Missions
Last updated
Last updated
Build your Missions with dependency on the Levels - every new level the player will unlock a set of 3-5 new missions. This way the players are not overloaded with a big number of missions at the same time.
Points in the missions can be built in a way that the players need to complete ±70% of the tasks in order to get enough points to the next level.
Note that with such an approach it's ok to have a situation when players on Level 5 have some not completed missions from levels below.
Give a good description for “locked” missions - what players should do in order to unlock them. If no description is given, the locked mission will show which level or which mission has to be completed first in order for it to be unlocked.
Don’t make available at the same time missions that are expecting the same actions from the player. E.g. “Login 5 days in a row” and “Login 3 days in a row” shouldn't be available at the same time. The same goes for “Make 50 EUR deposit” and “Make 300 EUR deposit”. Such missions should unlock each after another, e.g. “Login 3 days in a row” will unlock “Login 5 days in a row”
But in some cases, it could be ok to run missions with similar tasks in parallel, e.g. “Make 1000 bets” and “Make 300 bets in 24 hours”
Teach players gradually - keep beginner missions with one task only. E.g. “Make your first deposit”, “Login tomorrow”, “Make 5 bets”, etc. On the next levels, you can make missions that require completing multiple tasks.
In the first levels use a ‘quantitative’ approach and simple for understanding tasks. E.g. after completing the mission “Make 10 bets”, you can give a mission “Make 50 bets”. On later stages, you can introduce more complex tasks like “Make 50 bets in 10 minutes in Golden Slot’ or ‘Win 30 times of your bet in Roulette'
Missions that would require opt-in - in this case the user will start progressing within the tasks of the mission only after explicitly opting in to it:
Setting up a "Time limit" for the mission - with this feature you can limit the user in time that is given to complete a mission. Depending on the mission configuration, the countdown will start when the mission is unlocked or if it requires opt-in, from the time when the user opted in.
You can now schedule missions to unlock at a specific time. We have added the ‘Available from a specific date’ option in the BO within the mission template, and it is available only for ‘Available, unlocked’ missions. It is disabled by default, but when it’s enabled, two more options appear:
Active from - the date when the mission will be available in the gamification widget
Available during - the period till the mission will be available in the gamification widget
Available missions will appear under the available tab in the gamification with a countdown timer showing how long the mission will be active and a label with the date. Once the period is over and the mission is not completed, it will expire and be displayed under the Missed tab. The Missed tab will not be displayed when it is empty. If the mission is set for the future period, it will be displayed under the Locked tab with the date when it will be unlocked and a timer showing the duration period of the mission (for how long it will be available). When players have completed a mission, it will be displayed under the Completed tab, whether or not it has expired.
Read more at: https://help.smartico.ai/welcome/more/release-notes/november-2023#scheduled-missions
We have added the possibility to enable opt-in on Scheduled Missions. Now you can create a mission that will be available on a specific date and time and when the mission becomes active the opt-in button will automatically appear.
If the mission is set for the future period, it will be displayed under the Locked tab with the date when it will be unlocked and a timer showing the duration period of the mission (for how long it will be available), but without the Opt-in button.
When players have completed a mission, it will be displayed under the Completed tab, without the Opt-in button. Once the period is over and the mission is not completed, it will expire and be displayed under the Missed tab without the Opt-in button.
Available Unlocked
✅
✅
⛔
✅ (with Opt-in)
⛔
Available Locked
✅
✅
✅
✅
⛔
Featured Manually
✅
✅
✅
✅
⛔
Recurring Mission
⛔
✅
⛔
✅
✅
Available, Unlocked - the mission will be visible to the end users, and they can progress without having to unlock it first, opt-in option and countdown timer are available. If configured, a Countdown timer will appear after explicit opt-in, meaning that the opt-in option should be enabled in order to restrict the mission in time.
Available, Locked - the mission is visible to the end users, but to progress, they need to unlock it first by completing the defined tasks. Players can unlock it by upgrading to another level, by completing another mission, or by other custom conditions defined by the operator. The mission can also be hidden from the end users until it’s unlocked.
Featured Manually - the mission can be given from a Campaign or manually to a specific player from the user’s profile. It will appear in the first place in the Gamification Widget with a Featured badge. The mission is hidden from the gamification widget until it’s given to specific users.
Recurring Mission - the operator can schedule the time when the mission will be visible to the players and for how long (countdown timer). The recurrence period could be daily, on specific days of the week, or month. Once the mission appears in the gamification widget, the players can progress without the need to opt in or complete other tasks to unlock. The mission progress is reset automatically for all users based on the recurrence schedule.
For 'Locked' and 'Featured manually' missions, the Countdown can work in two modes:
If 'opt-in' is set, then Countdown will count time from the moment of opt-in
If 'opt-in' is not set, then Countdown will count time from the moment of unlock of the missions or when it is given to the users.
Now you can choose whether to expose expired and not completed missions or to hide them. A mission is considered expired when its set duration has passed and the player did not complete it. The option to show/hide the expired missions is located in the missions template within the BO and is available only if you have set a time limit. If a mission expires, the ‘Hide mission when expired’ is disabled, and the user hasn’t completed it, it moves to the Missed tab. In case the user completes it before it expires, the mission moves to the Completed tab. If the ‘Hide mission when expired’ is enabled, it will disappear from the gamification widget when the mission expires.
‘Hide mission when expired’ will not be available if you haven’t set a time limit to the Mission!
When a recurring mission expires, and the option ‘Hide mission when expired’ is disabled, it will go to the missed tab with a countdown timer. The counter shows the time till the mission becomes available again. The same logic is applied if the mission is completed - it will go to the Completed tab with a countdown timer.
The table below outlines various mission types with the 'Hide mission when expired' option and their respective behaviors upon completion or expiration.
Recurring with Time Limit set
Yes
Goes to the completed tab with countdown timer
Disappears from GF Widget
Recurring with Time Limit set
No
Goes to the completed tab with countdown timer
Goes to the Missed tab with countdown timer
Available locked with Time Limit set
Yes
Goes to the completed tab
Disappears from GF Widget
Available locked with Time Limit set
No
Goes to the completed tab
Goes to the missed tab
Available unlocked with Time Limit set and opt-in or Sheduled
Yes
Goes to the completed tab
Disappears from GF Widget
Available unlocked with Time Limit set and opt-in or Sheduled
No
Goes to the completed tab
Goes to the missed tab
Featured manually with Time Limit set
Yes
Goes to the completed tab
Disappears from GF Widget
Featured manually with Time Limit set
No
Goes to the completed tab
Goes to the missed tab