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, where players must 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-accounters
SYSTEM DETAILS:
  • Task Selection: Players choose tasks from each difficulties each day. Players has the ability to choose tasks based on the options provided to make it more enjoyable. Ensuring players engage with various content & have fun with the tasks they enjoy the most while being incentivized more effectively. Examples below:
1) Select 3 Easy Tasks out of 5 choices (e.g., tasks in public areas like Teravilla, the beach or general easy tasks). To clarify, there may be 100 tasks in rotation but 5 easy tasks are selected each day at random. So each player 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 out of 4 choices (e.g., general mid-tier activities OR tasks that can be done on NFT Lands).
3) Select 1 Hard Task out of 3 choices e.g., challenging tasks like playing few mini-games on carnival, off-season barney's bazaarn mini-game (for the sake of the daily quest),hunting specific items like Jumabara heads OR play a telegram game/other games in the ecosystem.
These are layering system to make sure that those player who complete these dailies are REAL PLAYERS.
  • 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 depending on their reputation points to prevent any sort of abuse 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 which consists of "Active only during streak", "Daily Rewards" & "1 time incentive" which will work altogether when conditions are met.
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 OR the general F2P pixels pool for taskboard (to gate bad-actors).
  • Weekly claimable $PIXELS reward like the Axie Bounty Board.
  • Incremental pixels rewards at streak milestones (e.g., 100 pixels at 30 days).
  • Exclusive/limited functional UGC or UGC with buffs, avatar clothing, and access to certain 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).
  • Untradeable energy consumables (wines).
1-time incentive:
  • 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.
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-accounters.
  • Increases revenue through task rerolls/buy-outs while maintaining a focus on actual gameplay.
  • Promotes social interaction as players encounter their friends when doing tasks where they can 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 not only to effectively gate bad-actors from receiving incentives and allowing to reward REAL users more adequately. But also it enchanes player engagement, retention & increase monetization. By offering varied tasks and rewarding streak maintenance, it motivates players to explore the game’s content and it provides clear daily objectives. Despite its benefits, challenges like server downtime & false bans must be taken into consideration to ensure success.
Thanks for reading,
Accenty