AP Scaling with Effort

AP Scaling with Effort

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Posted by: Vashoom.8512

Vashoom.8512

For achievements with several tiers, the points gained from each tier should scale with the effort (difficulty & time) it takes to complete them.

If you need, some clear examples of broken scaling are weapon master and slayer achievements.

Rewards should always scale with effort, achievement points should not be an exception to this, especially since now that AP produce rewards.

Please take this into consideration.

Progress blocking bugs are top priority, but not all bugs are so easy to fix as others, be cool :)

AP Scaling with Effort

in Suggestions

Posted by: Yamagawa.5941

Yamagawa.5941

Hum….. changing this for existing rewards may not be practical, as that may change what rewards existing players get….

For new achievements however, I’m all for this.

AP Scaling with Effort

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Posted by: Felbryn.5462

Felbryn.5462

Repeatable rewards need to be based mostly on the time and difficulty of obtaining them. Limited rewards do NOT—and the general philosophy in GW2, as in many games, is to give diminishing returns. Notice, for example, how your first few experience levels on a new character are easier to earn than later ones, the earlier weapon skills on a new weapon unlock faster than others, the earlier skills require fewer skill points per skill, etc. The slayer achievements clearly fit this pattern.

Repeatable achievements like “agent of entropy” and “hobby dungeon explorer” give constant returns (up to some very high maximum, I think). For those, you could maybe make an argument that some repeatable achievements are easier than others—but even then, it’s very complicated because you can often pursue several objectives at once. For example, completing dungeons for “hobby dungeon explorer” will also give you a bunch of items you can salvage for “agent of entropy” (not to mention all the coin, dungeon tokens, empyreal fragments, and experience points). So it’s actually very hard to say which achievements require more effort.

For example, most of the slayer achievements can be completed in the course of “normal play”, while doing stuff that you would’ve done anyway even if they didn’t exist. One could therefore make a reasoned argument that the required effort for completing them is zero (or close to zero), which by your argument means they shouldn’t be worth any AP at all.