I agree dailies are just poor quality filler. Granted i didn't care that much for SWG pre CU or NGE but it definetly had alot of diversity when it came to things available to do.
Punching kittens has become too pedestrian. Be different. Perhaps you should try punching baby koala bears.
In my opinion, daily quests are an admission by the game designers that they have run out of ideas. Their next big idea will be hourly quests, watch and see.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own. -- Herman Melville
Or daily quests could actually improve into longer affairs...
Imagine this:
You start out with a caravan that is heading out to a far out distant land. Each day you do a daily that sends you back to the caravan to protect it from enemies and do other things that it needs to survive. If after 2 months you have sucessfully protected the caravan each and every day (lets say you can miss a few and have them stack up to say 3 then you failed by abscence) then you get some fairly major reward. If you fail then you have to start from the beginning.
Or:
Lets say you have a set of dailies that work through a campaign. It can go either way and you have access to a different area each day depending upon how it goes. If your server succeeds each day you get different missions than if it fails. This would be sort of like the wing commander campaign in the way it works.
Honestly one of the cooler things TSW did (which also fits with their progression system) is to make every single quest a daily. So instead of being forced to do some narrow part of content each day or feeling like you've run out of quests to do (AOC's problem) you can always go back and hit quests just below you to help turbo charge your advancement.
Granted it's still not at the ideal spot where Quest Challenge influences Quest Reward (turbo charging my advancement with very easy quests is actually a bad thing), but the idea that I can do a huge variety of things on any given day is great.
I haven't re-run any of the quests in TSW yet, and I'm not sure the cool downs are daily, might only be a few hours, but I don't view them as the standard daily quest.
I saw them more to advance your character, as you said, and to let people who might decide to group up to run content together even if one of them had completed the quest previously and still get some reward for it.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Comments
I agree dailies are just poor quality filler. Granted i didn't care that much for SWG pre CU or NGE but it definetly had alot of diversity when it came to things available to do.
Punching kittens has become too pedestrian. Be different. Perhaps you should try punching baby koala bears.
In my opinion, daily quests are an admission by the game designers that they have run out of ideas. Their next big idea will be hourly quests, watch and see.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
Or daily quests could actually improve into longer affairs...
Imagine this:
You start out with a caravan that is heading out to a far out distant land. Each day you do a daily that sends you back to the caravan to protect it from enemies and do other things that it needs to survive. If after 2 months you have sucessfully protected the caravan each and every day (lets say you can miss a few and have them stack up to say 3 then you failed by abscence) then you get some fairly major reward. If you fail then you have to start from the beginning.
Or:
Lets say you have a set of dailies that work through a campaign. It can go either way and you have access to a different area each day depending upon how it goes. If your server succeeds each day you get different missions than if it fails. This would be sort of like the wing commander campaign in the way it works.
I haven't re-run any of the quests in TSW yet, and I'm not sure the cool downs are daily, might only be a few hours, but I don't view them as the standard daily quest.
I saw them more to advance your character, as you said, and to let people who might decide to group up to run content together even if one of them had completed the quest previously and still get some reward for it.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon