the events of guilds, or official events and tournaments not is the enough to hold players, a lot of guilds have problem to hold players because this.

 

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