40% of all available points are time gated, meaning that new players and those that skipped dailies for the rewards offered at the time will never be able to compete against those that did.
Since non-daily achievements are a finite pool, those at the top will be competing solely based upon how many dailies they did before leaderboards were ever announced.
Speaking with those in the top 25 currently, this is already the case. Most have nondaily scores in the 3900-4100 range, the only difference coming from daily and monthly points.
The current top 100 of the leaderboards are locked in because dailies represent around 40% of all available achievement points.
This is
1) Unfair to new players: who no matter how much achieving they actually do will never be able to catch up.
2) Unfair to those who didn’t do dailies/monthlies for the rewards offered at the time.
To make it fair points from dailies should have been set to zero the day the boards came out. This would have been inline with resetting other achievements that were set to zero (salvaging) for the same reason.
If salvaging was deemed unfair, an activity that any player could do, at any time, how can dailies be considered fair when they are an activity that no one who hasn’t already done them can complete and completing them was never implied to have any implications.
Please either set daily/monthly points to zero so everyone can compete on an equal footing. ((Not ideal as new players will still be unfairly punished.))
Or, ideally, allow daily/monthlies to be completed after they expire, but grant significantly less exp, money and items for late completion while leaving achievement rewards the same.
Daily achievements being time locked is already enough of a problem.
They shouldn’t be punishing people more for not playing every single day. The game isn’t supposed to be a job.
// Activities
Keg Assists: Reduce by half to represent the rarer nature of this action, or fix so that the second last person to touch the keg gets the assist, regardless of a direct pass or not
// Bosses
Shattered: [Fix so it isn’t so annoying to achieve, achievements should require effort and competence- not random lag/luck]
Seems strange discovering all recipes for professions isn’t tracked in the achievements system.
Would be good for the trading post as many items are overly supplied. And would also give a bit more of a focus towards crafting, without having to worry about reward balance.
Anyone else think so?
// Fashion
Balefire’s Garments: 0/1 Pieces of CoF armor (Tier 1)
0/6 Pieces of CoF armor (Tier 2)
0/12 Pieces of CoF armor (Tier 3)
0/18 Pieces of CoF armor (Tier 4)
Ascalonian Vestiments: 0/1 Pieces of AC armor (Tier 1)
0/6 Pieces of AC armor (Tier 2)
0/12 Pieces of AC armor (Tier 3)
0/18 Pieces of AC armor (Tier 4)
Aristicratic Robes: 0/1 Pieces of CM armor (Tier 1)
0/6 Pieces of CM armor (Tier 2)
0/12 Pieces of CM armor (Tier 3)
0/18 Pieces of CM armor (Tier 4)
Twilight Vestiments: 0/1 Pieces of TA armor (Tier 1)
0/6 Pieces of TA armor (Tier 2)
0/12 Pieces of TA armor (Tier 3)
0/18 Pieces of TA armor (Tier 4)
The People’s Crest: 0/1 Pieces of SE armor (Tier 1)
0/6 Pieces of SE armor (Tier 2)
0/12 Pieces of SE armor (Tier 3)
0/18 Pieces of SE armor (Tier 4)
Technocratic Gear: 0/1 Pieces of CoE armor (Tier 1)
0/6 Pieces of CoE armor (Tier 2)
0/12 Pieces of CoE armor (Tier 3)
0/18 Pieces of CoE armor (Tier 4)
Dragon’s Bane: 0/1 Pieces of Arah armor (Tier 1)
0/6 Pieces of Arah armor (Tier 2)
0/12 Pieces of Arah armor (Tier 3)
0/18 Pieces of Arah armor (Tier 4)
Decked Out: 0/8 Dungeon Sets Completed (Tier 1) (Title: Decked Out)
Dragon’s Bane: 0/1 Pieces of Orrian armor (Tier 1)
0/6 Pieces of Orrian armor (Tier 2)
0/12 Pieces of Orrian armor (Tier 3)
0/18 Pieces of Orrian armor (Tier 4)
//Weapon Master
—- Master: 5000/50000 (Tier 4)
Scepter, Focus, Warhorn, Torch, Shield Master: 0/10 Kills (Tier 1)
0/35 Kills (Tier 2)
0/75 Kills (Tier 3)
0/150 Kills (Tier 4)
// Community
Costume Brawl Master: 0/10 : Highest Champion Level (Tier 1) (Title: Costume Brawler)
0/20 : Highest Champion Level (Tier 2) (Title: Man in the Mask)
0/25 : Highest Champion Level (Tier 3) (Title: Costume Master)
All You Can Eat: 800/8000 (Tier 5) (Title: Glutenous)
Thirst Quencher: (Tier 5) (Title: Parched)
//Tradesman Category
Provider: 0/200 Gatherings {Prerequisite: Hunter Gather Tier 5} (Tier Infinite) [Each repeat increases the required amount by the previous rank +20% eg. 200,220,242,264]
