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Daily Opportunities!

Author
sero Hita
Science and Trade Institute
Caldari State
#61 - 2016-06-15 21:47:52 UTC
Moth Eisig wrote:

Thought three: Comparing killing a single NPC once a day to addictive skinner box click fests in other games is silly.


Not empty quoting

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Neadayan Drakhon
Heuristic Industrial And Development
AddictClan
#62 - 2016-06-15 22:42:46 UTC
sero Hita wrote:
Neadayan Drakhon wrote:
Jenn aSide wrote:
As long as the reward is so minor it can be ignored


Just because you managed to forget about it for 9 days does not mean this SP reward is in any way minor. It is a stupidly major reward, the amount of time it cuts off your training every time you do it is *not* minor or trivial. CCP made it non-trivial quite intentionally to take advantage of people's fear of missing out.


Just because you did not manage to forget about it for 9 days does not mean this SP reward is in any way major. 8 mill isk a day or 20% more SP.....also CCP don't have to save adults from themselves. I don't see why this SP reward should not be accessible for other players just because someone feels a compulsive need to do them out of fear of missing out, and starts hating the game?

The main reason these SP dailies shouldn't be in the game is that TRAINING should be the only wait to gain SP, skill trading also should not exist, and just because it does isn't justification for this abysmally bad dailies system. It's a bad game mechanic.

You said it yourself, 20% more sp, how is that *not* major. That is a very significant boost. If CCP wanted to increase SP generation then they should've just increased the training speed overall, but that wasn't their goal, their goal was increased logins by exploiting people's fear of missing out, simple as that.

If you truly think this isn't a major reward then you and I have very different ideas of the concept of major in this context. It's not the isk value, its the amount of training time it amounts to. If the daily reward was just an isk bonus, there would probably be a lot less complaining, except that to make it have the same effect on players it would have to be a *lot* of isk.

One suggestion that had been made, that CCP completely ignored, was make a new type of LP, similar to the Analysis Kredits for doing Project Discovery, that could be used to acquire SKINs or avatar accessories, possibly ones that were unique to that point set, it could conceivably have the same effect on logins without further breaking and devaluing the training system.

I'll say again, the only way any pilot should be able to gain SP is through the passive training. Not from dailies, and not buying them. That is *my* main complaint about this system, CCP's exploitation of people's fear of missing out is a side complaint to that.
sero Hita
Science and Trade Institute
Caldari State
#63 - 2016-06-15 23:45:28 UTC
Neadayan Drakhon wrote:



The main reason these SP dailies shouldn't be in the game is that TRAINING should be the only wait to gain SP, skill trading also should not exist, and just because it does isn't justification for this abysmally bad dailies system. It's a bad game mechanic.

You said it yourself, 20% more sp, how is that *not* major. That is a very significant boost. If CCP wanted to increase SP generation then they should've just increased the training speed overall, but that wasn't their goal, their goal was increased logins by exploiting people's fear of missing out, simple as that.

If you truly think this isn't a major reward then you and I have very different ideas of the concept of major in this context. It's not the isk value, its the amount of training time it amounts to. If the daily reward was just an isk bonus, there would probably be a lot less complaining, except that to make it have the same effect on players it would have to be a *lot* of isk.

One suggestion that had been made, that CCP completely ignored, was make a new type of LP, similar to the Analysis Kredits for doing Project Discovery, that could be used to acquire SKINs or avatar accessories, possibly ones that were unique to that point set, it could conceivably have the same effect on logins without further breaking and devaluing the training system.

I'll say again, the only way any pilot should be able to gain SP is through the passive training. Not from dailies, and not buying them. That is *my* main complaint about this system, CCP's exploitation of people's fear of missing out is a side complaint to that.


Everything that speeds up the training for people is good IMO. Nothing good ever came from these artificial time barriers in a sandbox. I anyway fly around among 13 years vets who are way infront of me in regards to SP, I learned to adapt (Even gods bleed)). I have absolutely no fear of someone training 20% faster, as they cannot be worse than those players with maxed out subcap and combat skills that have been flying around even before Sp trading.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Shallanna Yassavi
qwertz corp
#64 - 2016-06-16 00:06:23 UTC
sero Hita wrote:
Neadayan Drakhon wrote:



The main reason these SP dailies shouldn't be in the game is that TRAINING should be the only wait to gain SP, skill trading also should not exist, and just because it does isn't justification for this abysmally bad dailies system. It's a bad game mechanic.

