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Achievement system flaw

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NikolaiLev:
I'd like to chime in to say that I loathe GoIO's achievement system.  It's actually worse than most achievement systems, which already occasionally cause sub-optimal playing.  However, it's generally a rare thing to see in other games.  But here, it seems to be every fourth random crew member I get is on what I've affectionately dubbed a "wrench quest."

An engineer with a mallet and pipe wrench.  A gunner with an extinguisher.  A crew member joining as a Pilot to get multi-classing achievements.  These are not only sub-optimal, they cost games.  It's got to be one of the most destructive achievement systems I've ever seen and I truly wish it never saw the light of day.

I'm a strong opponent of any achievement system because the above is almost inevitable.  However, a lot of people like the grind and sense of progress.  So at the end of the day, it depends on whether or not you want a larger playerbase or more solid gameplay.  It's definitely more profitable not to care about the grognardy types such as myself, after all.   :P

I know Muse wants to see its playerbase experiment and have fun with their game, but honestly the lengths to which this is taken are unsettling, and always have been.  From the way they withhold balance-relevant data to the achievement system, I think there are things that could be done a lot better.

SeaOfInsanity:

--- Quote from: N-Sunderland on June 05, 2013, 04:30:12 pm ---The thing is, it's not really being forced at all. You don't need achievements. They don't make you better at what you do. If you don't want to get achievement x, then you can simply avoid it. There are a bunch of different categories anyways, so it shouldn't be much of a problem to leave one or two aside.

--- End quote ---
My previous post was a bit simple so allow me to elaborate.
I certainly agree from your perspective and I play how I am most comfortable but i'm thinking from the perspective of the OP. As someone who use to care about achievements I don't understand the benefit of having a locked achievement system.
True enough, as you said, there are various categories meaning that while you earn other achievements you would, in theory, be well on your way to earning some of the more problematic ones but so far I have been playing mostly the same maps and ships so while I can appreciate what their method of thinking was behind it I still don't think it works all that well and I don't think locking achievements is required.
Those who don't care about achievements (me) won't be affected by the locking and will most likely experiment naturally and for those that don't, locking achievements won't persuade them otherwise.
Those who do care about achievements (OP) are forced to experiment in a very specific manner where as if it were unlocked they would still experiment but in much broader terms.

Locked achievements doesn't promote experimentation anymore than unlocked ones do.

Shikra:
Chiming in as another player who dislikes the achievement system as it currently stands, for basically the reasons that have already been expressed.

Of course it's totally feasible to just ignore achievements; it's easy to get to level 4 or 5 without even knowing how levelling works, and there's no real point to the levels other than signalling in the lobby that you're not a total first-day noob.

But it feels like something of a missed opportunity. I think it would be more fun for players if the achievements were organized into a greater number of shallower categories, with more of an actual progression within each category.

Darcain:
Yeah the achivements should maybe not be in a particular order, a day or two ago I played a game with someone who had to use helium and vent chute, for 180 seconds, maybe that should be lowered drastically, tactically most people I've seen never pick them up at all, they prefer using something like claw kerosene bumpers.

In general the achivements should maybe not be in a tree like they are now.

Gambrill:
I'm happy the way it is. It encourages people to try different things and different tactics. Some that have changed my views and helped me win in other circumstances. Have an open mind. its not forcing you to be terrible, its helping you create a better synergy with your team-mates :)

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