The requirements for achievements like “Saving the City of Gold”, “Realm Avenger”, “Connoisseur of Confection”, “Koda’s Blessing” among others have to be reconsidered.
In a similar fashion, most master artisan, ascended and legendary gear recipes are so resource and time-gated that they turn people away from crafting rather than make it interesting.
Those shout out: “To get me, I want you to live in the game for months on end, drop school, leave your job, sell whatever you can, forget everybody you’ve ever known”.
This is a bad way to make people play in the long run.
Asking for a task to be repeated 250,000 times or huge amounts of an extremely rare resource to be acquired is just rude.
Like waving candy in front of a child’s face then taking it away while laughing maniacally.
IMHO, there are smarter ways to make people stay and play on a regular basis.
For starters, the solution for those achievements with the huge counters is simple – just reduce the numbers.
As for the those that ask players to acquire a lot of rare and expensive materials, here are several suggestions:
1) Make tier 6 resources more abundant (e.g. replace some Mithril Ore nodes with Orichalcum Ore nodes).
Why place so many mithril nodes in new 80+ zones when the material is in excess already?
At the same time orichalcum is so desperately needed and scarce even without the constant addition of more legendary weapon and armor recipes as well as rare collections.
Respectively, salvaging high-level equipment should yield 2-3 pieces of metal, leather, wood, orbs, globs etc. instead of a measly 1.
2) Change the mechanic of “play-GW2-for-5-years” collections altogether. Instead of asking for resources that cannot possibly be acquired in months, and that is for a single piece of equipment, try this:
Longer scavenger hunts that send players to multiple zones. Not necessarily involving new item icons and effects.
Use old code and art, just change item names and add more events that end quickly but spawn more often.
These hunts may even be tied to new expansions and Living World releases, i.e. one may not be able to complete the hunt right away because the last 3 pieces of the puzzle are in Cantha for instance.
Similar to what was done for the legendary armor collection.
This will give players something to do in between story, promote exploration and revisiting of old areas.
Such a hunt has a feel for natural progression to it, evolving alongside Tyria and the story of its characters.
Let’s make a quick comparison. On the one hand there is a collection/recipe that has nothing special and unique about it, just grind the same old resources in ever-increasing amounts.
On the other hand we have an activity that has a distinct sub-story and community-oriented mechanics (hello, we’re still playing a D&D-like MMO, not a pretty stock exchange UI, right?) – a real adventure.
It’s all about mentality really. With the scavenger hunt, you may not be able to do it on Xday because you have to go to school or work, your friends are not online or you’re just not in the mood.
On Yday however, you’re all free, well-rested and hungry for adventure. You go in and do part 5 out of 12 of the collection for the latest legendary sword.
In contrast, with some of the current achievements/collections, no matter how many mornings in row you get up, make a cup of coffee and brace yourself up, after you log in the counter will still be at 3,047/100,000.
More time and more friends to help don’t make things better because the counter ticks with one where you need thousands. Its depressing, discouraging and feels exactly the opposite of rewarding.
Back to my point about mentality – make people look forward to a long scavenger hunt with a couple of slightly different and marginally exciting new steps each month/quarter rather than the same old resource grind forever.