Author Topic: Achievements  (Read 3289 times)

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jordan.bubus

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Achievements
« on: August 05, 2012, 09:45:03 PM »
I think that add achievements is a good idea for dweller: You can show the achievements that you have unlock on "You win" screen, and if you unlock a achievement, you can , rarely, unlock new dungeon branches, class, or other.

An example of achievement:

Title: Become a Berserk.

How to unlock: kill 20 allies

Bonus: +1 in attack stat.

@Björn and other players: what's your meaning about that?

Mateusz P-G

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Re: Achievements
« Reply #1 on: August 05, 2012, 10:28:55 PM »
I'm all for achievements but frankly not of this kind. Those are good
for really long games, otherwise completing achievements like kill x
monsters, deal xxxx total damage etc. will feel like a chore instead
of added fun. I'd rather have achievements like finishing the game
without using any healing, without equipping any armor or weapos,
more like challenges than simply performing something x times or
achieving value y in stat z.
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jordan.bubus

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Re: Achievements
« Reply #2 on: August 05, 2012, 10:32:11 PM »
I'm agree with you. The example is just a example of the syntax of a achievement...

ZiZNaK

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Re: Achievements
« Reply #3 on: August 05, 2012, 10:52:12 PM »
how about cumulative acheivements?? you would have to kill lets say 200 of whatever over a number of games to unlock something.  gives the player more incentive to replay the game after they've won a few times.
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jordan.bubus

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Re: Achievements
« Reply #4 on: August 05, 2012, 11:02:23 PM »
Cumulative achievements are good if players unlock dungeon branches (or other difficulty )

Dweller admin

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Re: Achievements
« Reply #5 on: August 05, 2012, 11:09:11 PM »
I'm all for achievements but frankly not of this kind. Those are good
for really long games, otherwise completing achievements like kill x
monsters, deal xxxx total damage etc. will feel like a chore instead
of added fun. I'd rather have achievements like finishing the game
without using any healing, without equipping any armor or weapos,
more like challenges than simply performing something x times or
achieving value y in stat z.
I agree with you. I prefer the kind of challenges you suggest. It would give skilled players another challenge. In Angband there's an Ironman mode (http://rephial.org/wiki/UserManual/GameOptions#s2_1) where you cannot use stairs up, you can only go down. We're briefly discussing similar ideas here: http://forum.dwellergame.com/index.php?topic=86.msg610#msg610

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Re: Achievements
« Reply #6 on: August 05, 2012, 11:10:34 PM »
how about cumulative acheivements?? you would have to kill lets say 200 of whatever over a number of games to unlock something.  gives the player more incentive to replay the game after they've won a few times.
Hmm, a cumulative kill tracker would be funny, especially if it was online so that you don't lose track if you install a new version.

jordan.bubus

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Re: Achievements
« Reply #7 on: August 05, 2012, 11:15:17 PM »
Unlock ironman mode after finished an achievement is a good idea

Mateusz P-G

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Re: Achievements
« Reply #8 on: August 05, 2012, 11:30:26 PM »
Yep, one way mode will be a pure win. I'm only concerned about
Poison being a massive hindrance for the Warrior as opposed to
other classes which can engage spiders at range. There's just
not enough Antidotes dropping to avoid recalls for a cure.

This might be easily remedied by adding a timer to the poison
instead of having it as a pernament status (same would be nice
for slow too).
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ZiZNaK

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Re: Achievements
« Reply #9 on: August 06, 2012, 12:28:24 AM »
how about cumulative acheivements?? you would have to kill lets say 200 of whatever over a number of games to unlock something.  gives the player more incentive to replay the game after they've won a few times.
Hmm, a cumulative kill tracker would be funny, especially if it was online so that you don't lose track if you install a new version.
Online dweller leader boards would kick butt too!! lol
can't wait to see whose killed the most slimes
When in doubt.  Scroll of Recall