You said it yourself, 20% more sp, how is that *not* major. That is a very significant boost. If CCP wanted to increase SP generation then they should've just increased the training speed overall, but that wasn't their goal, their goal was increased logins by exploiting people's fear of missing out, simple as that.

If you truly think this isn't a major reward then you and I have very different ideas of the concept of major in this context. It's not the isk value, its the amount of training time it amounts to. If the daily reward was just an isk bonus, there would probably be a lot less complaining, except that to make it have the same effect on players it would have to be a *lot* of isk.

One suggestion that had been made, that CCP completely ignored, was make a new type of LP, similar to the Analysis Kredits for doing Project Discovery, that could be used to acquire SKINs or avatar accessories, possibly ones that were unique to that point set, it could conceivably have the same effect on logins without further breaking and devaluing the training system.

I'll say again, the only way any pilot should be able to gain SP is through the passive training. Not from dailies, and not buying them. That is *my* main complaint about this system, CCP's exploitation of people's fear of missing out is a side complaint to that.


Everything that speeds up the training for people is good IMO. Nothing good ever came from these artificial time barriers in a sandbox. I anyway fly around among 13 years vets who are way infront of me in regards to SP, I learned to adapt (Even gods bleed)). I have absolutely no fear of someone training 20% faster, as they cannot be worse than those players with maxed out subcap and combat skills that have been flying around even before Sp trading.


If that's what this feature was supposed to be about, they would have just given everyone +5 to base attributes and called it a day.

That's not what they did.

A signature :o

Shallanna Yassavi
qwertz corp
#65 - 2016-06-16 00:14:34 UTC  |  Edited by: Shallanna Yassavi
Moth Eisig wrote:
Thought one: Additional daily opportunities don't *have* to be NPC oriented.
Thought two: Additional daily opportunities would clearly be rotated/selected randomly, not stacked so there would be multiples in one day.
Thought three: Comparing killing a single NPC once a day to addictive skinner box click fests in other games is silly.

Here's the next step if anyone wants to look at it.

Hello, reputation grind.

Edit: To be fair, it is an event. With a themepark-type mechanic.

A signature :o

Laken Starr
Aliastra
Gallente Federation
#66 - 2016-06-16 05:38:33 UTC
Shallanna Yassavi wrote:
Moth Eisig wrote:
Thought one: Additional daily opportunities don't *have* to be NPC oriented.
Thought two: Additional daily opportunities would clearly be rotated/selected randomly, not stacked so there would be multiples in one day.
Thought three: Comparing killing a single NPC once a day to addictive skinner box click fests in other games is silly.

Here's the next step if anyone wants to look at it.

Hello, reputation grind.


...wtf, CCP?
DeMichael Crimson
Republic University
Minmatar Republic
#67 - 2016-06-16 05:42:38 UTC
Neadayan Drakhon wrote:

I'll say again, the only way any pilot should be able to gain SP is through the passive training. Not from dailies, and not buying them. That is *my* main complaint about this system, CCP's exploitation of people's fear of missing out is a side complaint to that.

I pretty much agree with this. Of course I can see how Daily Objectives giving skillpoint rewards is good for brand new players. I think there should be a cut-off point set on receiving the free skillpoints.

However, as an older veteran player myself, I'd much rather have all my learning skills replaced than worry about not being able to log into the game each day to do the Daily's. In my opinion the skillpoint reward for completing a Daily Objective bypasses the skill training queue. I see no reason to PLEX an alt character's training queue, just gotta log the alt in for 5 minutes each day to get 10k sp's.

As for skill injectors, the original idea was to have the ability to move skillpoints from an inactive unused skill to an actively used skill. That's great and it doesn't bypass the skill training queue.

However being able to add more skillpoints than what the character originally had is just wrong since it's now basically Pay To Win. A brand new character can have all skills maxed out within a week. I'm not talking about new players, most don't have the resources or knowledge to do it. This is something Veteran players will exploit enabling their alts to be fully skilled within a few days.

Anyway, not much we can do about it now, Pandora's Box has been opened.


DMC
Shayla Etherodyne
Delta Laroth Industries
#68 - 2016-06-16 06:55:51 UTC
sero Hita wrote:
Jenn aSide wrote:


And I still say it's just not worth getting riled up over. It's CCP giving am player 12 million-ish isk worth of SP for their 1st (or only) rat kill of the day as a reward for logging in and undocking (but without actually giving someone isk that would screw up the economy). It's nothing.


