How to make League better for the playerbase AND the company.
To start, it seems as though the marketing team / team in charge of the client and user experience is having trouble making the new missions system feel rewarding and impactful. It seems as though the feature is a beta test or experimental feature that they are trying to find a way to capitalize on. I'm not sure if this is already something that has come up, but why not have milestone missions that players achieve over time while playing?
I'm talking about things like the Xbox/Microsoft achievement system, where across games; when you reach certain milestones, things are unlocked. Similar to this system; milestones and extraordinary achievements could be added through the mission system that reward players for achieving things (that would not interfere with the way the game should be played strategically) that they do over time.
10 pentakills? "Here's an icon." "Here's some blue essence." "Here's a hextech box." "Here's a champion shard."
500 pentakills? "Here's an exclusive skin." "Here's an exclusive emote." "Here's an exclusive recall animation."
This system could be implemented in a way where it also gives away incentive for purchase; as I realize that video games are a business.
Login 5 days straight- 20% off store purchase via RP or BE
Log in 15 days in a row- ** 200 free rp. _While this would seem to be giving away more than gaining, its really more of a discount than a giveaway due to low amount of items players actually want being sold for this price. _ ** Reducing out-liars "If you own 10 or more champion shards, reroll them into the champion of your choice."
Things like this will increase player attraction to the system, feeling more personally connected to the rewards they accrue over time. No one feels good playing 80 games to get 4 levels, (I don't know the actual numbers here) and they happen to get 4 Garen shards in a row. This could be set in such a way that that is at or even below the median price point, making the company go even, or even more profitable due to bad luck on the players side.
Similar idea to above with cosmetics
(Things like this do not make or lose the company any money, if anything they increase the consistency that the company makes money, and brings it closer to the median.)
Overall I guess the point of this thread is to say that going forward on a game that has been around for a long time, it feels good to see permanent progress earned through game play on a game some people have been playing for 8 years.