this could very well be a stupid post, but I did do a cursory search and didnt see an obvious answer or related thread.
What is the point of doing achievements? Do you get anything other than bragging rights (which by the way I have never seen anyone point out their awesome board of achievements)? I think it would be better to get exp, gold, even stat increases (finish this achievement get +1% gold find, this one get +1 all resist, etc), or maybe even a mid-tier legendary of your choice (from a given selection?) with some chosen stats. Some of the achievements are fun, and some are a legit challenge, some just take time, and some are guaranteed. I think it would be fun to attach some kind of reward.
Achievements (usually) do not yield any benefits that directly affect gameplay - in any game. You get lots and lots of in-game rewards for playing the game, such as loot, experience, unlocking new game content and so on. Achievements are an additional layer to reward your efforts with purely cosmetic benefits.
Achievements in Diablo 3, and in most other games for that matter, will not yield items, XP, or anything else that directly affects game play. That would be contradictory to the commonly established meaning of achievements.
"Why do achievements?" For the same reason people play ladders, try to get to the top of Diabloprogress, or are looking forward to the 2.1 leaderboards: Fun and personal enjoyment of "being the first" in something.
I don't see any additional content to unlock in diablo. It's not that kind of game. You put in time to get a better character. Achievements can aid in that endeavor. Since when did what has been done in previous games had to be a limitation on current or future games anyway. I don't care about the historical utilization of achievements. I get some people are completionists and just enjoy that kind of thing, but I think that an achievement that took so much effort or skill should also give you even something small like +5 vitality. I highly doubt I am the only one who has ever though of this. Oh yeah, and might I add *ta da* here is more end game content to add some fun goal oriented play time and variety of play and incentive to do things you might not normally do.
I don't see any additional content to unlock in diablo. It's not that kind of game. You put in time to get a better character. Achievements can aid in that endeavor. Since when did what has been done in previous games had to be a limitation on current or future games anyway. I don't care about the historical utilization of achievements. I get some people are completionists and just enjoy that kind of thing, but I think that an achievement that took so much effort or skill should also give you even something small like +5 vitality. I highly doubt I am the only one who has ever though of this. Oh yeah, and might I add *ta da* here is more end game content to add some fun goal oriented play time and variety of play and incentive to do things you might not normally do.
Just because you don't see it doesn't mean others might see it differently. Different people think and do different things from you. If you don't care for achievements, then ignore them. Feels to me that you're looking for some consensus to validate your own opinion, as if you're not able to make decisions for yourself...
I always kind of view achievements (in any game) as a way to encourage players to explore the game in ways that they may not be otherwise interested in doing. This missing interest could be lack of information (they simply don't know about it) or just help players get out of an efficiency cycle/spiral.
One could argue that in a game like Diablo, why not just run the first quest over and over? You have the same chance at loot basically... The game is fun when a certain level of game-play diversity is presented and some level of opportunity to progress your character. Once the character progression levels out, the next way to keep interest is game-play diversity...
I don't see any additional content to unlock in diablo. It's not that kind of game. You put in time to get a better character. Achievements can aid in that endeavor. Since when did what has been done in previous games had to be a limitation on current or future games anyway. I don't care about the historical utilization of achievements. I get some people are completionists and just enjoy that kind of thing, but I think that an achievement that took so much effort or skill should also give you even something small like +5 vitality. I highly doubt I am the only one who has ever though of this. Oh yeah, and might I add *ta da* here is more end game content to add some fun goal oriented play time and variety of play and incentive to do things you might not normally do.
Yes, other people have suggested it before. No, it's not necessary to do everything like other games have done it before.
The reason why you can't give benefits is because it would make achievements mandatory for endgame, and this is just not right. After a couple of hundred hours of playtime you're just min/maxing your character, and even if it's just 5 vitality from a random achievement - you'd be forced to do this to progress. This is just not an achievement anymore, but just another layer of character progression, which is simply not what any game developer (historically or, in this case, Blizzard) has in mind for achievements.
Oh, and additional content to unlock means stuff you unlock early on (Adventure Mode, Torment) but also events that you can "unlock" temporarily and access by farming materials for it (Whimsyshire, Nephalem Rifts, Ubers, Greater Rifts).
The problem is, the flavor content unlocked by achievements is by and large ignored by the player base. Who really cares what your banner looks like? That's why sponkey21 doesn't see any additional content, because he doesn't consider the banner stuff to be content.
The problem is, the flavor content unlocked by achievements is by and large ignored by the player base. Who really cares what your banner looks like? That's why sponkey21 doesn't see any additional content, because he doesn't consider the banner stuff to be content.
And there's a good argument to be made that banners are dumb.
However, they much closer fall in line with the idea of achievements being "something to do" without being "mandatory to max your character" than letting people "unlock content" and get bonuses that directly effect character power.
The real question is: Given that banners aren't exactly exciting what would you propose to make achievements "rewarding" without amplifying character power? WoW has pets/mounts which seem to work very well in the scope of that game. What could D3 have?
interestingly enough, I'd think that achievements would be more fun than the actual playing of the game. With Diablo, all we do is farm monsters for loot so that we can farm more monsters for better loot. With achievements, at least we're doing something different and interesting.