Mechaneer: 0/200 Upgrades Applied {Prerequisite: Combat Mechanic Tier 4} (Tier Infinite) [Each repeat increases the required amount by the previous rank +20% eg. 200,220,242,264]
Armorer: 0/100 Armorsmith Items Created (Tier 1)
100/1000 Armorsmith Items Created (Tier 2)
1000/10000 Armorsmith Items Created (Tier 3)
Armorer Adept: 0/* Armorsmith Recipies Discovered (Tier 1) [* = 20% of all currently available nonholiday discoverable recipies]
0/* Armorsmith Recipies Discovered (Tier 2) [* = 50% of all currently available nonholiday discoverable recipies]
0/* Armorsmith Recipies Discovered (Tier 3) [* = 90% of all currently available nonholiday discoverable recipies]
0/* Armorsmith Recipies Discovered (Tier 4) [* = 100% of all currently available nonholiday discoverable recipies]
Master Armorer: 10000/100000 Armorsmith Items Created {Prerequisite: Armorer Tier 3 & Armorer Adept Tier 3 & Armorsmith Tier 1} (Tier 1) (Title: Master Armorsmith)
Master Artificer: Same as Armorer
Master Chef: Same as Armorer
Master Huntsman: Same as Armorer
Master Jeweler: Same as Armorer
Master Leatherworker: Same as Armorer
Master Tailor: Same as Armorer
Master Weaponsmith: Same as Armorer
Master Trader: 0/10 coins spent on BLT fees (Tier 1)
10/1,000 coins spent on BLT fees (Tier 2)
1,000/10,000 coins spent on BLT fees (Tier 3)
10,000/100,000 coins spent on BLT fees (Tier 4)
100,000/10,000,000 coins spent on BLT fees (Tier 5) (Title: Baron)
High Frequency Trader: 0/1000 items successfully bought or sold on BLT (Tier 1)
0/100,000 items successfully bought or sold on BLT (Tier 2)
0/10,000,000 items successfully bought or sold on BLT (Tier 3) (Title: Plugged In)
Gold Hoarder: Most Coins Banked 2,000,000/20,000,000 (Tier 5)
Most Coins Banked 20,000,000/200,000,000 (Tier 6) (Title: Golden God)
// Explorer
Dungeoneer: 32/64 Dungeon Paths {Prerequisite: Dungeon Master} (Tier 1) [Points awarded once on the first run for each class. Getting Dungeon Master on one character would be 32 paths, running all paths of AC on a new class will result in 36 points, running AC again on either characters will give no new points.]
64/160 (Tier 2) (Title: Dungeoneer) [This will require one run of every path of every explorable dungeon with 5 separate classes (the default number of slots available for characters)]
Catacombs Cascade: 0/4 Paths Completed with 5 members of the same class [8 of these achievements, one for each dungeon]
Catacombs Destiny: 0/4 Paths Completed with 5 members each of a different class [8 of these achievements, one for each dungeon]
Catacombs Proficiency: 0/4 Paths completed within a single day [8 of these achievements, one for each dungeon]
Catacombs Survivor: 0/4 Paths completed without dying [8 of these achievements, one for each dungeon]
Catacombs Team Survival: 0/4 Paths completed without any team member dying [8 of these achievements, one for each dungeon]
//Slayer Category
—- Slayer: 1000/10000 Kills (Tier 4)
Foe of the —-: 10000/100000 {Prerequisite: —- Slayer} (Tier Infinite) (Title: —- Slayer Rank * [Rank is based on number of times Foe of the —- has been completed])
Veteran Slayer: 0/1 Veteran Kills (Tier 1)
1/10 Veteran Kills (Tier 2)
10/100 Veteran Kills (Tier 3)
100/1000 Veteran Kills (Tier 4)
1000/10000 Veteran Kills (Tier 5) (Title: Protector of the Weak)
Elite Slayer: 0/1 Elite Kills {Prerequisite: Tier 3 of Veteran Slayer} (Tier 1)
1/10 Elite Kills (Tier 2)
10/100 Elite Kills (Tier 3)
100/1000 Elite Kills (Tier 4)
1000/10000 Elite Kills (Tier 5) (Title: Challenger)
Champion Slayer: 0/1 Champion Kills {Prerequisite: Tier 3 of Elite Slayer} (Tier 1)
1/10 Champion Kills (Tier 2)
10/100 Champion Kills (Tier 3)
100/1000 Champion Kills (Tier 4)
1000/10000 Champion Kills (Tier 5) (Title: Stormbreaker)
Legendary Slayer: 0/1 Legendary Kills {Prerequisite: Tier 3 of Champion Slayer} (Tier 1)
1/10 Legendary Kills (Tier 2)
10/100 Legendary Kills (Tier 3)
100/1000 Legendary Kills (Tier 4)
1000/10000 Legendary Kills (Tier 5) (Title: We Shall Remember)
//Hero
Reliving the Past: Most Complete Character: 100% {Prerequisite: Been there, done that} (Tier Infinite) (Title: Been there, yet again. [an additional ‘And again.’ added for each subsequent completion of the achievement])
Bloodgod: 0/500,000 exp from kills without death (Tier 1)
500,000/2,000,000 exp from kills without death (Tier 2)
2,000,000/10,000,000 exp from kills without death (Tier 3) (Title: Bloodgod) [Death is only hard downed, changing zones does not reset this counter, entering instances does not reset this counter. Bonus exp does not contribute towards this achievement.]
