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BB_Ravel
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Please leave your comments and feedback below.
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BB_Ravel
Thanks Ravel for the updates, I have a question about adventures and lootspots - being invited to an adventure and losing 1 recruit often completes all requirements for the lootspot player even if the other player doesn't. Is this a bug or function of the game?
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Red Mountains - it works if you have all 6 mines above 800, so only change number 3 to 6 :-D
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What about achievements (some considered as "hidden") like "Builders Boon" (Have 1 Permanent Build Queue Slot)?
Will you try to get it fixed aswell with a "script run" to get everything registered as it should?
Thing is, it isn't consistently 6. Especially not with Endless Copper Mines in the picture as SmurfAsh mentions.
When other attempts fail this does seem to be the final workaround, but the whole thing is still very oddly buggy.
Also:
Almost don't want to post this for fear the "fix" will be to change the Guild Quest but since it's often the inconsistent in-game text that's so confusing:Quote:
3. Sea of Bread and "Fragrance"
Refills produced in the Rarity Provision House do not work with these two achievements.
Not a bug: Descriptions of these achievements mention the exact names of the buffs that need to be used.
Status: In the future this behaviour might be changed.
Fish Mines from Rarity Prov work perfectly well here:
http://thesettlersonlinewiki.com/upl...ov2forGQ_1.JPG http://thesettlersonlinewiki.com/upl...2forGQ_2UL.jpg
Be lovely if the behaviour of Achievements was brought in line with that.
haven't seen an answer on what i think is the biggest question. when it was first implemented, i'd completed a number of the quests which give rewards, but did not receive the rewards. Are these going to be given to players and if so when?
The Lost Skull achievement to complete without using Cav is a wrong description - hover the mouse to see the unit types you may use. It is in fact complete without using SOLDIERS! No bug - just a very, very, very bad description (it is a wrong description!) That, and you can't use MoMA of course.
I even told support this - seems they don't let anyone else know, so BB still think it is a bug lol
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Looks like an indicator that this system of achievements was not designed with long-standing players in mind, if you ask me!
+1
I was discussing the achievements for Gunpowder recently with a friend, I think my reaction to his suggestion that the easiest way to get them was to buy a loot spot best sums up my feelings on this which was to say that it "seems like a really cheap way to get it". I'm not sure exactly how they could have implemented it fairly, as restricting achievements so they only unlock for the player who starts the adventure could lead to other issues, but I am sure they could have set some sort of minimum xp award required for each adventure before the achievements trigger.
That should be fixed now, according to the change log.
I don't seem to be able to find all the deposits on the island. I am missing one. At the same time, I have one endless copper mine. Is this the reason I am not able to finish "lay of the land"?
I am realy not interested in tearing down my copper mine to do achievement?
Why not put more rewards on achievements, now i'm only interested on that which have a reward.
7. The Endless Campaign and others
Adventures completed in the past are not taken into consideration.
Not a bug: Only adventures completed after the maintenance on the 22nd of May affect this kind of achievements.
Status: It is not a bug.
This concerns "Remember your roots" which while not stated would come under the "and others" section
It states you have to have completed 1000 hours on adventures, this is actually on the adventures not just having one going and being on the home island (I tested this).
Well I have to disagree about "Adventures completed in the past are not taken into consideration"
A guild colleague right from the start had "remember your roots" completed. So from 22 may until the achievements came live said colleague completed 1000 hours on adventures, I do not think so. even running 24 hours a day it would not have amounted to 1000 hours.
It may not be a bug but, I believe the calculation has gone wrong at some point.
Think you've got confused there. Lootspot sales (and their accompanying risks) are carried out outside of normal trade, therefore BB carries no responsibility for either player not holding up their end of the deal.
Lootspots themselves were built-in from the get-go, maybe not with the intention that players would do the minimum, but that's how they've always worked and if this was so abhorrent I'm sure things would have been changed.
Returning to the original topic in hand, this was so avoidable but once more lamentable testing and complete denial where feedback was concerned, any wonder this happened?