The real question is: Given that banners aren't exactly exciting what would you propose to make achievements "rewarding" without amplifying character power? WoW has pets/mounts which seem to work very well in the scope of that game. What could D3 have?
I would go with custom transmogs that are unavailable anywhere else.
I would second the transmogs. This is a good way to showcase acheivements without affecting gameplay. It gives awareness and simply something different. People will see the transmogs and take notice. Probably all that's needed.
I think it would. A lot of the achievements are extremely boring and grindy and only appeal to the most obsessive-compulsive personalities. Do you really want to say to every player "hey guys, either do these achieves, or you're gimping your character" ?
And I say that as the sort ofobsessive-compulsive personality who has the most achieve points in his clan of 100+ people.... :-)
I always been puzzled by how some always pull out the "don't wanna be forced" argument. When blizzard started to accept that philosophy in wow, the development took a turn for the worse pretty quickly.
More options and layers is good.
If some achievements gave cosmetic rewards, or a handful of paragon points, it would make no difference for "endgame", nor would the mysterious force appear at any gamers home.
It's not really about what's 'optional' or 'mandatory' (although, much like 'viable', 'forced' and 'mandatory' are words that forum idiots refuse to use correctly), it's about facilitating fun by not coupling various gameplay options together. Adding stat-points to achievements would only affect two groups of people: achievement nerds like myself who would simply be getting a free upgrade, and people whowant the upgrade enough to start doing achievements because it's the most efficient path (e.g high paragon players), but don't actually like doing them. The former group wouldn't really care, as we clearly do achievements simply because they're there, and the latter group would feel railroaded into activities they'd prefer not to do. That's a net negative, IMO.
D3 already has too many tightly coupled systems. Bounties -> Rifts -> GRifts or GTFO. That's bad enough, as it disregards anyone who just wants to do bounties (that aren't Act I Normal), just wants to do Rifts, or (God forbid) actually prefers Story Mode (assuming 99% of Story Mode fans haven't already quit playing by now). True player freedom requires decoupled game options with appropriate reward structures.
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What is the point of doing achievements? Do you get anything other than bragging rights (which by the way I have never seen anyone point out their awesome board of achievements)? I think it would be better to get exp, gold, even stat increases (finish this achievement get +1% gold find, this one get +1 all resist, etc), or maybe even a mid-tier legendary of your choice (from a given selection?) with some chosen stats. Some of the achievements are fun, and some are a legit challenge, some just take time, and some are guaranteed. I think it would be fun to attach some kind of reward.
any thoughts?
hc sader: http://us.battle.net/d3/en/profile/kawlin-1839/hero/48602348
Read up on the general idea of achievements and its history in video games here (Wikipedia article).
Achievements in Diablo 3, and in most other games for that matter, will not yield items, XP, or anything else that directly affects game play. That would be contradictory to the commonly established meaning of achievements.
"Why do achievements?" For the same reason people play ladders, try to get to the top of Diabloprogress, or are looking forward to the 2.1 leaderboards: Fun and personal enjoyment of "being the first" in something.
One could argue that in a game like Diablo, why not just run the first quest over and over? You have the same chance at loot basically... The game is fun when a certain level of game-play diversity is presented and some level of opportunity to progress your character. Once the character progression levels out, the next way to keep interest is game-play diversity...
The reason why you can't give benefits is because it would make achievements mandatory for endgame, and this is just not right. After a couple of hundred hours of playtime you're just min/maxing your character, and even if it's just 5 vitality from a random achievement - you'd be forced to do this to progress. This is just not an achievement anymore, but just another layer of character progression, which is simply not what any game developer (historically or, in this case, Blizzard) has in mind for achievements.
Oh, and additional content to unlock means stuff you unlock early on (Adventure Mode, Torment) but also events that you can "unlock" temporarily and access by farming materials for it (Whimsyshire, Nephalem Rifts, Ubers, Greater Rifts).
However, they much closer fall in line with the idea of achievements being "something to do" without being "mandatory to max your character" than letting people "unlock content" and get bonuses that directly effect character power.
The real question is: Given that banners aren't exactly exciting what would you propose to make achievements "rewarding" without amplifying character power? WoW has pets/mounts which seem to work very well in the scope of that game. What could D3 have?
Given that achievements are reset on ladder per season, there is probably going to be a ladder board on it.
I would go with custom transmogs that are unavailable anywhere else.
Now a cape would rock...
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
or yeah, a little stat bonus wouldnt hurt i think
And I say that as the sort ofobsessive-compulsive personality who has the most achieve points in his clan of 100+ people.... :-)
some 5~10 mainstat / vit wouldnt hurt i think
and of course you won't add some bonus to all achievements.
More options and layers is good.
If some achievements gave cosmetic rewards, or a handful of paragon points, it would make no difference for "endgame", nor would the mysterious force appear at any gamers home.
D3 already has too many tightly coupled systems. Bounties -> Rifts -> GRifts or GTFO. That's bad enough, as it disregards anyone who just wants to do bounties (that aren't Act I Normal), just wants to do Rifts, or (God forbid) actually prefers Story Mode (assuming 99% of Story Mode fans haven't already quit playing by now). True player freedom requires decoupled game options with appropriate reward structures.