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Activity sheet.

2

Comments

  • CROW3CROW3 Member, Alpha Two
    Just a activity sheet not login sheet. So many ways this can be done it does not have to be the way you think.

    I agree. Let me help.

    1. find a piece of paper near you
    2. Find a pen
    3. Write down some activities you would like to do
    4. Do the things you wrote down

    That’s not a feature, it’s just simple initiative. Increased self-sufficiency with zero development cost for Intrepid. 🤗

    AoC+Dwarf+750v3.png
  • LudulluLudullu Member, Alpha Two
    Its not daily login rewards guys, can be things like taking part of siege. Crafting or gathering set amount of items. Just a activity sheet not login sheet. So many ways this can be done it does not have to be the way you think. Like points you get for each activity and adding up enough points you get one step in the activity sheet. Gives people an idea what to strive for in game and same works as a incentive to actually keep playing the game
    But if that underlying content is boring then it's a chore for a cosmetic. And if it's not boring - then you'd be playing the game for what it is.

    I'd prefer meaningful cosmetics that are directly tied to certain actions, rather than a smorgasbord of random stuff that then rewards you a random cosmetic.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    but then they cant log in and do whatever they want. they have to do the dailies...doing other things they want to do is also rewarding.
    You never have to do dailies. Especially when the design does not include fomo resets for skipping days.
    Dailies can include things people want to do. As well as stuff some people don't like to do. And plenty of stuff in the middle.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    So it's either a chore that has to be done otherwise you're falling behind those who do, or it's a meaningless activity with no reward that'll simply be skipped by people and will have no influence on whether they log into the game daily :)
    Or somewhere in-between.
    Grind = chore by the way. And you say you like to grind - if I recall correctly.
    Dailies, when designed well, have nothing to do with falling behind other people.
    It's fine for people to skip dailies if they wish. Just as it's fine for people to skip dungeons and raids if they want to.

    Dailies tend to be Casual Time and Casual Challenge content, so... could very well be something that Hardcore Challenge gamers choose to skip.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited October 2023
    NiKr wrote: »
    But again though, the people who like said cosmetics would find this mechanic a chore they have to do in order to get them (especially if there's stuff like daily login chains) and those who don't care about cosmetics won't even look at this feature.
    Only feels like you have to dailies when they are designed with resets if you miss a day.
    Especially when the tasks are quick and relatively easy to complete.


    NiKr wrote: »
    Daily logins "work" because they give you something valuable, so you feel bad when you don't log in every day. It's a preying feature that's meant to, kinda, punish the player for not playing daily.
    Dailies work because they are tasks you can do within a 20-30 minute game session and they are fairly easy to accomplish within that time frame. Rewards don't have to be "valuable". Something is better than nothing.
    Dailes with fomo resets are designed to punish people for skipping a day, but... that design is rare in Western MMORPGs these days.
    Current Western MMORPGs reward for quick and easy tasks and do not punish for skipping days.

    If you only have 10-30 minutes to play - you can do a few dailies.
    If you have more than a couple hours to play, you can still do some dailies and then focus on the content that takes longer than 10 minutes.


    NiKr wrote: »
    And if you don't want to have this punishment in the system and don't want to have any login chains - we're simply back to the "game should have good content", which would include quests that give you cool cosmetics. And those quests could have daily resets in them, so that people who're interested in the quest and the cosmetic would have to return to the game at a later point, but they won't be made to do so daily.
    No reason why good content cannot be included in dailies.


    NiKr wrote: »
    So, once again, there's no reason to have daily/login rewards.
    Best reason is because they can be more fun for Casual Challenge players than dungeons and raids.
    Especially when designed without fomo resets for skipping days.
  • LudulluLudullu Member, Alpha Two
    Dygz wrote: »
    Dailies, when designed well, have nothing to do with falling behind other people.
    What is their purpose then? Just have a random "go talk to this dude" or "kill these mobs" quest every day w/ 0 reward?

