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Duplicate Item Achievements

Discussion in 'Suggestions & Ideas' started by PastelPiku, 14 Aug 2018.

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Yay or Nay?

  1. Yay!

    16 vote(s)
    64.0%
  2. Nay!

    9 vote(s)
    36.0%
  1. Flipscuba

    Flipscuba Well-Known Member

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    I mean... I am entirely down for that. Seems like a stretch for Rovio, tho.
     
    PastelPiku likes this.
  2. JoshW

    JoshW Well-Known Member

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    Counting Wins toward an achievement could easily be skewed. Join a battle, die instantly, but you got a good team so you get credit for the win, free progress with little time, effort or skill. Everything should be based on contribution to the team (a little off topic) even infamy. If I'm the top damage dealer on my team and we lose I'm getting penalized even though I played well.
     
    StrictSalmon307 likes this.
  3. SeaNavy

    SeaNavy Well-Known Member

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    But the problem is that there's no good way to determine how much each person contributed. Damage and healing aren't the only things that count, but it's what the system thinks.
     
  4. Djradnad

    Djradnad Well-Known Member

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    I think the yellow and blues would be easy.
    TShield blocks 10Mil damage
    Bandaid 10Mil healing
    Stun/nitro/OB 100k seconds stunning/speeding
    Frost could be seconds or bonus damage
    Shields should just be 100Mil damage done while equipped
    Gearlube and rudder 10Mil damage while equipped.
    Can anyone do better?
     
  5. JoshW

    JoshW Well-Known Member

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    If they added achievement for yellows and blues as well it would have a system to track things like stun duration, damage taken and the other contributing items depending on what metric they used. It wouldn' be perfect but is the current infamy system perfect?
     
  6. SeaNavy

    SeaNavy Well-Known Member

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    10 million in dandage is too much. It doesn't heal as fast as weapons deal damage, and weapons are 10 million damage. I think 1 million is enough.
    Each nitro lasts 1 second, and no one wants to use nitro 100k times lol.
    100 million damage dealt at with shields is too much. Weapons are 10 million. 100 million is 10 times as much, and no one has enough slots to equip 10 weapons to make the weapon to shield damage translation equal. 3 is the average number of weapon slots for each ship at max weapon slots, so 30 million would be better. Also, using multiple shields and gearlubes should multiply progress as well like using two of the same weapons count both of the damage.
     
  7. JoshW

    JoshW Well-Known Member

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    Shields should be damage absorbed not damage dealt, like with weapons as you level up the weapon you do increased damage to progress to the next tier achievement. Same should go for shields, as you level them up you can absorb more damage. This helps to scale the rewards with your progress.
     
  8. SeaNavy

    SeaNavy Well-Known Member

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    That would encourage people to suicide to just take damage and then start the next round quick.
     
  9. Djradnad

    Djradnad Well-Known Member

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    I was just trying to show that a simple solution would work, but Yea, so distance traveled with nitro/OB idk what the number would be. I couldn’t think of a better way for the shields, but 50mil for small shield and 100Mil for big. How would you determine damage taken with shields? It’s not like your gonna consider defense...
     
  10. JoshW

    JoshW Well-Known Member

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    Then make it like guild quests, only battles won contribute
     
    Djradnad likes this.
  11. Djradnad

    Djradnad Well-Known Member

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    If you worry about the shield achievemt scaling with the shield level, you shouldn’t, the longer the live the more damage you are going to do, and you will likely always use a shield, so it’s going to be higher than a single weapon achievement, already over 30Mil since you have 3 weapons On the average ship.
     
  12. JoshW

    JoshW Well-Known Member

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    Say your shield is worth 80 hp you take 100 damage the shield blocks 80 damage and your ships base hp takes the other 20
     
  13. PastelPiku

    PastelPiku Well-Known Member

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    I think yellow items are more complicated because their usefulness is a lot more situational. Blue items are passive, therefore active for the entire battle, so I think it should count entire battles. If people will just kill themselves to get lucky wins faster, make it based on stars (rip fixers).
     

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