I have two suggestions to fix the problem that I and many others have for your daily rewards, the first is a quick-fix retaining the current format and the second would be a complete re-design based on my understanding of the goals of such a system.
Quick Fix
The big problem with this scheme is that the very best reward is at the very end of the month, which means a single missed day in a month and it’s gone. I’ll just assume based on no evidence that you’ve figured out a scheme whereby non-31-day months also have this reward, but if not then that’s even worse. So the quick fix is to simply move the very best reward slightly earlier so that a few missed days are no sweat and nobody needs to feel pressured to keep logging just to hit that fat pack. Here’s an example (abbreviated R for Runes, C for Crystals, P for Packs, and FP for Fat Pack):
Current
RRCRP
RRCRP
RRCRP
RRCRP
RRCRP
RRCRP
FP
Proposed
RRCRP
RRCRP
RRCRP
RRCRP
RRCRFP
RRCRP
P
Something like this would mean that there are still good incentives for hitting every day in a month but nobody needs to be stressed about missing a day or two.
Replacement System
I assume the main goals of a daily reward are the following (in rough priority order):
- Make people excited about coming back to the game
- To not give away so much good stuff that purchases are pointless
- Help people feel like they are progressing
- Help set a baseline level of progress to compare purchases to
- Help differentiate dedicated players from casual ones
To achieve this, I would establish three tiers of daily rewards. Each day you log in, you get a random reward from a tier that is determined by how many consecutive days you’ve logged in leading up to today:
Tier 1 (you get a random reward from this tier if you’ve logged in for 10+ consecutive days):
30 crystals (20% chance), a pack (20% chance), 325 runes (60% chance)
Tier 2 (3+ consecutive days):
20 crystals, a 3-card pack, 250 runes (same chances as above)
Tier 3 (2 or fewer consecutive days):
10 crystals, a card (eh?), 100 runes (same chances as above)
So as an example someone logging in for the first time and then never missing a day would get T3, T3, T2, T2, T2, T2, T2, T2, T2, T1, T1, T1…
I set the Tier 1 rewards at the steady-state average for the current scheme (using clumsy mental math), so in theory someone who never misses a day would get roughly the same income as they currently do, but missing a day puts you a bit behind that curve without being horribly punishing. If you want larger, rarer prizes for the sake of exciting quantities you could always add a low-probability high-value version of any of the above, like an 18% chance at 30 crystals and a 2% chance at 300. I’m not a huge fan of that approach, but big random rewards have a solid basis in operant conditioning.
If people are really in love with the fat-pack reward (guilty), I would lean towards adding something like “every 30 days of earning a tier-1 reward you instead get a fat pack”. This has the interesting consequence that someone who misses a single day every month would only be getting 20 tier-1 rewards per month and would get 8 fat packs a year instead of 12. Someone who missed a day every two weeks would get roughly two fat packs a year…
I really hope you fix or replace the current system, since the current approach is pretty demoralizing and I think you want players to be excited about your game.