    Obviously it's fine to play however you like, but I feel like the game could just have good quests and reward related to them w/o any to-do lists or daily-like activities.
  • LudulluLudullu Member, Alpha Two
    Dygz wrote: »
    No reason why good content cannot be included in dailies.

    Best reason is because they can be more fun for Casual Challenge players than dungeons and raids.
    Especially when designed without fomo resets for skipping days.
    "Dailies" as a term have a bad connotation, so why have that in the game when you can simply have "quests" and that's it.

    We'll also have "tasks", which can be done quickly and will have some kind of impact on the node and the player.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    CROW3 wrote: »
    Just a activity sheet not login sheet. So many ways this can be done it does not have to be the way you think.

    I agree. Let me help.

    1. find a piece of paper near you
    2. Find a pen
    3. Write down some activities you would like to do
    4. Do the things you wrote down

    That’s not a feature, it’s just simple initiative. Increased self-sufficiency with zero development cost for Intrepid. 🤗

    I'll disagree with this entirely. This works for a specific type of player, and not at all for a different type of player.

    In a situation where Intrepid wants people to do more content and learn about different types of content, they basically have the two options of 'give players a lot of information about how this content benefits them or might be fun', and 'build an entire interconnected system where the player will organically come into contact with the results of partaking in this content through other means'.

    The second is so much harder to do, particularly in non-themepark games, that I think even some of the best MMO devs in the business essentially just gave up trying.

    The only way this is 'zero development cost for Intrepid' is if they don't care about the six dozen Reddit threads/YouTube videos complaining about not being able to understand/find anything fun to do in the game organically.

    They have to put in effort either way if they care. OP's suggestion is almost assuredly the cheaper one.
    Y'all know how Jamberry Roll.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Yeah, I mean... I did this a lot in APOC and I'm also doing so a bit in New World right now.
    Two tasks I like to do when they pop up are:
    Kill 10 Enemies Using a Bow or Gun.
    Kill 10 Enemies Using a One-Handed Weapon.

    My Main uses Two-Handed Weapons. I would not use a Bow, but I can grab a Bow for 5-10 minutes.
    And then spend hours wielding my Spear.

    Since the current Season added a One-Handed Flail, I have my new alt Leveling with a Flail.
    (A friend suggested I try the updated storyline from scratch so I have that character exploring new weapons as well as new storylines.)
    Gameplay on my alt is credited on the Account-wide Battlepass, so... if I want to do the One-Handed Weapon daily, I can use my alt for that... and that also will help build xp for my Flail's Weapon Progression.
    There's also Season Achievements for taking my Flail to Level 9; Level 12 and Level 19.
    So, I do spend some hours grinding Weapon Progression for my Flail - I don't know that I would necessarily try to max my Weapon Progression if there weren't Achievements for it.

    I get some extra rewards for doing all of that.
    And I don't lose anything if I skip some days.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    "Dailies" as a term have a bad connotation, so why have that in the game when you can simply have "quests" and that's it.

    We'll also have "tasks", which can be done quickly and will have some kind of impact on the node and the player.
    Quests are longer than Dailies. And Quests do not repeat over and over and over again.
    Tasks are basically the same thing as Dailies. Semantics.
  • LudulluLudullu Member, Alpha Two
    Dygz wrote: »
    Tasks are basically the same thing as Dailies. Semantics.
    Beneficial semantics in this case :)
  • CROW3CROW3 Member, Alpha Two
    Azherae wrote: »
    I'll disagree with this entirely. This works for a specific type of player, and not at all for a different type of player.

    Yes, I'll concede that those players can use a pencil instead.
    In a situation where Intrepid wants people to do more content and learn about different types of content, they basically have the two options of 'give players a lot of information about how this content benefits them or might be fun', and 'build an entire interconnected system where the player will organically come into contact with the results of partaking in this content through other means'.

    The second is so much harder to do, particularly in non-themepark games, that I think even some of the best MMO devs in the business essentially just gave up trying.