The counting towards achievements began on the 07/05/2014. Buy/get a loot-spot that has been on for days and you suddenly got a lot of hours on adv. - and in no time you got 1000 hours on adv. You inherit the hours the loot-seller has used on his/hers adv.
BB's idea was that we shared the effort on 2- and 3-players adv. Most of us do not - that is why no-one actually have to do the adv. with those special demands (only goes for 2- and 3-player adv.)
It was fun for as long as it lasted. ;-)
More achievements wanted - fewer collectibles needed.
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6. The Erudite and others
Having complained that previously upgraded specialists weren't registering, I was told that they don't so only for new upgrades. I then spent a lot of books on upgrading explorers and geologists in the areas required (not those skills I actually wanted), in order to achieve them. If BB decide that previously upgraded specialists now count, then I would request that all the upgrades I applied in order to achieve the achievements be removed and refunded in full (not 50% books). The decision the old ones don't count is discriminatory against those that have upgraded in the past, and any decision to reverse this decision will be discriminatory against those that have 'bit the bullet' to upgrade in order to achieve them. This was clearly not thought about prior to going live.
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Is there a possibility to get more feedback on achievements you have completed ? When I look at the number, I see it rising some time. I don't know what achievement I have reached and there are too many achievements to find out manually.
Maybe a mail with the reached achievement would be nice.
Whilst the concept is OK and I've enjoyed the week or so's diversion of doing these achievements, I have to conclude that the whole thing is riddled with inconsistencies (it doesn't matter when I bought my generals, but it does matter when I bought my extra building slot for instance) and is stacked against long term players in favour of new ones.
The most irritating aspect is with regard to books and skilling specialists. Without considering past production (which the software counts) those who have reached the bookbinder caps are penalised. Assuming optimal production, which of course isn't possible without a queueing system, it take 10 days for us to make a single codex. In non-optimal reality, more likely 2 weeks.
Way to go Bluebyte. Alienate your loyal customers even more. Thanks.
witch of the swamp has same bug. dont use soldiers so i took what was allowed but never got the achievement. i didnt even take soldiers.
you have to have a specialist with lucky find and he will find the extra deposit
I too would like a more obvious message when you get a new achievement. At the moment when I get the message I've got no idea which achievement it is referring to!
There should be some rewards for completing different sections of achievements system (general, economy etc or even more specifis), or/and by achiving specific number ot achievement points (like 5000, 6000 etc) or just for completing all there is to complete.
No mentioning of the bug where old books are not counted. I'll keep consider that a bug then. Because if it's not a bug someone has failed to think properly. From the point where I am currently at, it will take 337.8 days of effective book production time to complete those three achievements. That is the shortest theoretical time it takes. In practise it will be much longer since you cannot sit and wait and start the next book at the very instant the last one finishes if you have an actual life. A more realistic value based on my gaming schedule would be 500 days. The science system needs a revamp pretty badly since it's unrealistically slow. The new achievements is further proof that the developers do not understand the game they are making. The annoying part is that I have made enough manuscripts and tomes to complete those achievements and I should only have about 10 codices left. So either properly count all books made or reset the science system. It makes no sense that an achievement gets exponentially more difficult to finish the longer you have played. A lot of newer players will finish this long before I have even a theoretical chance of doing so. Will this game even still be running in two years time? There's already an acheivment for playing for a year. Having another one that takes years seems rather redundant.
Then there's the geologist skills achievements. Here the developers have completely missed the point of an achievement system. You are supposed to reward things that are hard to do or things that take a decent time to do. The adventure related achievements are good. Some are a challenge, some are a bit expensive but they are all reasonable. Forcing someone to chose the hands down worst skills for a geologist is plain bad design. There is no challenge in there. It's just plain stupid. So you have locked a bunch of achievements behind something that costs almost 2000 gems and take 6 months to complete. The gem cost is one additional geologist plus the cost to reset the skill tree afterwards because he will be useless. I would actually consider doing it if the reward was those 2000 gems. Then it would have been an investment in time. Now it's just an exercise in stupidity. The developers really don't know what kind of game they are doing. This is an economy simulator. The basic game is optimisation of production, popularly called min maxing in game terms. The achievements do not reflect that.