I agree. According to my calculations it is rather 8 mill pr. day though if you calculate jita prices, adjust for that you only earn 3/5 injector a month and subtract extractor prices, but I have not included taxes, so it is less than 8.1 mill isk pr day. It is really nothing value wise. Feeling forced to do something that ruin your enjoyment of the game for 8 mill or 20% more SP a day.... I don't get it. EVE is my sanctum were I relax and escape my busy RL by grouping up with people and blowing up some space submarines, no way I would jeopardize that for such a small reward in the case scenario where I would feel annoyed by shooting a single rat a day.



If someone feel that 20% extra SP is worth his enjoyment of the game, I suppose that, for the same reason, he always use +5 implants to speed up training. the effect is roughly the same. And naturally would avoid any PvP where he would risk his pod, as he would lose training time.

If he instead realize that training speed isn't everything he would enjoy the game way more.


sero Hita
Science and Trade Institute
Caldari State
#69 - 2016-06-16 07:50:59 UTC
Shallanna Yassavi wrote:


If that's what this feature was supposed to be about, they would have just given everyone +5 to base attributes and called it a day.

That's not what they did.


Yeah, I never said that the intention from CCP was to increase the speed of SP accumulation, did I? Perhaps read it again. I just pointed out that the sideeffects is that you can now train faster. You can now affect your learning speed by implants and by doing the dailiy, more choice. By combining those two parameteres you now train faster as before, which is a good thing.

Like I have said before I think an alternative motive for the daily, other than putatively increasing PCU numbers, is to make a SP faucet to compensate for the loss of SPs brought by injectors, and keep the supply of SP for injectors constant so they can earn more money by selling extractors. They never said this, but I cannot believe they have not considered it with SPs being a new income sourse.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

sero Hita
Science and Trade Institute
Caldari State
#70 - 2016-06-16 07:59:41 UTC
Shallanna Yassavi wrote:
Moth Eisig wrote:
Thought one: Additional daily opportunities don't *have* to be NPC oriented.
Thought two: Additional daily opportunities would clearly be rotated/selected randomly, not stacked so there would be multiples in one day.
Thought three: Comparing killing a single NPC once a day to addictive skinner box click fests in other games is silly.

Here's the next step if anyone wants to look at it.

Hello, reputation grind.

Edit: To be fair, it is an event. With a themepark-type mechanic.


This is what the PVE'ers have been asking for, for years........... new ways to PVE, and CCP has apparently listened, which is good. It will be voluntarily and not include SPs, so what is your point with posting this here? And to your last point, PVE has always been a themepark-type mechanic, and has been always present in EVE.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Geronimo McVain
The Scope
Gallente Federation
#71 - 2016-06-16 08:09:53 UTC
Shallanna Yassavi wrote:
Moth Eisig wrote:
Thought one: Additional daily opportunities don't *have* to be NPC oriented.
Thought two: Additional daily opportunities would clearly be rotated/selected randomly, not stacked so there would be multiples in one day.
Thought three: Comparing killing a single NPC once a day to addictive skinner box click fests in other games is silly.

Here's the next step if anyone wants to look at it.

Hello, reputation grind.

Edit: To be fair, it is an event. With a themepark-type mechanic.

So what? Another type of mission running with a story. If you have fun with it, why not. Tell me in which way it is mandatory? With this argumentation you can criticize the bounty and loot on rats, because if you don't kill them you don't get the ISK.Roll
March rabbit
Aliastra
Gallente Federation
#72 - 2016-06-16 08:32:41 UTC
Laken Starr wrote:
Shallanna Yassavi wrote:
Moth Eisig wrote:
Thought one: Additional daily opportunities don't *have* to be NPC oriented.
Thought two: Additional daily opportunities would clearly be rotated/selected randomly, not stacked so there would be multiples in one day.
Thought three: Comparing killing a single NPC once a day to addictive skinner box click fests in other games is silly.

Here's the next step if anyone wants to look at it.

Hello, reputation grind.


...wtf, CCP?

dailies report success i would think

The Mittani: "the inappropriate drunked joke"

Shallanna Yassavi
qwertz corp
#73 - 2016-06-16 10:59:42 UTC
sero Hita wrote:
Shallanna Yassavi wrote:
Moth Eisig wrote:
Thought one: Additional daily opportunities don't *have* to be NPC oriented.
Thought two: Additional daily opportunities would clearly be rotated/selected randomly, not stacked so there would be multiples in one day.
Thought three: Comparing killing a single NPC once a day to addictive skinner box click fests in other games is silly.