    All stories need hooks, if you can't write good hooks, that content might as well not exist. The solution isn't just give the player a list of checkboxes; it's write better hooks. BG3 did this masterfully. WoW does this well with holidays and the opening events of new x-pacs. Of course it's hard. So what? When you're building probably the most ambitious mmo in this generation of games, you gotta raise the bar.
    The only way this is 'zero development cost for Intrepid' is if they don't care about the six dozen Reddit threads/YouTube videos complaining about not being able to understand/find anything fun to do in the game organically.

    I'd argue that this is going to happen anyway.
    They have to put in effort either way if they care. OP's suggestion is almost assuredly the cheaper one.

    Ok, let's stipulate it's less expensive. It will also erode the expected engagement by players and ultimately lead to the string of A.D.D. driven FOMO freebies like BDO, resulting in longer term reduction in revenues generated.

    AoC+Dwarf+750v3.png
  • CROW3CROW3 Member, Alpha Two
    Dygz wrote: »
    Dailies, when designed well, have nothing to do with falling behind other people.
    NiKr wrote: »
    What is their purpose then? Just have a random "go talk to this dude" or "kill these mobs" quest every day w/ 0 reward?

    Good example of dailies done well - the opening of AQ and Isle of Quel'Danis. A lot of dailies, but they contributed to overall opening of new content - which you could see, and there was a point when they would end.

    AoC+Dwarf+750v3.png
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    CROW3 wrote: »
    Azherae wrote: »
    I'll disagree with this entirely. This works for a specific type of player, and not at all for a different type of player.

    Yes, I'll concede that those players can use a pencil instead.
    In a situation where Intrepid wants people to do more content and learn about different types of content, they basically have the two options of 'give players a lot of information about how this content benefits them or might be fun', and 'build an entire interconnected system where the player will organically come into contact with the results of partaking in this content through other means'.

    The second is so much harder to do, particularly in non-themepark games, that I think even some of the best MMO devs in the business essentially just gave up trying.

    All stories need hooks, if you can't write good hooks, that content might as well not exist. The solution isn't just give the player a list of checkboxes; it's write better hooks. BG3 did this masterfully. WoW does this well with holidays and the opening events of new x-pacs. Of course it's hard. So what? When you're building probably the most ambitious mmo in this generation of games, you gotta raise the bar.
    The only way this is 'zero development cost for Intrepid' is if they don't care about the six dozen Reddit threads/YouTube videos complaining about not being able to understand/find anything fun to do in the game organically.

    I'd argue that this is going to happen anyway.
    They have to put in effort either way if they care. OP's suggestion is almost assuredly the cheaper one.

    Ok, let's stipulate it's less expensive. It will also erode the expected engagement by players and ultimately lead to the string of A.D.D. driven FOMO freebies like BDO, resulting in longer term reduction in revenues generated.

    As my only disagreement was actually with the idea that this would somehow be cheap or low effort, then that's probably all I should note.

    Not everything in a 'sandpark' game is 'story' that the Devs have enough control over to do this for, and therefore not everything has the potential for a hook without, itself, cheapening the experience.

    Anyways, forgive me, I'm in a mood again. The level of discourse around this game (through absolutely no fault of most of those engaging in said discourse) is still dropping and I hate it.
    Y'all know how Jamberry Roll.
  • LudulluLudullu Member, Alpha Two
    Azherae wrote: »
    Anyways, forgive me, I'm in a mood again. The level of discourse around this game (through absolutely no fault of most of those engaging in said discourse) is still dropping and I hate it.
    I think it's due to low amount of new info, let alone detailed info. We're just still discussing the same stuff in the same way with mostly same people, so there's only so much "new" we can say on those same topics.

    And I'm pretty sure we'll keep doing this until A2. Like, I'm 90% sure the upcoming stream won't tell us anything new or really valuable. We'll probably get a few tiny specifications about the caravan system, but nothing truly new. So we'll just keep discussing the same stuff for at least the next month as well.
  • CROW3CROW3 Member, Alpha Two
    Azherae wrote: »
    As my only disagreement was actually with the idea that this would somehow be cheap or low effort, then that's probably all I should note.

