Fact is, people who are good at a game are going to want to show off. Removing or limiting stat progression is silly. While the correlation can be made between people who value Kills vs Deaths and their playstyle, those are usually people who are lone wolfing. While lone wolves are generally regarded as detriments to team based shooters like Planetside, or in EC's case, the problem doesn't lie in stats (or in this case, achievements). That's simply how people choose to play the game. Eternal Crusade isn't going to be 100% balls to the wall shooting and trench drudging action. The Devs have stated many times there will be PvE elements, which means that achievements should very well be in the game. I only correlate the two because the PvE elements will exist to give players a break from the frontlines so it doesn't get stale. Achievements do the same thing. They give you a reason to crawl back through whatever environment you've done in the past, except with a different goal in mind. People want something to work for. I mean, I have 120 hours in Space Marine, and almost every single achievement. If there weren't achievements, I probably wouldn't have spent as much time playing it as I have. Same applies to any game really. I really liked the single player campaign, so when I go back to play it for the 10th time, I want a badge of honor to have something to show for my effort. Achievements behave like challenges for players. I'm going to use Space Marine since it's the freshest in my mind. There's an achievement where you must complete the entire first act of the game without dying or restarting. That's 3 and a half levels on the hardest difficulty. I would have never done this on my first play through, but now that I've beaten the game, I want reasons to go back to it. Achievement hunting is one of those reasons. There's always going to be idiots who choose to go achievement hunting at the worst possible times. But you can't get rid of that type of player. That player is going to play the game regardless, and he'll be doing something equally stupid with or without achievements. However, these idiots can be thinned out by removing jumping puzzles and exploration achievements that require you to go out of your way. I don't know how many times I've seen PvP(WvW) in Guild Wars 2 stagnant because people only show up to do the achievements. PvP oriented achievements should be x number of kills, revives, resupplies, and what have you. Things that encourage you to work as a team, but also allow players to gain achievements simply by killing. As killing other players is the foundation of the game, you don't want to distract from this by forcing the player to climb whatever mountain when that player could be out there fighting for that 10,000 Ork kill achievement, while simultaneously advancing the war effort.
I agree with Freke here. Achievements for recording kills is one of the key aspects of the game you want to reward, because it is an aim of the game. Similarly, achievements for capturing objectives should be rewarded too for the first time player as a means of not only giving them a boost of xp for a pretty trivial action, but also to segue them into the finer points of the game. What you could do though is actually award Achievements for meaningful, skillful actions. Not achievements like: /logged in for the 120th hour or has run 3 miles, but for things like quick scoping and dropping someone in less than 5 seconds for a headshot or something.
I agree with Freke, but my point about stat progression was, that it shouldn't be tied to Achievements, but rather through gear and/or levels. I think that otherwise it would provoke achievement farming. I'm not sure I've mentioned it in this thread, but I still think that achievements should be player given, from War Council to SF to Squads to single persons, as this would also promote team play. If you want me to explain it further, just ask.
But what is exactly bad about achievement farming? If achievements can be linked to over all participation with the war effort then how is that a bad thing at all? As to gear/levels etc, at the moment I'm honestly not sure how you can make it a better player. If the game is primarily twitch based, then imo that would mean that gear/levels would actually have a very minor role in progression. Or am I thinking about this too one-dimensionally? We do know that they're currently planning for some stats in the game such as stability and accuracy, but beyond that, not sure. I would also think though that the stat changes between them would be very minor.
That isn't really the problem, but rather people camping in the corner to get a high K/D. And sometimes, it's important to fight battles which you can't win anymore. Achievement farmers probably won't frequent these places enough, and the Enemy could continue through our area without much resistance. Excuse me, but what exactly is twitch-based, apart from the streaming platform? If you're referring to skill-based games like CoD, BF4 or even Space Marine, the TTK in EC will be way higher, so you should have enough time to turn around and start shooting/hitting before you go down. I suppose gear would make a difference, but with the vertical progression they want to go for, it always depends on your playstyle. A light-weight armor would make you more vulnerable while also more agile, and thus perfect for Assault Troppers, while a front soldier or a heavy weapons guy would prefer a more sturdy armor. But then again, it always depends on the way the Devs want to implement it. I just don't want to see people who play the game just to get Achievements, but ruining the experience for others. Quick Example: PS2, 48+ fight with 3-5 medics. Up to 50% of the dead people lie around for up to 3 minutes, just waiting to get revived instead of spawning at the nearby Sunderer to prevent their K/D to go down.
I don't want achievements shown above a character, nor on my screen the moment I've unlocked it. Keep my UI immersive please ^_^ Leave them to profile pages and notify me about progress made after I leave the ground.
People are going to do that regardless of whether achievements are in the game or not. You could counter it by making it so that spawn locations aren't set or that you can even respawn on your squad mates position if the leader is still alive. Other than that, I agree with the principle you put forward. But killing the enemy generally should be rewarded. Twitch - just reactionary sort of gameplay.
I really don't want to get back into this again. But as Mhorge and I both have said, this is going to exist regardless. There will always be people who play the game like this. I find it silly that people continue to link stats to player behavior, and that if you remove the former, the latter will change. Conservative players will always exist. The goal in eliminating or breaking players out of that playstyle isn't by removing things, it's by encouraging teamplay. As for someone who was a Sundy driver for his outfit, I can guarantee you people respawn on Sunderers a lot more than you believe. The only time people stay dead on the ground is either because: A) They do not wish to walk all the way back to the fight due to the Sunderer being parked far away. B) Medics refusing to do anything other than mass grenade transfusion. Again, this isn't a problem with stats or achievements. This is an issue with playstyles. Most of the time people who are camped in the corner are people who are Lone Wolves. Stats/achievements aren't the issue. It's how people choose to play the game. And again, achievement farming would not be an issue if achievements are solely based around PvP. If you make achievements and unlocks specific to something silly like exploration in a game that's otherwise about combat, that's when you start to go wrong and single out the achievement farming players.
There might be an in-character way of doing that, let's say your commanding officer notfies you, that you just managed to surpass Brother XYZ's orc kills in melee.
I enjoyed the Battlefield "Ranking" system that compared the stats of every player on a worldwide basis, and put them into divisions based on how well they were doing using a certain: Class and Weapon. I feel as though EC could take this idea and use it to help players find group's together. Say for example, I'm a 2nd Division Bolter Expert, my friend is a 3rd Division Plasma Cannon Expert, and my other friend is a 1st Division Apothecary. We open our social interface and search for who is ranked in the first or second divisions of melee experts in the game and try to get him on board to go hunt Orks with us. Therefore, players can't flaunt their achievements unless other players go looking for them, because really, unless you're in the top 1% of all players in terms of skill, I really don't care because more than likely anyone can probably still kill you - especially so when battles aren't measured in kill-teams, but in strike forces.