Here's the next step if anyone wants to look at it.

Hello, reputation grind.

Edit: To be fair, it is an event. With a themepark-type mechanic.


This is what the PVE'ers have been asking for, for years........... new ways to PVE, and CCP has apparently listened, which is good. It will be voluntarily and not include SPs, so what is your point with posting this here? And to your last point, PVE has always been a themepark-type mechanic, and has been always present in EVE.

Yes and no.
Yes, it's new PvE content. Yes, it's got non-SP rewards.
And, as far as I can tell, the non-SP rewards can be bought, so everyone else can just continue scamming and stealing and wormholing to trade for it.

The big difference between this event and the last ones is: it's a lot more in-your-face, like the daily timer. It's even more in-your-face than the events in some themeparks.
On the bright side, maybe there will be something to fight over.

Whatever it is, it will be interesting to see what they did with it.
And to see what this community's saturation point for events is.

A signature :o

sero Hita
Science and Trade Institute
Caldari State
#74 - 2016-06-16 11:49:53 UTC
Shallanna Yassavi wrote:

Yes and no.
Yes, it's new PvE content. Yes, it's got non-SP rewards.
And, as far as I can tell, the non-SP rewards can be bought, so everyone else can just continue scamming and stealing and wormholing to trade for it.

The big difference between this event and the last ones is: it's a lot more in-your-face, like the daily timer. It's even more in-your-face than the events in some themeparks.
On the bright side, maybe there will be something to fight over.

Whatever it is, it will be interesting to see what they did with it.
And to see what this community's saturation point for events is.


Well the being in your face part they explain is due to that people have complained that the events were not visible enough before, so it is a player request. I am not easily distracted with stuff like the new "your face" framework, so I don't mind that.

I think the most important thing about the new events is that it now makes sense to run the missions/whatever it is together with other players (see the CCP reply in the comments section of that blog), as all get the reward. This is a great step for the game, the less solo grind and more teamwork/ socializing/ player interaction the better IMO.

Eventhough this is an interesting discussion, I still don't get what this has to do with the daily opportunities discussion?

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Pandora Carrollon
Provi Rapid Response
#75 - 2016-06-16 14:49:44 UTC
Let's take a step back a moment and realize what Skill Points are: a replacement for 'experience points' used in most games.

EVE doesn't have 'levels', and with that in mind, it had to have a gain system and most level-less games (either MMO, tabletop RPG, etc.) have some type of Skill or XP system so that characters can develop like real people do. As people we tend to learn more from our mistakes than our successes so a game that modeled this would be the closest analog to what these systems intend to do.

That optimum model is not EVE. Here we get Skillpoints by doing NOTHING. You can set your skill queue and not log in for months, then 'POW' you suddenly have all the skills you wanted, you only needed time to go by to get them. This is more like a very slow version of "The Matrix"..."I know Kung Fu!" moment. Now that could be exactly what CCP is going for, however, I'm not getting that impression. It always felt like it was a way to slow down players so that they were forced to wait to become a super pilot.

I think CCP had a change of heart on that at some point in some meeting none of us were privy to. They had the epiphany of "Hey, why are we slowing everything down when we don't actually need to?"

Thus we got Skill Extractors and Injectors. A highly popular addition to the game. Like it or not, it's gone Gonzo! So, the Genie was out of the bottle with that change.

Adding ways to get additional SP via dailies or whatever (it could be anything) is little more than carrots being dangled on the end of the stick. Again, the Genie is out of the bottle, so this is nothing by comparison if you just look at the game impact. In fact, as I've mentioned before, it's a way for players who are in the game all the time to accelerate their characters over those that just sit back and use the old SP mechanism. This is where some of the complaints stem from, and I totally get that, but in the end, if you really feel like you are being left behind, buy an injector and really make your skills soar quickly.

I know I can't convince anyone that really dislikes this, but the only thing I have to end with is that you are what you think you are. No, I'm not trying to sell you into Zen self realization, but there is absolute truth there. You probably aren't going to get this thing you don't like to go away, so your choice is to either rmake your peace with it (whatever that will look like) or to keep festering negative feelings over it and that will just lead you to leaving the game. So, it's best to figure out what path you are going to take now and move forward in whatever direction you choose. Just a thought.
Pandora Carrollon
Provi Rapid Response
#76 - 2016-06-16 15:02:00 UTC
DeMichael Crimson wrote:
I pretty much agree with this. Of course I can see how Daily Objectives giving skillpoint rewards is good for brand new players. I think there should be a cut-off point set on receiving the free skillpoints.


