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The Achievement System

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 Post subject: The Achievement System
PostPosted: Fri Jul 11, 2014 1:13 pm 
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This post (and the system as a whole) is long overdue. It's been through 3 full rewrites, as I was simply never happy with its performance or composition. It is finally in a shape that is nearly ready for the live port. I'm currently working on a means to display achievements to players, so that they can be checked while online (which have been completed, are in progress, and details on any individual achievement).

The achievement system is designed to offer a more challenging and rewarding method for character advancement. Currently players kill creatures (XP), do quests for the questmaster (AQP) or PK (competition). The achievement system is designed as an alternative, in which killing specific mobs, doing area miniquests, or completing general tasks will reward both XP and AQP. Each achievement can only be completed once (per character), thus there will be a lot of them. As each one is crafted individually, they will not be random the way autoquests are.

The design will allow any player to do any achievement, regardless of class/alliance/level. Lower level achievements can still be completed, although they will not be very rewarding. This will allow a higher level player to complete pre-requisite achievements for higher level achievements, as necessary.

The goal is to [eventually] have enough achievements in the game so that players may use them as a primary means of character advancement. Further, a player should be able to advance by only doing the achievements that fit their character, such as a good-aligned character advancing primarily via a long quest chain through Mordor (starting at Carchost and finishing at Sauron).

Some achievements will be very basic, and are meant to encourage general gameplay, such as:
  • Safety in Numbers - Join a group.
  • Join an Alliance - Join an alliance.
  • High Roller - Win a 1000 platinum bet in a game of highdice.
  • Discover Carchost - Venture to the tower of Carchost.
  • All the current 'bonus XP mobs' will be changed into achievements.

Others will be more area specific, such as the following that will be in Carchost (unlocked by completing the "Discover Carchost" pre-requisite):
  • Kill Lord Tormog
  • Kill Henron the Master
  • Kill <insert other Carchost boss>
  • Liberate the Tower - Rid Carchost of all its leaders.
  • Cutoff the Reinforcements - Kill 5 new recruits and 5 young soldiers.
  • A quest chain that involves infiltrating different groups within Carchost, espionage, and a new boss.

There will also be some player killing specifics achievements:
  • Achievements for taking part in X players kills: 1, 5, 10, 25, 50, 100, 250.
  • Kill a X: mage, cleric, thief, warrior, ranger.
  • No Prejudice - Kill each of the 5 classes.
  • Similarly, kill the different remorts and adept classes.
  • Take part in X consecutive player kills without dying: 5, 10, 20.
  • Some related to hall raids (both defensive and offensive).
  • Mercy but murders, pardoning those that kill. - Flee from an enemy that is at 0% health.
  • Kill 2 enemies within 1 minute.

That's a basic intro for now. I need to go over the reward values with Noni and Padan, to be sure I'm not too crazy, after which we'll bring the first areas' achievements to the live port. The goal is to have them live early next week!



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 Post subject: Re: The Achievement System
PostPosted: Fri Jul 11, 2014 5:59 pm 
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Here are a couple of exerpts from the achievement displays minus the color (not the prettiest, but they work).

> achievement
Syntax: achievement list [completed] [<low #> <high #>]
        achievement info <achievement #>

> achievement list 300 310
(X)[300] Find Carchost
( )[301] Kill Lord Tormog
( )[302] Kill Henron the Master
( )[303] Kill Orducclax the Dark
( )[304] Kill Feahar the Mystic
( )[305] Kill Lurghal the Doomed
( )[306] Kill Tizzrd
( )[307] Kill Nabzin
( )[308] Kill Vareneud
(X)[309] Kill Birot
( )[310] Liberate the Tower

> achievement list completed 300 304
[300] Find Carchost

> achievement info 300
---------- Achievement ----------
[300] Find Carchost
Expected Completion Level: 1
Reward:  Already Completed!
Description:
Venture to the tower of Carchost.

> achievement info 301
---------- Achievement ----------
[301] Kill Lord Tormog
Expected Completion Level: 20
Reward: 0 exp
Description:
Kill Lord Tormog.

Prerequisites:
  (X) [300] Find Carchost
Part of:
  ( ) [310] Liberate the Tower


* The reason "Kill Lord Tormog" is worth 0 xp is due to my character level.



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 Post subject: Re: The Achievement System
PostPosted: Wed Aug 06, 2014 4:23 pm 
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Time for an update, as these were intended to be live for a couple of weeks now... we all know my deadlines unfortunately. Anyhow, the achievement system has passed our testing and is ready for the live port. As mentioned before, the first area that will be populated with achievements is the Tower of Carchost.

It is my pleasure to announce that all of the achievements (54 in total) for Carchost planned to accompany the next copyover have been implemented and tested. The last bit of ironing out relates to the experience rewarded for the achievements, since we may want to shift the reward values a bit. As of the latest test, the experience rewarded for doing all 54 of the achievements (if done at the optimal level) is just enough to gain from overall level 1 up to 19.

The amounts above are strictly for the achievement rewards and do not include any of the experience a character gets for combat, although combat is necessary for some of the achievements. Realistically, a character that does all of the achievements without gaining experience anywhere outside of Carchost should finish around level 22 overall. This is would require area knowledge of Carchost to be done efficiently, and otherwise such knowledge would be gained while doing the achievements (as intended). This also leaves the character at a high enough level to use the second tier of Carchost equipment (level 20 gear) which should leave them well prepared for their next areas, such as Narchost.

Pending final adjustments on reward quantity, the system is ready to go live.



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 Post subject: Re: The Achievement System
PostPosted: Tue Sep 09, 2014 1:44 pm 
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Just an update: the achievement system went live last week, debuting with Carchost.
The next batch of achievements will likely be the end-game bonus experience mobs, excluding many miniquests in their respective areas (Barad-dur, Blue Mountain, Tumunzahar).



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 Post subject: Re: The Achievement System
PostPosted: Thu Apr 02, 2015 2:01 am 

Joined: Sun Jan 12, 2014 2:39 am
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It looks like you get the maximum XP if your character is LVL 1 with no other classes advanced yet. Wonder how much XP you can earn from them all if you try doing it that way? :P


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 Post subject: Re: The Achievement System
PostPosted: Thu Apr 16, 2015 5:38 pm 
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Off the top of my head, it follows the same reward limitations as hunting, which is capped at your_level + 20. Thus, a level 1 player can kill mobs up to level 21 for their normal reward, while a level 22+ mob rewards xp the same as a level 21 would (despite being harder to kill, presumably).

Achievements on the other hand are centered around an "Expected Completion Level" (shown via the 'achievement info ...' command). The base reward for an achievement will be highest if the character is of that level. Due to the very low level of current achievements, this isn't obvious since a lot of number-rounding and such takes place. Further, this just sets the base reward for the achievement, and a hidden difficulty value modifies the base reward further.

tl,dr; If you complete an achievement which has an "Expected Completion Level" higher than your current level, you are rewarded based on your current level and not the expected one.



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 Post subject: Re: The Achievement System
PostPosted: Tue Oct 13, 2015 8:01 pm 

Joined: Sun Jan 12, 2014 2:39 am
Posts: 25
For achievement 351-"Fuel the Fire" the expected level is 15, but for achievement 352-"Frustrate Tormog" (which requires 351 as its prerequisite) the expected level is only 10.

On a similar note achievement 338-"Delay the Visitors" has an expected level of 5, but all of its prerequisites have an expected level of 1. You may want to boost the achievements for killing the clerk, nobles, and merchants up to level 5 since they were rather hard to fight at a lowly level 1.


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