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SFSE :: SAN FIERRO STUNT EVOLUTION
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Achievement System Overhaul [repost from #suggestions on SFSE discord and some visual examples]
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<blockquote data-quote="scheel" data-source="post: 19927" data-attributes="member: 78"><p style="text-align: center"><strong><span style="font-size: 22px">What?</span></strong></p> <p style="text-align: center"></p> <p style="text-align: center">This is a suggestion that would bring the achievement system we all know out of the water by making them work with <strong>/labels </strong>(more or less) while also making use of unpopular minigames and somewhat patching up the money crisis we currently have in SFSE.</p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 22px"><strong>Why?</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center">To keep players from coming back to use previously unpopular SFSE features with a promise of a reward, while also inspiring them to grind for money and score.</p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 22px"><strong>How?</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center">This proposal consists of allowing players to attach achievements they have unlocked like they were custom labels, adding much more achievements we could attain, and introducing "difficulty visualization" to them by applying different colors to the labels.</p> <p style="text-align: center"></p> <p style="text-align: center">[ATTACH=full]3684[/ATTACH]</p> <p style="text-align: center"><span style="color: rgb(163, 163, 163)">*edited picture of our current achievement system in said colored difficulty scheme</span></p> <p style="text-align: center"></p> <p style="text-align: center">[ATTACH=full]3685[/ATTACH]</p> <p style="text-align: center"><span style="color: rgb(163, 163, 163)">*categorized version, along with proposed "secret achievements" and example number of total achievements</span></p> <p style="text-align: center"><span style="color: rgb(163, 163, 163)"></span></p> <p style="text-align: center"><span style="color: rgb(163, 163, 163)">[ATTACH=full]3688[/ATTACH]</span></p> <p style="text-align: center"><span style="color: rgb(163, 163, 163)">*A player wearing achievement "Grand Master"</span></p> <p style="text-align: center"></p> <p style="text-align: center">Another inclusion to this suggestion are <strong>Secret Achievements</strong>. Secret Achievements only appear in the "Secret Achievements" category once you unlock the achievement. The total number of Secret Achievements are also hidden until a player unlocks all of them.</p> <p style="text-align: center"></p> <p style="text-align: center">[ATTACH=full]3690[/ATTACH]</p> <p style="text-align: center"><span style="color: rgb(163, 163, 163)">*example Secret Achievement "Speed Demon" in its respective category</span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="color: null">An alternative approach to this suggestion is to not reveal the requirement for the achievement at all, only displaying the name of the achievement and a "requirement hint" for the sake of even more secrecy. This will allow players to form their own conclusion for its exact requirement, and to somewhat prevent players from sharing a "walkthrough" to them.</span></p> <p style="text-align: center"><span style="color: null"></span></p> <p style="text-align: center"><span style="color: null">[ATTACH=full]3691[/ATTACH]</span></p> <p style="text-align: center"><span style="color: rgb(163, 163, 163)">*Secret Achievement "Speed Demon" with alternative requirement.</span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 22px"><strong>Q/A</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>1. How would this change the outlook of players on our currency system?</strong></p> <p style="text-align: center"></p> <p style="text-align: center">Creating achievements for ludicrous amounts of money saved up (ex: an achievement for obtaining $999,999,999) would encourage players to grind for that hard-to-get achievement. Alternatively it can also work for our score system.</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>2. Don't staff members/VIP members have enough labels on them? Wouldn't it be too cluttered?</strong></p> <p style="text-align: center"></p> <p style="text-align: center">I suggest <strong>removing the labels on elevated players that inform about their current position (including VIPs)</strong> as it's currently useless anyways (due to the existence of command <strong>/admins </strong>and <strong>/stats</strong> already giving that information). The only thing that it does is to scare away potential hackers and clutter player names up in my opinion. Also, allow VIPs to have two labels as the pointy brackets present in achievement labels already separates them from the custom ones.</p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center">If you have any complaints and further suggestions to improve this idea, please write down below.</p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p></blockquote><p></p>
[QUOTE="scheel, post: 19927, member: 78"] [CENTER][B][SIZE=6]What?[/SIZE][/B] This is a suggestion that would bring the achievement system we all know out of the water by making them work with [B]/labels [/B](more or less) while also making use of unpopular minigames and somewhat patching up the money crisis we currently have in SFSE. [SIZE=6][B]Why?[/B][/SIZE] To keep players from coming back to use previously unpopular SFSE features with a promise of a reward, while also inspiring them to grind for money and score. [SIZE=6][B]How?[/B][/SIZE] This proposal consists of allowing players to attach achievements they have unlocked like they were custom labels, adding much more achievements we could attain, and introducing "difficulty visualization" to them by applying different colors to the labels. [ATTACH type="full" width="370px" alt="1594126169282.png"]3684[/ATTACH] [COLOR=rgb(163, 163, 163)]*edited picture of our current achievement system in said colored difficulty scheme[/COLOR] [ATTACH type="full" width="370px" alt="1594127195728.png"]3685[/ATTACH] [COLOR=rgb(163, 163, 163)]*categorized version, along with proposed "secret achievements" and example number of total achievements [ATTACH type="full" width="446px" alt="1594127657833.png"]3688[/ATTACH] *A player wearing achievement "Grand Master"[/COLOR] Another inclusion to this suggestion are [B]Secret Achievements[/B]. Secret Achievements only appear in the "Secret Achievements" category once you unlock the achievement. The total number of Secret Achievements are also hidden until a player unlocks all of them. [ATTACH type="full" width="482px" alt="1594128660551.png"]3690[/ATTACH] [COLOR=rgb(163, 163, 163)]*example Secret Achievement "Speed Demon" in its respective category[/COLOR] [COLOR=null]An alternative approach to this suggestion is to not reveal the requirement for the achievement at all, only displaying the name of the achievement and a "requirement hint" for the sake of even more secrecy. This will allow players to form their own conclusion for its exact requirement, and to somewhat prevent players from sharing a "walkthrough" to them. [ATTACH type="full" width="475px" alt="1594129242573.png"]3691[/ATTACH][/COLOR] [COLOR=rgb(163, 163, 163)]*Secret Achievement "Speed Demon" with alternative requirement.[/COLOR] [SIZE=6][B]Q/A[/B][/SIZE] [B]1. How would this change the outlook of players on our currency system?[/B] Creating achievements for ludicrous amounts of money saved up (ex: an achievement for obtaining $999,999,999) would encourage players to grind for that hard-to-get achievement. Alternatively it can also work for our score system. [B]2. Don't staff members/VIP members have enough labels on them? Wouldn't it be too cluttered?[/B] I suggest [B]removing the labels on elevated players that inform about their current position (including VIPs)[/B] as it's currently useless anyways (due to the existence of command [B]/admins [/B]and [B]/stats[/B] already giving that information). The only thing that it does is to scare away potential hackers and clutter player names up in my opinion. Also, allow VIPs to have two labels as the pointy brackets present in achievement labels already separates them from the custom ones. If you have any complaints and further suggestions to improve this idea, please write down below. [/CENTER] [/QUOTE]
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