Below is a summary of how I would expand achievements as that each category broadly represented different playstyles instead of being very generic.
Please critique any that would lead to poor outcomes, or suggest some which should be added. Details of the achievements themselves will be included in replies.
//Slayer
*Catagories covering Veterans, Champions, and Legendary kills.
*Infinite slayer ranks that award no points, but unlock ranked titles. Eg: Foe of the Undead r3, granted for killing 300,000 undead.
*Add all missing mob types, deer, moas, etc.
//Hero
*Survival catagories, most exp without dying, most kills without dying
*Additional ranks for 100% completion over multiple characters
//PvP
//Trade
*Discover all recipes achievement for each profession (not including holiday items)
*Number of items made achievement
*Number of 400 skill items made achievement
*Black Lion fees achievement
*Black Lion number of items sold/bought achievements
//Explorer
*Dungeon runs where all members are same class
*Dungeon runs where all members are different classes
*Runs where all members are a different spec (eg. Only one 30,30,0,0,10)
*Runs where all members are the same spec (eg. All 30,30,0,0,10)
*Completing all wings of a dungeon within 24 hours
*Completing a wing without personally dying
*Completing a wing without any party members dying
//Fashion
*Add dungeon sets
*Add Orrian sets
//Weapon Master
//Community
*Add titles for food and drink achievements
*Achievement for highest costume brawl rank
//Hom
//Activities
//WvW
//JP
//Holiday
//Bosses
//SAB
Because EU-players play more? ^^
I don’t see why European people would play significantly more than NA players.
500 points is the equivalent of 50 more game days. Is this likely?
Just compare the leaderboards.
Can any EU players clue me in? Have you guys had a lot of monthly resets where dailies or monthlies were able to be done twice? Doubling achievement points using different languages or any other common exploit?
Achievements are simple to set up and require no further dev time. They provide an activity to people who voluntarily choose to engage.
Adding rewards would be encouraging grinding behavior and would lessen peoples enjoyment of the game.
Bad suggestion.
If you don’t like achievements then don’t work towards achievements, and don’t try to destroy a system that a large number of people like by tying rewards to it. Laurels were bad enough.
// Explorer
Dungeoneer: 32/64 Dungeon Paths {Prerequisite: Dungeon Master} (Tier 1) [Points awarded once on the first run for each class. Getting Dungeon Master on one character would be 32 paths, running all paths of AC on a new class will result in 36 points, running AC again on either characters will give no new points.]
64/160 (Tier 2) (Title: Dungeoneer) [This will require one run of every path of every explorable dungeon with 5 separate classes (the default number of slots available for characters)]
Catacombs Cascade: 0/4 Paths Completed with 5 members of the same class [8 of these achievements, one for each dungeon]
Catacombs Destiny: 0/4 Paths Completed with 5 members each of a different class [8 of these achievements, one for each dungeon]
Catacombs Powerhouse: 0/4 Paths Completed with 5 members with 30 points in their first trait line [40 of these achievements, one for each dungeon, one for each trait line, technically two could be achieved at the same time (30 points in two trait lines for each member)]
Catacombs Mentor: 0/4 Paths Completed with 1 member less than level 80 [6 of these achievements, one for each dungeon except CoE and Arah]
// Fashion
Balefire’s Garments: 0/1 Pieces of CoF armor (Tier 1)
0/6 Pieces of CoF armor (Tier 2)
0/12 Pieces of CoF armor (Tier 3)
0/18 Pieces of CoF armor (Tier 4)
Ascalonian Vestiments: 0/1 Pieces of AC armor (Tier 1)
0/6 Pieces of AC armor (Tier 2)
0/12 Pieces of AC armor (Tier 3)
0/18 Pieces of AC armor (Tier 4)
Aristicratic Robes: 0/1 Pieces of CM armor (Tier 1)
0/6 Pieces of CM armor (Tier 2)
0/12 Pieces of CM armor (Tier 3)
0/18 Pieces of CM armor (Tier 4)
Twilight Vestiments: 0/1 Pieces of TA armor (Tier 1)
0/6 Pieces of TA armor (Tier 2)
0/12 Pieces of TA armor (Tier 3)
0/18 Pieces of TA armor (Tier 4)
The People’s Crest: 0/1 Pieces of SE armor (Tier 1)
0/6 Pieces of SE armor (Tier 2)
0/12 Pieces of SE armor (Tier 3)
0/18 Pieces of SE armor (Tier 4)
Technocratic Gear: 0/1 Pieces of CoE armor (Tier 1)
0/6 Pieces of CoE armor (Tier 2)
0/12 Pieces of CoE armor (Tier 3)
0/18 Pieces of CoE armor (Tier 4)
Dragon’s Bane: 0/1 Pieces of Arah armor (Tier 1)
0/6 Pieces of Arah armor (Tier 2)
0/12 Pieces of Arah armor (Tier 3)
0/18 Pieces of Arah armor (Tier 4)
Decked Out: 0/8 Dungeon Sets Completed (Tier 1) (Title: Decked Out)
//Slayer Category
—- Slayer: 1000/10000 Kills (Tier 4)
Foe of the —-: 10000/100000 {Prerequisite: —- Slayer} (Tier Infinite) (Title: —- Slayer Rank * [Rank is based on number of times Foe of the —- has been completed])
Veteran Slayer: 0/1 Veteran Kills (Tier 1)
1/10 Veteran Kills (Tier 2)
10/100 Veteran Kills (Tier 3)
100/1000 Veteran Kills (Tier 4)
1000/10000 Veteran Kills (Tier 5) (Title: Protector of the Weak)
Elite Slayer: 0/1 Elite Kills {Prerequisite: Tier 3 of Veteran Slayer} (Tier 1)