    Not everything in a 'sandpark' game is 'story' that the Devs have enough control over to do this for, and therefore not everything has the potential for a hook without, itself, cheapening the experience.

    I don't think everything needs to be a long drawn out affair with a full arc. Taking a note from Valheim or Zork could be simple enough. "A strange, unnatural thunder echoes from the north..."

    Player writes down - [ ] go check out weird thing in north
    Anyways, forgive me, I'm in a mood again. The level of discourse around this game (through absolutely no fault of most of those engaging in said discourse) is still dropping and I hate it.

    There's nothing to forgive. You didn't even trigger my pie sensitivities. ;)

    AoC+Dwarf+750v3.png
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Azherae wrote: »
    Anyways, forgive me, I'm in a mood again. The level of discourse around this game (through absolutely no fault of most of those engaging in said discourse) is still dropping and I hate it.
    I think it's due to low amount of new info, let alone detailed info. We're just still discussing the same stuff in the same way with mostly same people, so there's only so much "new" we can say on those same topics.

    And I'm pretty sure we'll keep doing this until A2. Like, I'm 90% sure the upcoming stream won't tell us anything new or really valuable. We'll probably get a few tiny specifications about the caravan system, but nothing truly new. So we'll just keep discussing the same stuff for at least the next month as well.

    Yes, which is a trash outcome.

    "We can't even confirm basic Archetypal stuff that people can experience in 80-90% of other similar games on the market, you just have to believe in this project and keep pointing people at the Wiki which confirms the bare minimum of anything."

    Only reason I even care is that it messes with even the newcomers who poke their heads in. Maybe I'll turn my filter off so people can just argue with me instead, but I'm still waiting for a proper confirmation that I don't actually want to play this game.

    We're so close... you can do it, Intrepid! Gimme a reason to not believe! I just want my Potato Tree equivalent.
    Y'all know how Jamberry Roll.
  • DepravedDepraved Member, Alpha Two
    NiKr wrote: »
    No does not have to be any game breaking stuff just some cosmetics
    But again though, the people who like said cosmetics would find this mechanic a shore they have to do in order to get them (especially if there's stuff like daily login chains) and those who don't care about cosmetics won't even look at this feature.

    Daily logins "work" because they give you something valuable, so you feel bad when you don't log in every day. It's a preying feature that's meant to, kinda, punish the player for not playing daily.

    And if you don't want to have this punishment in the system and don't want to have any login chains - we're simply back to the "game should have good content", which would include quests that give you cool cosmetics. And those quests could have daily resets in them, so that people who're interested in the quest and the cosmetic would have to return to the game at a later point, but they won't be made to do so daily.

    So, once again, there's no reason to have daily/login rewards.


    You underestimate will to have cosmetics, and cosmetics in itself is good to have to have some fashion other than mix of different gear looks

    you are right. but thats the problem, you are right. even if you arent gaining power...having to log in on a day you dont want to or cant, as others have explained, its not something desirable.
    Its not daily login rewards guys, can be things like taking part of siege. Crafting or gathering set amount of items. Just a activity sheet not login sheet. So many ways this can be done it does not have to be the way you think. Like points you get for each activity and adding up enough points you get one step in the activity sheet. Gives people an idea what to strive for in game and same works as a incentive to actually keep playing the game

    you can do those things without the game telling you what you have to do.

    what if i dont want to craft that day, now i have to craft because the activity sheet told me to.
  • DepravedDepraved Member, Alpha Two
    Dygz wrote: »
    NiKr wrote: »
    But again though, the people who like said cosmetics would find this mechanic a chore they have to do in order to get them (especially if there's stuff like daily login chains) and those who don't care about cosmetics won't even look at this feature.
    Only feels like you have to dailies when they are designed with resets if you miss a day.
    Especially when the tasks are quick and relatively easy to complete.


