More agressive decay of current resilience.
Currently, the decay of current resilience due to inactivity is unnoticeable. I have seen other users complain that this a disincentive to play the game, and I agree. I understand that part of the mission statement of the game is positive reinforcement, but having a small carrot/stick in the form of maybe, 10 lost resilience points per day if you do nothing on the site is a rather small stick. This decay can go down or become non-existent with increased activity.
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stormagnet commented
What would be really cool, IMHO, would be a way for users (and maybe their allies?) to adjust the challenge level- but in an optional, and non-judgmental way. (People who are having a hard time sticking with it would pry be turned further off if their challenge level were labelled "n00b" or such, not that I see that happening.)
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Gael commented
When I joined the game, I thought resilience points would reset each day, with Peak Resilience representing the most you've managed to do in a single day. I understand why it doesn't work that way and I think the idea of calculating Peak Resilience is cool, but in practice what has happened for me is that Peak Resilience and Current Resilience are always the same, always going up, and have become meaningless, more a measure of how long I've been playing than how I am actually doing at meeting my goals. Just logging in and completing a couple of Powerups does not a productive day make, but I can't tell by looking at my score whether I've been achieving a lot lately or slacking off. That makes points not much of an incentive, which is making my lists of Quests and Powerups look more and more like just another to-do list. I no longer feel much of a sense of achievement. To be fun, a game has to provide some challenge!
What I would like to see is a minimum amount of activity one must do each day just to keep the resilience score the same -- either some number of points that are lost overnight and must be regained to maintain your score (though I wouldn't continue subtracting every day when users are away from the game for a while; that would be an incentive to never come back!) or a punishment point subtraction for every day in which users log on but don't complete the to-do list on the dashboard (3 powerups, battle 1 bad guy, complete 3 quests).
Another possibility might be to add a total of resilience points achieved today to the stats at the top, and/or a daily average. I bet lots of people would be motivated to to a lot every day just to try to raise the average. You could then have achievements that related to keeping your daily score above a certain number for a certain number of days, etc.