HansGoddius
2013-02-08, 06:05 PM
Currently the proposal for the daily quest mission system was shut down by most people as it should have. We do not need daily missions for kill count or certain specific stats. This is not a stats based game! This is a gigantic war where stats do not matter so much.
So how can we make this idea better? Should we just throw it out? I actually don't think so. This achievement system can become incredibly useful if handled properly. IMO they should lead into 3 categories: Exploratory/Fun Achievements, Training Achievements (this will be better than a video tutorial), and Gameflow achievements (Gameflow is my least favorite but I think there is a good way to do it.)
1. Training Achievements
This is not override the VR training idea which we def need but this could be extremely helpful to new players. You give them missions (one time achievement - no daily) that help them understand the game.
- 1. Deploy from a Sunderer or Base
- 2. Deploy a Sunderer
- 3. Take down a Generator (show Gen icon here)
- 4. Use a teleporter
- 5. Join an outfit
- 6. Join a squad
- 7. Lock your vehicle from others
- 8. Deconstruct your vehicle
This by far is not limited but could be an excellent tool for those who wish to learn the game.
Exploratory/Fun Achievements
These are fun little achievements that can only be won once. These are for when you need to take a break from your serious outfit duties. From all the shooting.
- Landing your ESF on the very tip of a biolab
- Deploy a sunderer on top of a Tower (It’s possible on Indar near the very southeast gate)
- Suicide ram your ESF into a Galaxy.
- One achievement per territory you fight on (Like an explorer achievement)
- Fall X amount of feet and survive
- Land on a libby while it is airborne and C4 it
There are many more ideas but by far this idea in terms of programming is probably incredibly tricky or a nightmare.
Lastly,
Gameflow Achievements
What I mean by this is have daily achievements that don't direct anyone to a specific place but rather direct people away from zergs.
- Capture a point with less than a platoon of friendlies in the territory the entire time.
- Fully defend a point from 50% with less than a platoon of friendlies in the territory the entire time.
I don't think PS2 should direct ppl anywhere. Its a sandbox war. Let strategies flow on their own. This will potentially move people away from some zergs for a short while while not truly curing it.
What are your thoughts on this?
So how can we make this idea better? Should we just throw it out? I actually don't think so. This achievement system can become incredibly useful if handled properly. IMO they should lead into 3 categories: Exploratory/Fun Achievements, Training Achievements (this will be better than a video tutorial), and Gameflow achievements (Gameflow is my least favorite but I think there is a good way to do it.)
1. Training Achievements
This is not override the VR training idea which we def need but this could be extremely helpful to new players. You give them missions (one time achievement - no daily) that help them understand the game.
- 1. Deploy from a Sunderer or Base
- 2. Deploy a Sunderer
- 3. Take down a Generator (show Gen icon here)
- 4. Use a teleporter
- 5. Join an outfit
- 6. Join a squad
- 7. Lock your vehicle from others
- 8. Deconstruct your vehicle
This by far is not limited but could be an excellent tool for those who wish to learn the game.
Exploratory/Fun Achievements
These are fun little achievements that can only be won once. These are for when you need to take a break from your serious outfit duties. From all the shooting.
- Landing your ESF on the very tip of a biolab
- Deploy a sunderer on top of a Tower (It’s possible on Indar near the very southeast gate)
- Suicide ram your ESF into a Galaxy.
- One achievement per territory you fight on (Like an explorer achievement)
- Fall X amount of feet and survive
- Land on a libby while it is airborne and C4 it
There are many more ideas but by far this idea in terms of programming is probably incredibly tricky or a nightmare.
Lastly,
Gameflow Achievements
What I mean by this is have daily achievements that don't direct anyone to a specific place but rather direct people away from zergs.
- Capture a point with less than a platoon of friendlies in the territory the entire time.
- Fully defend a point from 50% with less than a platoon of friendlies in the territory the entire time.
I don't think PS2 should direct ppl anywhere. Its a sandbox war. Let strategies flow on their own. This will potentially move people away from some zergs for a short while while not truly curing it.
What are your thoughts on this?