I could see this being a thing.
First the play time rewards. Reach milestones and you get a free item. I am pretty sure your time spent playing is already recorded, could be wrong.
10 hours, 25 hours, 50 hours, 100 hours, 200 hours
Nice and simple, five rewards to be earned. You play at your own pace. More than 200 hours and it could be too burdensome for the players. And it’s supposed to be fun.
As far as events, I wouldn’t mind seeing something like this implemented into the game code:
- Daily Events
A random percentage chance for SOMETHING to happen each morning as dawn comes upon the Exiled Lands. Just something to exploit and add a little spice to the game. There is also a chance nothing happens. If an event starts, it lasts until dawn of the next morning.
–Positive Events–
Bountiful Harvest – Planters
Plentiful Fish – Fish Traps
Insect Swarm – Bugs from Plants in the Wild
Fertile Lands – Compost Heaps
The above will all give you an increased harvest chance in the specified object/location, for that day.
–Negative Events–
– The particular animal type is in it’s mating season and as a result has increased aggression and will attack you from farther away
– The particular animal type is encountered more frequently.
You could also have a daily event in which a particular race regarded as a holy day for their preferred religion. With the result that they are more zealous, there are more spawned and they are out looking to sacrifice to their deity on this day.
You could add temperature events, in that you could have some days that are colder, meaning travel in the cold regions north is more harsh, or days that are hotter, when travel in the desert to the south is more difficulty.
You could even have “lucky” days, which have a hidden modifier, that makes certain crafting attempts more successful. In that they may consume less materials, or none at all. But as it’s hidden, you won’t know just what type of crafting is affected. IE, you have to be lucky both to get this day, be lucky in attempting to craft at whatever station the modifier works for, and finally lucky enough to actually have it trigger. It could even have a one-use option, in which it only applies once. So once you know what crafting station it’s working for, you can’t abuse it by continually crafting to try and get the bonus.