There is a cutoff point. It's diminishing returns. 10,000 SP to a 1.5 Million SP toon is a higher percentage gain in SP total than the same amount to a 50 Million SP toon.

You'll still PLEX that alt if you want it advanced faster so you can put an injector on it. If it's a training ALT, it helps make more ISK faster. The issue is that you now have options because it matters which of your 3 toons on a given account you complete the task with. So you have greater flexibility in training.

One of the primary complaints about the Skill Extractor/Injector inclusion issue was that people without money had no way to advance their characters like you could with the Injectors. Well, now even if you're dirt poor but can make your EVE account payments, you have a way to accelerate training. ... and no, I don't think that's a happy coincidence. I think it was very intentional to address that complaint, one of many problems that the dailies idea solved.

Yes, the vets again had their past hours of grinding SP over months and years value reduced. I don't begrudge the feeling that might exist there, but, all things change. The game has to try new things and adapt or it won't have the relevance it needs to. A change might make us feel like what were we doing all that time in the past but the real questions are...

Did you have fun? Were you Challenged?

Walt Disney wrote:
Around here, however, we don’t look backwards for very long. We keep moving forward, opening up new doors and doing new things, because we're curious… and curiosity keeps leading us down new paths.

DrysonBennington
Eagle's Talon's
#77 - 2016-06-16 15:17:13 UTC  |  Edited by: DrysonBennington
Revis Owen wrote:
Eve is marketed as a place where players generate the content a
mong themselves. Dailies and all other NPC-based content are an abomination and should be killed with fire.


Maybe if the Daily Opportunities included hair plugs for that Cranial Dissipation Dome you call a head were involved you might be happier to partake in the missions. Having more hair is in style this year. Ever one needs to have Flop Sweat.
Neadayan Drakhon
Heuristic Industrial And Development
AddictClan
#78 - 2016-06-16 19:30:10 UTC
Pandora Carrollon wrote:
DeMichael Crimson wrote:
I pretty much agree with this. Of course I can see how Daily Objectives giving skillpoint rewards is good for brand new players. I think there should be a cut-off point set on receiving the free skillpoints.


There is a cutoff point. It's diminishing returns. 10,000 SP to a 1.5 Million SP toon is a higher percentage gain in SP total than the same amount to a 50 Million SP toon.

It's not diminishing returns, 10k SP is 10k SP; diminishing returns would be like the injectors, where you actually get less SP rewarded when you have a higher starting SP.
Vash Bloodstone
State War Academy
Caldari State
#79 - 2016-06-16 20:18:04 UTC
Hello, I'd just like to say a few things about the Recurring Opportunities.

It seems to me, that far too many people are focusing too much on Skills points being rewarded. Its true, that SP is a critical part of Eve Online and I would even say there is nothing wrong with offering SP as a reward, but the way that its being implemented is terrible and a disaster.

First, let me ask these questions: How many of you here would say your goal in eve online is to collect Skill-points? To gain max skills? How many Eve online players have it as their goal to gain Skill-points? I don't know for sure, but I would guess that very few people play Eve Online just to gain SP. I would even be bold enough to say that if your playing EvE online just to see how many Skill-points you can gain, than your a lousy EvE player.Straight


The point I am trying to make here is that gaining skill-points is not the goal. Our goal is to do the things that the skills allows us to do. A small, but critical distinction. Eve Online is not a traditional game. Trying to get "max Level" or the biggest ship is not really the goal...unless your one of those "people" who have been so habituated to the cheese in the maze experience that you cannot possibly alter your perception. Eve Online has never catered to those types of players, its always appealed to those players which wanted a different experience and Eve has done a great job with that.

Having timed rewards changes all this. Before this abomination...rewards in Eve online always required some kind of effort and risk. The more effort and risk you put forth, the higher chance you could get a better rewards. Rewards were also random which made things exciting and required more time and commitment if you wanted a great reward. Think about those things in eve Online that offer rewards with little risk and effort, low level missions and mining. The two most boring and grind-fest things we have in Eve Online.