Achievements - I don't give rat ass about them anyway LOL
The educational system is failing. I've got a couple of nicely upgraded schools, 3 piles of all kind of paper and lots of free settlers. Still none of my settlers can leave me a simple note with achievement I recently finished. I noticed the points went up a few times, but no clue what I actually did.
I'm not sure if the settler-schools are malfunctioning or if it's the german schoolsystem that fails to produce developers who can actually think. Ah well, I dont care a bit for the achievements anyway. Not knowing what you actually just achieved sure isn't helping, but I'll randomly cheer for my settlers because they did 'something'. *yay go weebles!*
You actually get a message when you complete an achievement. It requires your attention though because it's similar to the message (a pop-up) you get when your geologist and explorers return from searches, adding settlers to the mayor's, troops finished training barracks, buffs finished in provision house, etc.
It's a box that says something like "XXX achievement has been completed". It even has a logo on it (the one you see on the corresponding achievement). I don't have a screenshot for an example though, sorry.
Being 'forced' to do it is the challenge. Let's just say they challenge us to use books on "useless" skills. It's also similar to the regular quests that 'forces' you to build Wheelmaker, Damascene Swordsmith, Powderhuts and Crossbowsmith. Would you build them for the insignificant rewards you could get? I'm sure there are players who would just complete it to 'get rid' of the quest and not for the rewards. Same concept here. There would be players who would want to have the achievement done purely because they want to get it done. Not because of the reward.
Of course, you're free not to do it because you don't like the rewards. However, I disagree with your notion that the developers really don't know what kind of game they are doing. Production optimisation is just ONE of the basic game features. They already have achievements for this under Economy tab. Other features are Military (again, has achievement) and Adventure (yup, got that). Skills is just another feature. So in my opinion, they do know what they're doing.
thanks for the info bb_Ravel =)
There's a couple of order of magnitudes difference in uselessness and cost. The wheelmaker and wagon maker are actually kind of useful if you are in a guild since you are sometimes told to pay wagons for guild quests. It-s not a year of all production from the only building that can produce books. You also lock up all other possibility to upgrade any other specialist for that full year. Guess it might have been a nice little end game challenge if the science system was at all reasonable. As it stands, most of us already have a whole bunch of specialists we want to put books into, you know on actual useful things. It will take years, yes years, before I have my specialists where I want them so I could reasonably have books to spare on some silly achievements. The developers grossly missed the time actually needed for the science system which is badly designed from the start. It would maybe have been reasonable if the geologist's skill trees would have been the same size as the explorers and if everybody was only using the three of each available from the tavern. As it stands now, a bunch of those achievements is a blatant cash grab because you will need to spend a couple of thousand gems to get them.
Production optimisation IS THE game mechanic. That's what this and every other settlers game is. It's an economy simulator with a bit of very basic warefare in it. It's not a feature, it's be core mechanic. You really do completely miss the point and you seem to have chosen your username poorly.
Question: We know that there is a counter on the Manuscripts, Tomes and Codexes produces, so that their price is increasing over time... Can't this counter be added to the achievements Librarian, Archivist and Collector? So our old progress in taken in consideration for these too.
As far as the explorer skill achievements go, the fact that we have opportunities during the year to acquire more explorers due to events. Makes any argument against having one with the skills for an achievement to be nothing more than self justification for not doing so. Do you think I'm so gullible as to believe that those of you have have max skills on the max number of explorers wont be obtaining 2 more explorers on Thursday. Do you think I'm going to believe that you already don't have the books ready to give them max skills as soon as you get them.
As far as geologist skills go well that's a different matter. The only problem here is people have chosen to fast track and max out their geo's and ignore the simple fact that this game is one which is having new features added all the time, which means having to undo what you have done to accommodate the new features.
Those of us on a slower track have no problems of this sort. However I'm not happy that I have NPC's who do have the requirements to fulfil the achievements and are not counted because they got their skills before the system was brought in.