1/10 Elite Kills (Tier 2)
10/100 Elite Kills (Tier 3)
100/1000 Elite Kills (Tier 4)
1000/10000 Elite Kills (Tier 5) (Title: Challenger)
Champion Slayer: 0/1 Champion Kills {Prerequisite: Tier 3 of Elite Slayer} (Tier 1)
1/10 Champion Kills (Tier 2)
10/100 Champion Kills (Tier 3)
100/1000 Champion Kills (Tier 4)
1000/10000 Champion Kills (Tier 5) (Title: Stormbreaker)
Legendary Slayer: 0/1 Legendary Kills {Prerequisite: Tier 3 of Champion Slayer} (Tier 1)
1/10 Legendary Kills (Tier 2)
10/100 Legendary Kills (Tier 3)
100/1000 Legendary Kills (Tier 4)
1000/10000 Legendary Kills (Tier 5) (Title: We Shall Remember)
(edited by Risingashes.8694)
Who cares? I care.
Apparently to a lot of you my preferences make me a loser and a whiner. I hope this feeling of superiority and looking down upon me for what I value makes up for the times that people do it to you for liking video games.
Hopefully that drove the point home and we can discuss the actual issue rather than grandstanding about how some peoples interests are superior to others.
Currently the leaderboards reward 30 minute per day logons. They punish people that didn’t play since launch.
No one is asking for bad players to be given equal rankings. What we are asking for is for players who start today, via hard work, skill, efficiency and determination, to one day eventually compete with the best of the best.
Likely they’ll never get there. But it wont be impossible. Currently it is impossible. There is no way at all that someone can get in to the top 100 that starts today, even if they get every other achievement available.
Kill 500,000 dolyaks is valued the same as 1/3 of the daily reward. When I get my tonsils out tomorrow I’ll need to spend 100g towards my Emperor title to make up for such a failure, and then I’ll need to pray that the people I’m competing against never get 100g to spare.
Any new players can eventually work to test their skill and kill Lupicus solo. There is no barrier preventing them other than their own individual failings, preferences, or commitments. This is not so for achievement leaderboards. You cannot work towards victory, you can only wait for those currently ahead to stop playing.
It’s a war of attrition and I do not believe that such is good design. I don’t think it’s the type of behavior that leads to a healthy player dynamic.
And it seems that a lot of you are in such a rush to feel superior by rubbishing other peoples preferences that you’re lacking the empathy that you’d wish from other people when the things you care about are under attack, or poorly implemented, or disdained for being a ‘waste of time’.
Recommence trolling and name-calling. I promise that I will take it personally and cry.
TLCR:: I’m a big baby who cares about irrelevant things and thinks people read past the first 5 posts of a forum thread.
Splits at the top of the leaderboard will eventually just devolve into whoever can hunt down the 3 giants in existence and kill them 1,000 times, or swing ~600g to get the Emperor title.
That’s 5 points. Every daily is worth 13 points. The top of the leaderboard is already based solely on daily and nothing else.
All the top 10 are within 100 points of 4000. You can even see that from the two I’ve listed.
The system wont eventually fix itself, that’s the problem. It’s fundamentally based on when you bought the game and if you valued the pve and pvp daily rewards.
From this point on those that now understand how the leaderboards are going to work can do dailies and achieve every point. But the maximum achievement points available via regular means is only 6000, it’s impossible to catch up if you haven’t already done 80% of the pvp and pve dailies. Impossible.
With the introduction of the leaderboards the daily/monthly achievements have suddenly become essential for those who had no interest in the previous rewards.
In order to make the system fair for people who:
1) had no warning of leader boards and therefore did not complete both daily and pvp dailies
2) who did not start on launch
3) who had to take a holiday
the previous dailies and monthlies should be complete-able for achievement points but no monetary or item reward.
Once the current daily has completed the screen could change to the next most recent unfinished daily with a clear indication that this is a previous day’s daily and will give no reward. Such screens could appear until the account reaches the launch day daily.
Living Story: 42 /42
Slayer: 607 /617
Hero: 400 /400
PvP: 238 /1478*
Trade: 571 /707
Explorer: 713 /888**
Fashion: 85 /130
Weapon Master: 159 /304
Community: 219 /227
HoM: 18 /20
Activities: 108 /204*
WvW: 46 /816*
JP: 440 /440
Special: 281 /281
Bosses: 80 /80
SAB: 106 /106
Total 4113 /6740
Current 7685
Daily 3572 (46.48% of total)
Living Story: 42 /42
Slayer: 606 /617
Hero: 385 /400
PvP: 308 /1478*
Trade: 707 /707
Explorer: 608 /888**
Fashion: 55 /130
Weapon Master: 101 /304
Community: 163 /227
HoM: 20 /20
Activities: 112 /204*
WvW: 16 /816*
JP: 440 /440
Special: 271 /281
Bosses: 80 /80
SAB: 106 /106
Total 4020 /6740
Current 7537
Daily 3517 (46.66% of total)
(Sorry about the formatting)
Above are two profiles of people within the top 10 achievement points.
