#Weekly Activity System – Rewarding Active Grind in Laurum 2.0

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celest yew
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I would like to propose a weekly cycle of daily buffs. This system is NOT a "free giveaway"—it is designed to reward active gameplay and motivate players to stay on the spots for longer sessions. Each bonus requires the player to go out and fight to see the benefits.

​Weekly Schedule & Impact on Gameplay:

​MONDAY: Boss Slayer Monday
​Buff: Boss respawn timers shortened by 20%.
​Effect: Encourages team coordination and map control. To benefit, players must actively hunt and compete for boss spawns.

​TUESDAY: Gathering Tuesday
​Buff: Drop rate of common materials (Slime, Honey, Silk) increased by 25%.
​Effect: Motivates players to visit diverse maps. It requires time and effort to stockpile resources needed for crafting Lures.

​WEDNESDAY: Jewel Jackpot Wednesday
​Buff: A 1-3% chance for a Double Jewel Drop (A, B, or C).
​Effect: A reward for the most dedicated grinders. During long sessions with thousands of kills, this adds a "jackpot" feeling to the hard work.

​THURSDAY: Gold Rush Thursday
​Buff: Raw Gold dropped by monsters increased by 15%.
​Effect: Helps players build their bank, but only through active combat. This isn't a one-time cash injection; it’s a reward for every hour spent on the grind.

​FRIDAY: Trash Loot Friday
​Buff: NPC Vendor sell price (selling items to shop) increased by 15%.
​Effect: The key to reviving every map. This makes every single monster worth killing. It encourages players to form Parties and loot everything, making every minute of farming highly profitable.

​SATURDAY: Progress Saturday (EXP Day)
​Buff: +15% EXP from monsters.
​Effect: A reward for the time invested in weekend grinding. It allows players to feel a real sense of progression during longer leveling sessions.

​SUNDAY: Hunter’s Sunday (Drop Day)
​Buff: +15% Drop Chance for all items.
​Effect: The climax of the week. It increases the odds for rare gear and Uniques, but still requires the player to defeat thousands of enemies to see results.

This system gives nothing for "free." If a player wants to earn more gold or level up faster, they MUST be out in the world fighting. Every bonus is carefully tuned to encourage more hours of gameplay, build the community through Party play, and keep the world of Laurum 2.0 alive 24/7.

alkanov
This is what I mentioned in my previous post, but I decided to create a new thread to present the full concept properly. I believe this system is exactly what Laurum 2.0 needs to boost the "MMO experience"—giving players unique goals and reasons to be active every single day.
Note: The percentages used here are just examples to show the scale. Feel free to adjust the values to what you believe is best for the game's balance.

​Drop a reaction if you support a system that rewards active players!

iron perch
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Interesting idea