    NiKr wrote: »
    Daily logins "work" because they give you something valuable, so you feel bad when you don't log in every day. It's a preying feature that's meant to, kinda, punish the player for not playing daily.
    Dailies work because they are tasks you can do within a 20-30 minute game session and they are fairly easy to accomplish within that time frame. Rewards don't have to be "valuable". Something is better than nothing.
    Dailes with fomo resets are designed to punish people for skipping a day, but... that design is rare in Western MMORPGs these days.
    Current Western MMORPGs reward for quick and easy tasks and do not punish for skipping days.

    If you only have 10-30 minutes to play - you can do a few dailies.
    If you have more than a couple hours to play, you can still do some dailies and then focus on the content that takes longer than 10 minutes.


    NiKr wrote: »
    And if you don't want to have this punishment in the system and don't want to have any login chains - we're simply back to the "game should have good content", which would include quests that give you cool cosmetics. And those quests could have daily resets in them, so that people who're interested in the quest and the cosmetic would have to return to the game at a later point, but they won't be made to do so daily.
    No reason why good content cannot be included in dailies.


    NiKr wrote: »
    So, once again, there's no reason to have daily/login rewards.
    Best reason is because they can be more fun for Casual Challenge players than dungeons and raids.
    Especially when designed without fomo resets for skipping days.

    give an example of such dailies.

    also, if they dont give you something valuable, whats the point on doing them? if somethign is better than nothing, you can still get somethign during your 30 mins session by doing something else that will contribute to your end goal.

    lets say you want to max out mining, if you only have 30 mins to play. then youmine for 30 mins...or you talk to an npc, deliver some cargo box somewhere, then fish, then kill 10 mobs, then mine, etc, etc, now you did dailies for 25 mins and the mining daily for 5 mins and then you feel bad because all you wanted to do was mine some rocks for 30 mins.

    just let the players do whatever they want to do.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited October 2023
    I gave examples.
    And I already answered - something is better than nothing.
    I don't have a goal for using a Bow, but if the game will reward something for using a Bow for 5 minutes - that's incentive enough for me to use a Bow for 5 minutes instead of using the weapon I normally use.

    In New World, the current task in the Season Pass is Gather 500 Resources.
    Doesn't matter which Resources. Sometimes Mining makes that go quickly. Sometimes I do that with Gathering.
    And, yes, that helps when I want to grind towards hitting Level 50 or 100 or 150 or 200 in a Tradeskill.
    So... instead of trying to reach the goal of Level 50 by the end of my game session, I might choose to gather 500 Iron before the end of my game session. And that gives me a stamp on my Battlepass card.
    (Also, I could choose to gather 100 Iron per day and finish that task at the end of the week or month or Season.)

    If I only have 30 minutes to play and I want to focus on Mining...
    I would probably either Mine for 30 minutes and kill something with a Bow for 5. So play for 35 minutes.
    Or I would kill something with a Bow for 5 minutes and then Mine for 25 minutes.
    I dunno why I would choose to do a bunch of tasks for 25 minutes instead of Mining for 25 minutes if I only have 25 minutes to play and the goal for my game session is to Mine for 25 minutes.
    If I do that, that means that my true goal was to have fun with tasks instead of having fun Mining.
    So... no... I would not feel bad that I changed my mind about what I wanted to do.

    And your example is really no different from having a goal to focus on Main Quests when I start, but then allowing myself to get distracted by side quests.
    I don't feel bad when I do that, either.

    And, yeah, players can choose to do the tasks on the "activity sheet" or choose to do something else.
    That's the whole point.
  • DepravedDepraved Member, Alpha Two
    seasonal quests arent daily quests. we're talking about dailies. you have one day to complete them...not 3 months lol.

    and thats the thing..i dont wanna have to equip the bow.

    i did the "get the flail to level 5" in nw, and that was annoying. i was fighting mobs in the new area, so basically all i was doing was hitting the mobs once with an auto, then switching to one of my main weapons to kill it...

    im happy steven already said no dailies.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited October 2023
    Depraved wrote: »
    what if i dont want to craft that day, now i have to craft because the activity sheet told me to.
    If you don't want to Craft that day, don't Craft.
    There's nothing forcing you to do what's on the activity sheet.