As you can see, the daily/monthly represents such a high proportion of the total that new players, or players who had no expectation of leaderboards will never have a chance to ascend via merit.
I’m sure many of you will be able to compare these scores against your own achievements and see that there is one, and only one, factor differentiating #10000 and number #1 and that is the daily/monthly grind.
Is this how the achievement point system should be set up?
Shouldn’t previous day dailies be available to complete with reduced rewards? This would turn the competition from one where people have to forego ever leaving the computer for a day to one based on doing things ingame.
EDIT
Who cares? I care.
Apparently to a lot of you my preferences make me a loser and a whiner. I hope this feeling of superiority and looking down upon me for what I value makes up for the times that people do it to you for liking video games.
Hopefully that drove the point home and we can discuss the actual issue rather than grandstanding about how some peoples interests are superior to others.
Currently the leaderboards reward 30 minute per day logons. They punish people that didn’t play since launch.
No one is asking for bad players to be given equal rankings. What we are asking for is for players who start today, via hard work, skill, efficiency and determination, to one day eventually compete with the best of the best.
Likely they’ll never get there. But it wont be impossible. Currently it is impossible. There is no way at all that someone can get in to the top 100 that starts today, even if they get every other achievement available.
Kill 500,000 dolyaks is valued the same as 1/3 of the daily reward. When I get my tonsils out tomorrow I’ll need to spend 100g towards my Emperor title to make up for such a failure, and then I’ll need to pray that the people I’m competing against never get 100g to spare.
Any new players can eventually work to test their skill and kill Lupicus solo. There is no barrier preventing them other than their own individual failings, preferences, or commitments. This is not so for achievement leaderboards. You cannot work towards victory, you can only wait for those currently ahead to stop playing.
It’s a war of attrition and I do not believe that such is good design. I don’t think it’s the type of behavior that leads to a healthy player dynamic.
And it seems that a lot of you are in such a rush to feel superior by rubbishing other peoples preferences that you’re lacking the empathy that you’d wish from other people when the things you care about are under attack, or poorly implemented, or disdained for being a ‘waste of time’.
Recommence trolling and name-calling. I promise that I will take it personally and cry.
TLCR:: I’m a big baby who cares about irrelevant things and thinks people read past the first 5 posts of a forum thread.
(edited by Risingashes.8694)
Of course new players can’t catch up, that’s the point! they will advance when the older more experienced players quit or move on or start playing less.
You live in a reality where a player who has scored 200 goals over 10 games is a worse player than one who has scored 400 goals over 400 games?
Must be nice over there, buy me a unicorn.
Think about how absurd it would be if they “capped” these after a certain number because it “wasn’t fair that new players can’t catch up”.
Yet this is the exact system that we currently have, and which you are arguing for.
Currently achievement points are capped. And no matter how many ‘home runs’ you hit you’ll never be able to catch up to the people who’ve simply been playing for longer.
‘Games played’ shouldn’t be the only stat that matters.
(edited by Risingashes.8694)
If you want to play casually, you shouldn’t be concerned with leaderboards. If this statement is false, let me know and convince me otherwise.
Leaderboards were not hinted about at launch.
Those that didn’t do dailies AND pvp dailies for the rewards presented will now never be able to compete against those that did.
People joining the game at any date past the launch date will never be able to compete against those that did.
This has nothing to do with casual vs hardcore.
You’re wrong. It’s not just “time based”, it’s actually achievement based. To obtain the dailies or monthly achievements, a player actually has to actively the play the game and do a certain achievable objective. Sure, those that have playing longer have had a greater chance to complete these, but doesn’t mean they actually do. In the past week alone, I’ve missed two dailies…nothing to cry over because I’m down a few Achievement Points.
I’m not wrong at all. It is ‘time based’.
A person starting playing today has a 0% chance of ever reaching someone who started at launch and plays for 1 hour each day.
Regardless of how much the newer player does in game, regardless of if they do the hardest content repeatedly, regardless of if they are the most active WvWer, regardless of any of their actions they will never even come close to the person who started at launch.
If previous dailies could be unlocked once the current daily is completed this wouldn’t be an issue, but they aren’t.
Someone had over 20k achievement points because of salvaging. They mean little to nothing.
That was me. They’ve been removed in preparation for the leaderboards, yet dailies remain.
Some people like for achievements to prove that you’ve achieved something.
Which is more or less the definition of e-kitten stroking.
I’m not entirely sure that people that want to compare their progress with others that play the same game are more sad than people who are jealous of the things that others have done in a game.
Since, for some reason, that is the conversation we seem to be having I thought we should spell it out so everyone knows what is happening.
How one does make AP points in to “skill points” ? Does doing your dailies make u play better?
