Feature Request

Streak-Based Daily Quest Game-Loop Proposal
OBJECTIVES: Filter out bots and discourage multi-accounting. Monetize & boost revenue. Reward real players. Strengthen player retention. Encourage exploration of different game areas and content. Provide clear daily objectives beyond profit-making. CONCEPT: The proposed system introduces a streak-based daily quest mechanic inspired by “Among Us,” where players complete a series of tasks varying in difficulty: 5 easy, 3 medium, and 1 hard tasks. Players must complete these quests daily to maintain their streak, which unlocks additional rewards and serves as a reputation layer to combat bots and multi-accounting. SYSTEM DETAILS: Task Selection: Players choose tasks from each difficulties each day: The ability to choose tasks is generally more fun & it avoid making it feel like a chore. Ensuring players engage with various content & have fun with the tasks they enjoy the most while being incentivized more effectively. Example below: 1) Select 3 Easy Tasks from 5 choices (e.g., tasks in public areas like Teravilla or the beach). To clarify, there may be 100 tasks in rotation but 5 easy tasks are selected each day at random. So each account has 5 totally different tasks from each other to prevent bot-like behaviour. This will also apply to other difficulties below. 2) Select 2 Medium Tasks from 4 choices (e.g., tasks on NFT Lands or mid-tier activities). 3) Select 1 Hard Task from 3 choices e.g., challenging tasks like playing few mini-games on carnival/barney's bazaarn (off-season for the sake of the daily quest) or hunting specific items like Jumabara heads. Streak Mechanics: Players must complete all task difficulties daily to maintain streak. This resets each season/chapter. Task re-roll for $PIXELS: Players unable to complete certain tasks can use $PIXELS to reroll them from the pool, with costs depending on task difficulty. Additionally, a player can buy out a task at a much higher $PIXELS if they want to complete it instantly. However, this option is limited to prevent any sort of abuse by bots and to encourage actual gameplay. PLAYER INCENTIVES: generally it’s up to the team on how they want to use this gated system - but there are ideas below Streak-Based Rewards (Active Only During Streak): EXP boost, increased energy cap, and larger stackable item capacity (bonus increases as the player grows their streak higher). Quality-of-life improvements like instant energy claims on sauna pool. Access to the daily quest pixels pool/general F2P pixels pool for taskboard. Weekly claimable $PIXELS reward like Axie Bounty Board. Incremental pixels rewards at streak milestones (e.g., 100 pixels at 30 days). Exclusive functional UGC or UGC with buffs, avatar clothing, and access to resources. A one-time pass to save a streak if a quest is missed. Daily Rewards: One-day streak increment. Access to specific industries (e.g., public winery). Permanent Incentives: Streak badges, granting reputation points and showcasing milestones e.g., a 90-day streak badge. There should be a badge system showing all the milestones that the player achieved in the game - Just like in pokemon there are gym badges a user gets when defeating gym leaders. (Cannot be reclaimed again if they purposely lose their streak & try re-claiming the 30 days reward again) However the quest streaks will reset every new chapter (just like seasons). PROS OF THE PROPOSAL: Encourages exploration of different game areas and content, making the game feel new. Provides players with clear daily objectives, enhancing engagement beyond profit-making. Strengthens player retention and incentivizes real players while deterring bots and multi-accounting. Increases revenue through task rerolls/buy-outs while maintaining a focus on actual gameplay. Promotes social interaction as players encounter friends during tasks and showcase their NFT collections. IDENTIFIED CONS: Long server downtimes could disrupt streaks. False bans to players could disrupt streaks. New players may struggle to complete quests due to difficulty requirements. TARGET AUDIENCE: The system primarily targets mid-to-end-game players. CONCLUSION: The streak-based daily quest system is designed to gate bad-actors from receiving incentives while effectively enhancing player engagement, retention, and monetization. By offering varied tasks and rewarding streak maintenance, it motivates players to explore the game’s content and provides clear daily objectives. Despite its benefits, challenges like server downtime and new player accessibility need to be addressed to ensure success. Thanks for reading, Accenty
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