Showing Posts For Miggetmagic.1689:
Activities
- I like this category, some achievements are fairly grindy, but it’s like PvP and should encourage people to get involved in them even if they may not be completely interested. The only complaint I have here is that I wish there were more activities (Polymock, Capital Cities).
Historical
- Change Hall of Monuments to Hall of Monuments (Past) This also has the added effect of opening up Hall of Monuments (Present) as a possible achievement category.
Place Hall of Monuments (Past) achievements in the Historical achievements tab to more accurately reflect how you obtain them. - Remove Achievement Points from Hall of Monuments (Past) achievements. The rewards via Hall of Monuments are the only rewards that should be received. This sets the hard cap on APs to exclusively GW2 content.
- Remove Achievement Points from Historical achievements (The Lost Shores, Flame and Frost, Sky Pirates, Cutthroat Politics, etc…) and add alternate rewards for doing these. A few examples are Miniatures, Titles, Laurels, Unique Items (skins, tonics, etc…) This allows any player to eventually have a chance to get all achievement points. In my experience, this is a huge incentive for chasing achievements, and increases the longevity of the achievement system.
Yes, I realize some of these suggestions will be very unpopular, especially removing achievement points from Living World achievements, sometimes the unpopular decision is the better one, and I truly believe this to be for the better.
If I have, in your opinion, overlooked anything or if you would like to add your own suggestions, feel free! In fact, I would love to see more suggestions and/or discussion.
This is just one category of suggestions I have written up, if you would like to see more, let me know!
(edited by Miggetmagic.1689)
Living World
- Remove Achievement Points from achievements that will not be returning (The Lost Shores, Flame and Frost, Sky Pirates, Cutthroat Politics, etc…) and add alternate rewards for doing these. A few examples are Miniatures, Titles, Laurels, Unique Items (skins, tonics, etc…) This allows players the chance to eventually earn every achievements point. In my experience, this is a huge incentive for chasing achievements, and increases the longevity of the achievement system. (Achievements from SAB and such would stay, as they are returning content)
General
Additions
- I feel there should be more Meta achievements all around, a great place for that would be in the Hero tab (or well, every tab). Ex: Complete the personal story (one variation up to the orders) with every race. Hero of Tyria – Complete Savior of Tyria, Emergency Response Hero, and Local Hero.
- Add a Meta Achievement with a title for completing all zone exploration (Tyrian Explorer) and for the remaining Explorer achievements that have you exploring mini dungeons and out-of-the-way places.
- Jumping Puzzles are such a huge hit, I feel like they deserve their own section within the achievements tab, I would recommend moving these to a separate tab and adding a meta achievement with a title for completing all of the puzzles the game shipped with.
- Possibly add a time tracker to these achievements so players can see their high scores.
Changes
- Slayer Achievements are very boring. To me, they feel like a number that should be displayed on a statistic page, not an achievement. Change or Remove.
- Weapon Master achievements are over the top grindy achievements, this entire tab is another example of something that I feel belongs on a statistics page. Change or Remove.
- Bosses – Was going to make a suggestion here, but after seeing the Tequatl rework, I think ArenaNet hit this right on the mark (I will still reserve judgement until I fight him/see changes).
PvP
- Overall, I would say PvP Achievements are quite good, I would however remove the non-tournament win achievements, or give them titles and separate them into two categories.
While the achievements are in a fair place, besides wins, there are exactly two other achievements – Rank Points obtained, and Kills. I would suggest adding some challenge achievements such as “Win the Battle of Kyhlo with a lead of 250 points or more”, etc…
WvW
- Every achievement in this tab is utterly ridiculous, the one year Infographic showed us just how much. In the entirety of this game, Yakslapper could have only been earned 23 and a half times. That 23.5 times is between all players in the lifetime of the game. This entire section of achievements needs a rework, badly, I guess we’ll see what the new WvW season brings to the table.
Dungeons
- Add challenge achievements to Dungeons like we have seen in Fractals or Scarlets Playhouse. These would be a great thing to add as dungeon reworks roll around. (Ex: Clear Arah while wearing Fine quality armor).
- Possibly create Meta Achievements for each dungeon, whereby doing all the achievements will earn you a reward (Ex: AC Catacombs could reward an Endless Ghostly Tonic). These Achievements should be difficult enough to where a well communicating pug group could potentially achieve them. Rewards for the 8 default dungeons should mirror each other (one dungeon gives an Endless Tonic, they all should) while later dungeons can reward differently.
(edited by Miggetmagic.1689)
First off, I would like to state that I very much appreciate the work that ArenaNet put into reworking the achievement system, and while not perfect, it was a step in the right direction.
Secondly, please read this entire post!
I posted this on Reddit as well – some extra discussion on the post HERE
Moving forward, I would like to see the achievement system continue to grow and be refined. As of present, I find many things within the achievement system poorly implemented, not thought through all the way, or completely off putting.