E: And for the post above, i never intended that post to be like that.
E: edit for your edit.. Now u are trying to fight against me with same opinion as i have?
I have no idea how to even begin to understand what you just typed.
So, how does having a high score on the leaderboard make you better/cooler/whatever?
I might have agreed if this score actually gave you an advantage in-game, that is however not the case, and the only thing it actually does is stroking the e-kitten of people.Let them have that I say. It won’t effect you or anyone else.
What’s the point of having a leaderboard if it’s meaningless? And if you think it is meaningless regardless of what they do to it- why are you here? Technically you don’t have an opinion, so why fill the air with your nonsense?
Are you joking? For example if someone has played soccer for 20 years, u should be equally skilled as him if u started today?
Should the rankings of a player be determined by the number of games they’ve played? So that a striker that has never scored a goal and has played 100 games would be 100 times better than a striker that has scored 100 times in the 10 games he has played in?
Because that is exactly how it is going to work currently.
Or another way: For each day a person missed of playing the game they would need to kill 40 thousand people in WvW to make up an equivelent amount. Do you think playing for a single day makes you better than someone who has killed 40 thousand people in WvW?
(edited by Risingashes.8694)
With the upcoming reveal of leaderboards I thought I should highlight a problem with the current system.
As it stands the achievement points from daily/monthlies account for about 50% of all available achievement points. This will mean that the majority of points are time gated and unable to be achieved if not already obtained.
Is this okay with everybody? Should leaderboards simply be tracking who has been logging in every day, with anyone not playing on day one, or who took a few days holiday out of luck?
Solution: ANet should unlock previous daily and monthly achievements once all current day achievements have been completed. Meaning that a new account would be able (through a lot of gameplay) to eventually catch up to legacy accounts.
Oh they actually removed the points from you? That is pretty lame.
Kind of bummed tbh. But it was inevitable, it was either that or make all achievements unlimited (something I would have loved).
C’est la vie.
You should see the guys that exploited the repeatable achievement points to get 20k+
The put a cap on those with this patch, as I understand it.
Yep, went from 25k down to 6k. Wish I would have been doing to dailies now.
The #1 guy will have to do 100% of the dailies every day for those extra few points to guarantee that spot. Sounds troublesome, but some people are just that hardcore to be #1.
In the end, the amount of achievement points will be tied to how many days you’ve actively played, giving no chance for a new account to ever catch up to a veteran. Just a years worth of dailies by itself is a huge gap (10 points a day, 365 days = 3650 points). Isn’t it basically the same thing as being able to buy points through salvaging (age vs gold)? On the other side however, what would be the point of an achievement scoreboard once a lot of people have 100%’d everything, though the 100%ers are usually a very small minority.
Saw a post where someone already has 25,000 points what is the most anyone has so far?
I’m that someone.
I doubt anyone got higher. I cornered the salvage market for months in order to get that high.
Unless you’re also the guy recently featured in an anti salvaging achievement point thread, someone else has around 36k points. Don’t remember where the thread is, was a week or two ago.
Yeah that was me, you’re misremembering the number.
@ColinJohanson: Really looking forward to this, I think it’s essential that goals be put in that aren’t dependent on constant dev time.
You have any idea if you guys will be able to save the actual salvage amounts even if they aren’t counted towards the AP score? Would be a shame to throw away 1.5 million salvages even if it’s just something people can see themselves. (Would be a nice idea to apply this to all capped achievements as well.)
Saw a post where someone already has 25,000 points what is the most anyone has so far?
I’m that someone.
I doubt anyone got higher. I cornered the salvage market for months in order to get that high.
If anyone is interested in farming giants for the giant slayer achievement reply here and send me a pm in game and we’ll group up.
The spot spawns more giants when more people are around so it’s advantageous to have multiple people doing it as everyone gets credit.
Server is irrelevent as we’ll be making use of guesting, but you’ll need at least 1 unlocked guesting slot.
You obviously didn’t read my entire post. I suppose I cannot blame you considering how long it is.
This is accomplished by only having to do 5/9 achievements. I’ll address how easy getting these 5 is from only 1 playstyle later on.
Wrong. Sometimes all I want to do is farm dungeon tokens, which if anything only does 1/9 or part of 1/9.
Log on a low level alt and craft on them. Even if you play the alt, meaning it isn’t in LA: you’d still only be paying less than a silver to WP back.
You completely ignored the part about me not wanting to have to play alts to do the daily.
You’ve completely imagined this problem. If your bank is full then just TP the goods.
You completely missed the point, getting rid of the harvestables isn’t the problem. Its the tedium of doing it when I do not want to, and on an alt I dont want to be playing.
This is 1 of 9 achievements. Do 5 of 8 of the remaining ones.
As I already said I can list something wrong with all nine and the fact that none of them are completable simply by the one or two hours I already spent doing dungeons.
This is 1 of 8 of the remaining ones. Do 5 of the other 7.
See above.
And how can you possibly justify whining about not wanting to do something you’ve never even tried? You might love Keg Brawl yet you whine about being *forced** to do it. What is wrong with you?*
Because, like any of the other dailys its something I would have allot more time playing to do. After I already spent 2 hours doing dungeons I shouldnt be forced to go spend doing however much time keg brawl takes.
