The whole premise is wrong,
FOMO, short for “Fear Of Missing Out”, is a new anxiety issue. People in general want to be part of a community, partake in activities and discuss what’s happening, this is where FOMO gets involved. The participants generally do not want to miss out on anything because they feel they’re left behind and, as the phrasing literally say, they miss out on things. No, the world won’t end, but it’s still something which can affect a person if they’re very involved. Social Media is where it started, gaming is where it got, practically monetized.
Taking an item, and dangling it in front of us, for a limited time behind gameplay grind, is FOMO, regardless of the quality of the item. If it’s poor quality, it means you’ve just failed to make a proper reward for your FOMO schemes.
Not only this, but “there’s no reason to play” is a form of criticism of the quality of the game.
If people aren’t having fun enough to play, if the quality of the reward is poor, then the game is in poor condition. Think about it, what does that say about the game when people aren’t motivated to play it when rewards for playing isn’t good enough. This is even two-fold, good rewards make people burn themselves out on the game, and take breaks when the item isn’t good, which showcase a poorly made Challenge system. No game should burn the players out through chores. I don’t find the challenges very complementary of the game.
Now he’s asking for a middle ground between apples and oranges.
FOMO isn’t the same as reward quality.
You can’t draw a middle ground there.
They need to admit they’re using FOMO through limited timed items behind 21 challenges.
Then we need to think about options to that system which isn’t about FOMO.
Item quality is an entirely different discussion.
Now, I’ve suggested it before, but, this is my view of it.
Make weekly challenges the same as the Battlepasses.
Never expiring collections of challenges to complete in order to unlock an item.
That means, you could select a previous week’s item, and then complete challenges for that item until you unlock it. Progress saved if you jump to another item.
We’d have FOMO entirely removed, new players wanting to catch up would get all the opportunity in the world to catch up both in Battlepasses as well as previous items. People who don’t play as much, or only sporadically would be allowed to choose what they do etc.
That’s what I’d present to i343, but I seriously doubt they’d consider it.