    In New World, you can do a whole bunch of other stuff and use a Wildcard Stamp to stand in for the Crafting Activity. Or you can reroll the activity sheet and get a list of activities you might like better.
    There's a bunch of stamps for PvP activities on every activity card. I always ignore the PvP activities. If I want to complete a row of tasks that would need a PvP stamp, I can use a Wildstamp.

    Even on the APOC Battlepass activity list, there were options to do the stuff you prefer to do and to ignore the stuff you absolutely hate.

    There's no (external) pressure to login on days you don't want to log in. You won't lose anything if you don't log in.
    But if you want to log in and do something for 5 to 30 minutes, there's stuff you can do. And you get rewarded for doing so.
  • DepravedDepraved Member, Alpha Two
    you arent getting the point T_T
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    you arent getting the point T_T

    Why are you even arguing with a person who explicitly doesn't care about things like efficiency or personal economic parity/advantages?

    About dailies in a thread that isn't actually about them?

    Should I argue with you instead? I have some chat AI to test.
    Y'all know how Jamberry Roll.
  • DepravedDepraved Member, Alpha Two
    It's not even about efficiency... but I guess you are right...this time. you win
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    seasonal quests arent daily quests. we're talking about dailies. you have one day to complete them...not 3 months lol.
    Actually, what we're talking about is an "activity sheet".
    Activity sheets typically have tasks that can be repeated daily.
    I think you are the one who introduced the term daily to this thread - I dunno why.


    Depraved wrote: »
    and thats the thing..i dont wanna have to equip the bow.
    Then ignore that task and choose a different one. Or ignore the activity sheet completely.


    Depraved wrote: »
    i did the "get the flail to level 5" in nw, and that was annoying. i was fighting mobs in the new area, so basically all i was doing was hitting the mobs once with an auto, then switching to one of my main weapons to kill it...
    Or you could just ignore that goal or ignore the Season pass altogether.

    Depraved wrote: »
    im happy steven already said no dailies.
    Yep. Expect Ashes to have a Battlepass similar to APOC.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    I'm all for an achievements list. I'm against an activity sheet.
    2a3b8ichz0pd.gif
  • LudulluLudullu Member, Alpha Two
    Neurath wrote: »
    I'm all for an achievements list. I'm against an activity sheet.
    Yep, pretty much this. Genshin has achievements that include several different in-game activities and reward you with a small cosmetic (and some gacha currency), but there's no "list" of things to do at any given time. You just play the game and you'll get majority of achievements or meet requirements for the bigger achievement. And once you're done playing in your own way you're free to go look at what the achievement requires and do precisely that.

    And I'd definitely like if Ashes had a similar system/design.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Neurath wrote: »
    I'm all for an achievements list. I'm against an activity sheet.
    Yep, pretty much this. Genshin has achievements that include several different in-game activities and reward you with a small cosmetic (and some gacha currency), but there's no "list" of things to do at any given time. You just play the game and you'll get majority of achievements or meet requirements for the bigger achievement. And once you're done playing in your own way you're free to go look at what the achievement requires and do precisely that.

    And I'd definitely like if Ashes had a similar system/design.

    Yeah man, imagine an achievement 'Become Mayor of all node types' and get an absolutely stunning flying mount skin as a reward. :smiley:
    2a3b8ichz0pd.gif
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Neurath wrote: »
    NiKr wrote: »
    Neurath wrote: »
    I'm all for an achievements list. I'm against an activity sheet.
    Yep, pretty much this. Genshin has achievements that include several different in-game activities and reward you with a small cosmetic (and some gacha currency), but there's no "list" of things to do at any given time. You just play the game and you'll get majority of achievements or meet requirements for the bigger achievement. And once you're done playing in your own way you're free to go look at what the achievement requires and do precisely that.

    And I'd definitely like if Ashes had a similar system/design.

    Yeah man, imagine an achievement 'Become Mayor of all node types' and get an absolutely stunning flying mount skin as a reward. :smiley:

    "Lookin' At You Worldly" or "Nodally Not My Idea".
    Y'all know how Jamberry Roll.
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