One is always kills which you get by wandering through a zone for 5 minutes. One is events which should be run in to while wandering. Gathering is always one, and apart from you making up insane reasons that you cannot do it, it’s the easiest one.
The other two involve craftingOk so I should stop running dungeons because the developers want me to spend all my time doing that?
or require logging on to an alt.
I dont want to play alts
The claims made by you and other posters are literally insane. You’ve created a fantasy world where you’re a victim of mental bullying by purposefully avoiding thinking about solutions to extremely simple tasks.
Your response is extreme. My not wanting to play anymore then the 2 hours I spent in a dungeon is called having a life.
I think I see the issue here, I tried to address the issues you presented as if you were reasonable.
Instead it appears that you want to be rewarded for farming dungeons over and over again.
Why you believe you deserve a daily reward for running dungeons over and over again- I have no idea. But since getting such is the only thing that will satisfy you I’m going to just stop wasting time.
You might want to read my post again….
I’ll withdraw my comments since apparently you didn’t intend to imply, yet again, that people using the skill were cheaters.
WvW
—Make siege weapons account bound
theyve said this is not a quick fix, because the cancel build button breaks when they make it account bound
Thanks. I’ve removed it from the list.
If anyone else sees something that ANet have stated isn’t easy then please say so in a reply.
I’ve also crossed out features added in the Feb patch.
Here’s a 3 month old post about keg brawl complaints that I made:
https://forum-en.gw2archive.eu/forum/support/bugs/Keg-Brawl-Cheating-Issue/first#post893710
Since I found out that apparently it’s not a cheat but how is being able to throw across most of the field and score in anyway fun or fair? Not to mention mismatched team numbers and inability to play it with guildies/friends.
It’s a shame I love keg brawl, it has so much potential and for similar games but other than the daily there’s just no point in playing it as it stands and even then the other dailies are preferred.
I don’t believe Anet has any intention on changing or improving keg brawl any time soon. So we will just have to wait a very long time to actually enjoy keg brawl again
Calling it a cheat implies the person using it is breaking the game in order to gain an advantage not available to those playing the game without breaking it.
That isn’t what’s happening. The lob skill is being used as intended by the devs, the problem is that the lob skill is ridiculously overpowered and required very little skill to the point where it is the only effective way to play.
It kills teamwork, and creative gameplay.
It should be rebalanced.
But this doesn’t make it a cheat, it’s a development issue, not an exploit issue.
Are the kegs any easier to catch now?
No.
The two current problems with the metagame is that Lob goes way too far, and has no way to be intercepted to the point where anyone who knows how to lob are the only relevent people on the teams.
And two is that catching/intercepting is near impossible meaning that most of the time you need to pick it up off the ground even if a Lob or Throw is perfectly alligned.
If you get a match where people agree not to Lob (or don’t know how to) the game is actually decently enjoyable and skillful.
All I want to do is play the game my way
This is accomplished by only having to do 5/9 achievements. I’ll address how easy getting these 5 is from only 1 playstyle later on.
Crafting
Log on a low level alt and craft on them. Even if you play the alt, meaning it isn’t in LA: you’d still only be paying less than a silver to WP back.
Gathering
You’ve completely imagined this problem. If your bank is full then just TP the goods.
WvW
This is 1 of 9 achievements. Do 5 of 8 of the remaining ones.
Keg Brawl
This is 1 of 8 of the remaining ones. Do 5 of the other 7.
And how can you possibly justify whining about not wanting to do something you’ve never even tried? You might love Keg Brawl yet you whine about being forced to do it. What is wrong with you?
Conclusion
One is always kills which you get by wandering through a zone for 5 minutes.
One is events which should be run in to while wandering.
Gathering is always one, and apart from you making up insane reasons that you cannot do it, it’s the easiest one.
The other two involve crafting, killing veterans, applying conditions, dodging, etc etc. Things that either will be done while getting your kills done or require logging on to an alt.
The claims made by you and other posters are literally insane. You’ve created a fantasy world where you’re a victim of mental bullying by purposefully avoiding thinking about solutions to extremely simple tasks.
To compare killing 40 things to Korean MMOs (where killing 400 things is the only task available) is bordering on trolling.
Undercutting the current price to 130g would result in a 110.5g gain.
This price would be basically immune from undercutting and might encourage someone to buy and relist as a 1c undercutter would net around 8g from a relist.
BL chests have really taken a beating in terms of public opinion from most areas, the thing you got from it is extremely lucky. I’d say that the best thing to do would be to offload it ASAP as a redesign or an item addition may flood supply.
As an aside, it would take me 14 years of travelling once per day to Rata Sum to make up the cost of purchasing this item. It’s essentially an item people pay for without thinking how much equivalent actions would cost them.
The kicker is in your lvl80 zerk warrior. Farming COF1 ad nauseam does not make you 5 times more skilled than me.
That’s CoE gear.
Had to respec from a AE healing spec recently as apparently my Ranger’s DPS isn’t high enough, bloody speedrunners.
troll with photoshop
Add me to your contact list.
