Well enough. The achievement exhibits no elements of good design:
- Engaging task
- Furthering story/lore which is essential to the RPG experience
- Variation
- It barely adheres to alternate variable reward schedules, and that only exists because it has multiple achievement steps with gradually increased spacing in between recognition.
With the absence of good, that only leaves bad. Maybe neutral or “necessary evil”, which are acceptable in small doses or after sufficient scenary changes.
If you’re arguing for those who love to zone out to running around and farming things, you do them a disservice by supporting content with a poor reward scheme. Those players could be farming somewhere farm more productive than wasting time feeding Hal the Ingrate.
Again. Those are your personal opinions on what you prefer an achievement to be. Opinions. Not facts. In a previous post you told me to look up basic design principles. Have you? All I see you referencing are your personal opinions on what you want and passing them off as those principles. What are the industry standards?
As far as your absence comment…
Would you believe the lack of innocence to mean that someone must be bad? The lack of one thing doesn’t mean it must be the opposite. It works both ways; however, several players came in here stating that it was “bad design” so it’s on them to support it with facts. Not a list of opinions on what someone prefers in their achievements.
A deliberately obtuse exaggeration. WvW achievements are gained in the normal course of play, while participating in the exact goals of WvW. Same with Fractal achievements. They are woven into the multi-faceted aspects of playing through the broader content.
Hal is a single, monotonous task repeated far more than it should have for its entertainment value.
It’s sad that comparing WvW/Fractal achievements even exists.
The Hal achievement can be obtained through the normal course of play as you do your dailies or simply doing events on that side of the map just like playing WvW and fractals normally. Or players can focus specifically on a particular achievement and grind it out.
Wrong.
A moving Hal would engage the players by encountering him in different locations. A moving Hal would get players to explore the zone more. A moving Hal would have given players a laugh as we find him in increasingly impossible locations while still carrying that godsbesotten flaming apple.
But he didn’t move. Players are even offering to help him move, mostly by shoving the lazy bum off a cliff and telling him to glide and get his own ruddy apples.And if you’re arguing for bad design just because the players not wanting to grind an unappealing task for an hour sounds like “entitlement” to you, at least be honest and say it directly. Don’t give carte blanche for blatant padding of monotony.
Also, third time ducking the main point, and once after it was explicitly asked.
What has been added by the extra 49 unnecessary iterations?
Players would still complain of the grind regardless. That’s what it comes down to: grind. Some people just don’t like it.
Again, I’m not arguing for bad design. I’m just arguing for you to prove that it actually is bad design without relying on your personal opinions on what you’re looking for in an achievement.
I didn’t answer the iteration question because it was unnecessary but I will. Why must a subjective value be added to each iteration? Let’s say that you only needed to turn in five apples. Would you be posting on here that the last four iterations were a waste and that it should be dropped down to 1? Doubtful.
The value comes from the reward. Is it worth returning 1 apple to him for a few AP, 1 MP, and a title? How about 5 times? 10 times? 50 times? If the rewards are not worth it to you for the effort needed then don’t do it. Just like how there are other things in the game with unique rewards that players have chosen not to do because it isn’t worth it to them. That in no way makes it “bad design”. If you disagree then link me the industry standards for what is “bad design”.