What I am really trying to say here is that if you think these recurring opportunities are about skill-points, your fooling yourself. Perhaps CCP really did think they needed to inject SP into the economy after the SP drain that came with SP trading, but if so, CCP did a lousy job. I suggest that instead of daily rewards, you can make SP drop as loot from NPCs. And if people want that SP, let them kill those NPCS. And get rid of this dang daily rewards disaster. The reason why people are so opposed to these daily rewards has very little to do with skill-points, and everything to do with how this game should operate philosophically...Say No to Daily Rewards.




The best way to get people to play Eve Online is to make it fun and actually have them play Eve Online. You want somebody to shoot an NPC?! Then make it fun to shoot an NPC! I know that trying to make things more fun is difficult and requires creativity, but this is what needs to be done! Its a lot easier to just offer an reward, but then people will shoot the NPC for the wrong reasons. Do you really want your players to have it as their goal to gain SP? Eve online has lasted as long as it has because its players have had fun. If you work at making things more fun and entertaining, you'll do far more to reel in players than any lousy reward ever could. Remember, SP is like cash. Cash by itself doesn't bring us happiness, its the things that cash can buy that can make us happy.




Violet Hurst
Fedaya Recon
#80 - 2016-06-16 22:03:55 UTC  |  Edited by: Violet Hurst
Hello,

I would like to express why my personal impression of the daily opportunities isn't a completely positive one.


To do so I will first have to explain why the skill queue as a video game progression system (vgps) actually has its benefits. I will not dive into the discussion on whether or not games should have progression systems at all and how impactful those should be, although a look at game development in recent years will show that they were bolted on to anything with a heartbeat and everything else was reanimated and then a progression system was bolted on to it. So vgps' might offer some benefits.

To classify the skill queue(a), I will compare it to two other vgps' I know: experience points and levels(b), learning by doing (c) and ingame money(d). (b) does have a certain drawback. As a Bethesda developer once put it "For some reason you become better at lockpicking by slaying an ogre. And even if you pick a thousand locks you won't get better at lockpicking if you don't slay that ogre."
(c) adressed this issue by implementing progression mechanics for various skills. This lead to some odd player behavior though, e.g. bricking the sneak-key over night or letting rats bite your character for some time to level your defense. Also for some skills, especially in the social and trading department, it's very difficult to invent progression mechanics that don't cry for exploitation. But that's not the point.

The point is that we are looking for a suitable progression system for a multiplayer sandbox video game here. So a game where you want your players to pursue a multitude of activities, most of which you didn't think up yourself and indeed won't know players would want to do until they do them. So in the first approximation we are looking at an infinite amount of activities here. Therefore if you don't want to exclude anyone from your progression system (and you do not want that), (b) and (c) don't qualify. For (b) this should be obvious, for (c) this becomes true if your development company only has access to a finite amount of programmers (and most of them probably do).

So with (b) and (c) disqualified this leaves us with (a) and (d). (a) was obviously chosen for Eve, but also has a specific disadvantage. Players often want to progress faster by playing "better" than other players. With (a) in its pure form this is barely possible (remaps, training skills).
Enter (d). (d) is quantifiable and can therefore be used as a measurement for success. It is possible to say that player A played better than player B because he generated more money during the same period. You will find no shortage of examples of this metric being used just by looking around in these forums. And with training implants, the character bazaar and skill injectors (d) has expanded its influence to also affect (a) (and with skill injectors also vice versa).
But why is (d) even suitable for a sandbox game when the activities that earn money are clearly only a subset of all activities? Well, the keyword here is multiplayer sandbox, so it is still an infinite subset. I am thoroughly positive that stuff like gambling websites, singing ransoms, third party escrow services, virtual prostitution, video streaming or alliance propaganda were not thought of by CCP when they built the first release version, yet all of these activities have the potential to generate ingame money.
The disadvantage is of course that, since you can exchange progress between (a) and (d), they can no longer be seen as two separate progression systems, but a single combined one. This is again quantifiable, so you could say that two features are better than one.

Back to the daily opportunities. In their current state they are a system of type (b) and have the potential to turn into (c), but that's the end of the line. They will always be only applicable to a finite set of activities and the more creative stuff, e.g. "scam one person in Jita local", will be really hard to implement. They merely merge into the current progression system, they do however shift the progression from player-created activities to developer-created activities. This is what I think negatively of. The margin by which they do that is of course up for debate.

Thank you for climbing,

Violet Hurst.





PS:
Pandora Carrollon wrote:
That optimum model is not EVE.

Would you like to share what you consider the optimum model? No strings attached, just asking.