Quick Question Regarding Challenges


(aaarrm) #1

Do they unlock things corresponding with them? I’m not talking about gameplay-changing unlocks. Unlocks that are purely for cosmetic and aesthetic purposes. That’d give more of a drive to beat them, it’d be cool :smiley:


(Jess Alon) #2

That would actually be kind of neat. And drive people to get all the achievements. So like some special elite costume stuff?


(tokamak) #3

As long as they don’t detract from the objectives (like run 500 circles around a command post or that nonsense).


(KnollDark) #4

yeah it would need to be something that would help the group like “Kill 100 people while escorting a teammate to their objective”


(Jess Alon) #5

Most people don’t get 100 kills in BC2 and there can be 24 people on the map at the same time. And how long do you think it takes to get to an objective?

Edit: Or do you mean in total?


(KnollDark) #6

[QUOTE=Jess Alon;257475]Most people don’t get 100 kills in BC2 and there can be 24 people on the map at the same time. And how long do you think it takes to get to an objective?

Edit: Or do you mean in total?[/QUOTE]

I was talking overall not just in one battle


(Mad Hatter) #7

I don’t know about the achievements, but there are challenge missions in the game that do indeed unlock clothes and whatnot. Kind of like fun, advanced tutorials where you win prizes. Sorry, too lazy to look for the quote.

I would like a The Freak jacket avatar award though. >_>


(SockDog) #8

Even things like get 500 kills often prompts people to just go for that alone rather than realising that just playing the game and having fun will unlock it in time. Saw this all the time in ETQW as people moved from one medal to another. :frowning:

Like the idea, for what is a guaranteed inclusion of achievements/trophies anyway, of having content attached to them. Maybe better if it’s not all and only ones that won’t be sort out to everyone else’s detriment.


(Jess Alon) #9

[QUOTE=SockDog;257484]Even things like get 500 kills often prompts people to just go for that alone rather than realising that just playing the game and having fun will unlock it in time. Saw this all the time in ETQW as people moved from one medal to another. :frowning:

Like the idea, for what is a guaranteed inclusion of achievements/trophies anyway, of having content attached to them. Maybe better if it’s not all and only ones that won’t be sort out to everyone else’s detriment.[/QUOTE]

Maybe like turret kills. Or medic heals or barricades blown up. Because that stuff helps your team.


(SockDog) #10

True but I’d seen people go medic when there are already two plus capable medics on a team just because they are going for some achievement. One of those medics then has to change class or the team ends up imbalanced.

Perhaps dynamic achievements would be kind of cool. Something based on multiple factors that make farming the achievement harder than just playing the game. Say for a very simplistic, off the top of my head (read: might actually be very dumb) example, that to get the “Medic Heal” your number of heals is impacted by the number of medics on your team, more medics means you only get a fraction of the heal contributed towards the achievement. Likewise for a “Bodyguard” achievement you may earn a contribution every time you protect a team mate with an objective but there is also a deduction for every team mate that dies.

These on the surface may seem unfair. That there are aspects beyond your control. But the concept is to promote good team play not just a single aspect of team play which in itself can be damaging to the team.


(KnollDark) #11

I would think that the mission wheel would take this into account


(SockDog) #12

The mission wheel would be relevant to the objective being played not what the player wants to do as part of an achievement.


(aaarrm) #13

Ohhh, I did not know that was what it meant by challenges in the video I saw. That’s actually a better alternative as to what I thought they were, because like some people here are saying: it could deter people from the main objective of the gameplay. That’s pretty cool honestly.

As long as there’s some really hard/nearly impossible ones, so I could have bragging rights to show off that nobody else has, lol. :smiley:
(assuming I could beat it, that is…)


(tokamak) #14

Hard achievements are okay as long as players don’t have to go out of their way (IE go for the achievement instead of winning) to get it.


(Cankor) #15

[QUOTE=ACE of SPARTANS;257616]Ohhh, I did not know that was what it meant by challenges in the video I saw. That’s actually a better alternative as to what I thought they were, because like some people here are saying: it could deter people from the main objective of the gameplay. That’s pretty cool honestly.

As long as there’s some really hard/nearly impossible ones, so I could have bragging rights to show off that nobody else has, lol. :smiley:
(assuming I could beat it, that is…)[/QUOTE]

My understanding is challenges are something completely different than achievements. I believe challenges are essentially training missions, each one supposed to teach you about a different aspect of the game. So this is how they are apparently handling the steeper than nornmal learning curve (taking a lesson learned from ETQW where there were no real training scenarios).

I think there are also separate leaderboards for (at least some) challenges. So if you are all about getting on top of a leaderbaord maybe this is how they cater to those kinds of people.

So, not really related to achievements.


(H0RSE) #16

According to someone I talked to who attended PAX, here is what Rahdo said when he asked about Challenges:

[I]“Our challenges are entire scripted levels, which you can play solo or co-op. An example of one is a level we call “MEDIC!”, where you play as a medic on a team, where your only job is to keep the other team-members alive, while they complete core objectives. The trick to doing well in this challenge is being smart about who you revive, and when you revive them. If you win, you’ll unlock something cool, as well as a tougher difficulty level. And if you beat that difficulty level, you’ll unlock more cool stuff and difficulty levels.

And once you’ve truly mastered all the challenges (which are fun mini-games in their own right), you’ll have unlocked tons of great stuff, and you’ll have learned a lot of the skills you need to do well online.”[/I]

Each challenge has 3 levels - the 1st one is easy, the 2nd one is a bit more difficult, and the 3rd one “Is a ****in’ bitch to complete” (Rahdo’s exact words) The 3rd level is designed to be hard for the developers themselves, but after you complete level 3 then there is a leaderboard to try to work your way up as well.


(Nail) #17

an excellent way to do “training missions” imho

the foster boys I work with are interested in Brink because of the free movement and the way it looks, they’ve also now decided that QW is interesting although 2 years ago they declared it “too hard”. Now that we have all 3 platforms at the house, I’ll get copies for each, these “training missions/challenges” with 3 levels are exactly what these boys seem to want in a game before they tackle online, I really like this idea, this is what will bring people online


(SockDog) #18

Didn’t even know about this. Totally agree that this sounds like an awesome idea. Sorry I derailed with the stuff about achievements.


(light_sh4v0r) #19

Yes that sort of stuff is fun, I keep playing the QL training arenas (rocketjump and strafejump) because they’re fun to do and good practice.


(Damblo) #20

They just need to be implemented so they arent anything nesisary* maybe make them hidden trophys (for ps3 atleast) so people naturally unlock them as you go along

Edit: im talking to the OP