As is the nature of MMO’s, not every aspect is for every player, however, I believe it is a mistake to approach any aspect of a game with this knowledge, and simply write off a specific group of players by never allowing them the opportunity. With an ever increasing amount of achievements points, a majority of which can never be obtained again, the current system does just that.
Beneath this, you will see many proposed changes, fixes, and additions. Some of these are, in my opinion, much needed changes for achievements moving forward. These suggestions aim to make achievement points impactful and desirable, while still giving all players the option to achieve every possible point. That being said — Many will not.
!Warning! This is a very crude list of ideas (from minor to major, QoL changes and everything in-between)! This is not a complete list, it grows nearly every day!
Achievements:
Additions
- Add a tab for Tier and Total tracking under Recently and Nearly Completed.
- All achievement rewards, with the exception of consumables should be added to your Unlocked Rewards within the Achievements tab once obtained. Any rewards with stats, such as the Fervid Censer, should have their skin added to your Unlocked Rewards once obtained.
- Announce to Chat – Announce achievements to Party/Guild on completion, this aids the social aspect of achievements, and I love seeing what my guildmates are achieving. Only announces achievement at 33%, 66%, and 100% milestones if applicable (Agent of Entropy – 100, 200, 250).
- Option to disable broadcasting/viewing.
- Option to remove achievements from showing in Nearly Completed.
Changes
- Placement of a hard cap on achievements, currently the cap keeps growing daily, not allowing new players the chance to ever catch up.
- I would like to give mention to THIS reddit post. I believe the visual update we were given with the reworked achievement window was a misstep by ArenaNet.
- Create a new tab for permanent, annual releases, or in the case of Super Adventure Box – biannual.
- More difficult achievements need to reward more points. Crafting a Legendary should not be worth 5 achievement points, the same amount I currently make from my daily.
- Normalize achievement points. Many achievements give an even amount of points, however there are many others that give an odd amount of point (Slayer – 16, Dive Master – 18, etc…). Keeping it even looks more pleasing, besides, if something gives you a single achievement point (or 3), was it really an achievement? To add onto this, not every tier of an achievement needs to award points!
- Reduce, remove, or find a better implementation of the current “statistic” achievements.
- Slayer(PvE) along with Weapon Master and to some degree, WvW achievements are poorly implemented. What do these achievements really do? They show how long one has grinded and/or played for; they are a statistic. When (well if, if the day ever comes) I reach 5000 shield kills, you know what I’ll say? ”Glad that grind is over.” I understand, in the spirit of Guild Wars 1, why these grindy achievements exist. Thirst slayer, for example, is fine. Killing an enormous amount of enemies with, in the case of a warrior, a single target skill is not engaging, and most importantly, not fun.
Daily and Monthly
- Ideally, the Daily and Monthly achievements shouldn’t award players any points, do you really consider these daily chores to be “achievements”? However, the way the system works currently forces players to log on and finish their dailies if they don’t want to fall behind. My proposed solution would be to put a hard cap on achievement points awarded through dailies and monthlies, somewhere between 1000 and 2500, and leave it at that. This gives players incentive to log on and complete their dailies and monthlies (because laurels apparently don’t do that?), but puts a hard cap on achievement points so that everyone (even knew players) have the ability to earn all achievement points.
(edited by Miggetmagic.1689)
On the note of ascended weapons, how exactly are they complicated? They are the top tier of gear, naturally you should need max crafting. Once you hit 450 and 500 crafting, you learn every recipe needed to make an ascended weapon, aside from the vendor recipes (both of which are sold by the merchant standing right next to your craft). Are ascended weapons complicated because, if you don’t know how to make them on the first day, then you’ll never figure it out?
If you played for a week, you would at have found at least one possible source of any material needed, save for maybe the globs of dark matter and augur’s stone. Ascended Crafting was a step in the right direction (from a crafting standpoint, you can sit here and argue all day why a new tier of gear is good/bad). I finally feel like I have to go out in the world and find something extra special to make that weapon I really want.
Ideally, the Daily and Monthly achievements shouldn’t award players any points, do you really consider these daily chores to be “achievements”? However, the way the system works currently forces players to log on and finish their dailies if they don’t want to fall behind.
My proposed solution would be to put a hard cap on achievement points awarded through dailies and monthlies, somewhere between 1000 and 2500, and leave it at that. This gives players incentive to log on and complete their dailies and monthlies (because laurels apparently don’t do that?), but puts a hard cap on achievement points so that everyone (even knew players) have the ability to earn all achievement points.
too much work involved, a lot of people will not be happy.
and it is working fine now.
leave it be. no need to fix what is not broken.they could, though, add in a lot of new achievements for WvW and sPvP.
Except that the Achievement system IS broken because there is no hard cap.
(edited by Miggetmagic.1689)