If I understand you correctly, you’re more of a devil’s advocate,
Nah man. I just wanted to demonstrate that I’m 5 times better at this game than most people.
But thanks for the props.
Hey,
http://i.imgur.com/8IZ5oQZ.jpg
So this was a bit of a bother due to economic concerns, but I crept in there just in time for the wipe.
Method was Entropy, for which 1.95 million items had to be salvaged.
For anyone bothered by this, the Devs have confirmed that all points related to Entropy will be wiped prior to the implementation of the new achievement system.
Thanks to all the well wishers.
Rangers
—Save name changes for pets not currently active: Would make pets feel more alive and personal :Rhaps.8540
—Allow alt+click on stow button to permanently stow pets until manually unstowed : Dante.1508
WvW
—Make siege weapons account bound
—Change color of dots on map to differentiate guildies in addition to ally and party :Fiennes.9568
—Remove item damage from deaths, engagement should be encouraged :Cuchullain.3104
Dungeons
—Change group kick dialogue to allow vetos within 15 seconds of kick request/second: Any member other than the kickee can veto to prevent kicking :vespers.1759
Interface
—Give option to tint cursor :Shuguard.7125
(edited by Risingashes.8694)
5. Ability to quickly toggle between auto target on and auto target off so that you can use auto target to quickly attack targets but shut it off to quickly escape.
Not entirely sure what this means.
I’ve always felt such a feature was missing from the game after doing the Clock Tower and wanting something more.
Is anyone interested in participating in a jumping puzzle tournament?
This would be different from the Jumping Puzzle race that has been publicized recently, as it would focus on completion with a minor emphasis on competitiveness instead of a straight up race.
Contestants would start the jumping puzzle, if they fall then they’re out, if they make it to the end they progress to the next round. To keep people from dawdling, only 50% of the starting players can make it to the next round (first came basis).
This would continue until only one person is left.
I’m thinking entry would be 50 silver, with the winners getting a split of the pot. But if this is too low or too high I’d welcome comments.
(edited by Risingashes.8694)
Nobody has mentioned account wide gold and tokens stacking beyond 250 yet?
A couple of people have, the problem being that I suspect that this is not an easy issue to solve and, as such, shouldn’t really be included in this list.
It’s something that should be fixed though, even if tokens need to be converted to new tokens at a rate of 20:1 to workaround the issue.
Ascended & Legendary Stat only Transmutes
Dislike this idea, as it’s essentially pay2win. What advantage would offset the loss in confidence that such a feature cause?
Extra Hairstyles
Hairstyles are always lacking in MMOs for some reason. The problem being that while they seem like an easy feature with no down side, once you get past the current offering extra hairstyles being exponentially harder to satisfy people.
The general public want different hairstyles, but they only want the one different hairstyle that they want.
Providing hairstyle Z can actually lead those who want hairstyle A through Y to be annoyed. So you end up satisfying 2% of the playerbase while annoying 70% of it.
Token Slots
I’ve suggested the same thing myself in the past. Here’s the problem: I’m a guy going about my business, and in order to get a set of gear I need something like 1.2k tokens. That’s 5 slots currently.
So I see the token slot in the gem store, and I’m not thinking to myself “Gee that’s convieniant”, I’m instead thinking “Why exactly does each dungeon award 60 tokens and gear cost 1.2k tokens, instead of dungeons awarding 1 token and gear costing 20 tokens”.
It’s a good question, and one that can only be answered by calling ANet thieves.
Charity Purchases
Seems like this is an aweful lot of work from multiple departments that will result in the immersion crowd being driven nuts.
Many see games as escapism, and that isn’t served by shoving cancer in people’s faces.
I donate to a cancer foundation, after I lost family to it- but there is a place and time to promote charity and within games is not it.
Mystic Salvage Kit
How would this differ from the Black Lion Salvage Kit? May I suggest an unlimited use Crude Salvage kit, as it would certainly help with alts and reduce trips back to town.
Profession Style Upgrade
I could have sworn they mentioned this in the beta, but it never eventuated. Something about elementalist meteors being a different color. Good idea.
Emote/Animation Upgrade
I think you’d have more hostility towards this than you realise. But I suppose it’s not exactly effecting gameplay.
Unique Dyes
Legendary armor was always something that I thought had potential. Wearing something with the Twilight effect would be truly wonderful.
Or something which turned your armor in to a New York style stockticker.
Unique Minipets
This is something they’ve already done I believe, with the holiday miniatures.
Unique Elite Skills
Seems identical to a point above. Profession Style Upgrade
Unique Armor Skins
The current armor offerings are a tad slim.
No need – if you don’t want pets deposited, all you need to due is drop them in the specialized bag types and they’ll be ignored when you Deposit All.
It’s hardly acceptable to force people to use a bag which makes selling/storage less convenient, just to workaround an easily fixable issue.
You guys….have some strange requests. Increase number of ranks from 10-30?! How many kittenin ranks you need man?! lol
I just want to preview stuff in the TP. That’s it.
For you it doesn’t matter. But for me personally it’s made my FoTM guild unmanageable.
Which would be fine if there was any reason for it at all, but how would a limit more than 10 negatively effect anyone’s experience?