Actually I was thinking that the easiest way to get that medal was to get your buddy to rage quit on you. And I don’t want people associating rage quitting with SG.
Jake makes a better point completists will want to find new players and annoy them to death.
And I don’t think that you getting an achievement would discourage a rage quitter anyway. They don’t care what happens to you. All they care that the loss doesn’t show up on their own record.
You all have valid points but allow me to posit these counter points. 1, if only your buddy is ragequitting on you then Skullgirls won’t be “known for ragequitting” because you won’t be experiencing it outside of a planned context. Additionally I believe the team is working on a rage quit punishment system so getting your friend to do it will actually hurt him so I don’t think that will happen much. 2, skilled players already seek out newbies and stomp them. If this is in player or ranked match matchmaking will prevent repeated matches or skill differentials. It’s in lobbies just wait till the match is over and boot the annoying guy. All you have to do to prevent a trophy acquisition is finish your match like a good sport. You can do whatever you want after. That was my thought process. I really do think it will reduce the instances of ragequitting rather than increase them but we have no way of knowing cause it hasn’t been tried anywhere yet.
if it does reduce ragequitting, then it will alienate the people who like getting 100% trophies/achievements, especially the ones who arent good enough to induce ragequits or have no one to boost with.
You know how Ms. Fortune can hit her head and have it hit the opponent. There could be an achievement for KOing 5 characters using that move. Call it GOAL!!!
Not possible since she can’t be killed that way. Unless Mike has recently changed something, the head only takes half damage and it is also impossible to K.O the body by hitting the head.
Ok, as someone who takes fighting games “seriously” (ie., they are still games for fun, but I like to get technical, etc.) and an “oldschool” gamer, I think achievements are complete bullshit.
However, they can sometimes foster creativity and exploration of games and systems. With a game like this that is actively trying to bring in new players and help the whole community level up, I think most, if not all the achievements are best spent on ones that will encourage people to see the nuances of the game, rather than gimmicky things or grind fests. My favourite fighting game achievement (that I haven’t even got) is From C to Shining C as it encouraged people that are achievement whores to increase the variety of opponents for online play.
With that said, here are some ideas:
Spice of life - Use each character AND each team combination (1,2,3 characters, not every variation) 8 times online.
Did my homework - (assuming tutorial mode teaches some combos) Use a tutorial mode combo for each character AFTER doing the tutorial.
Faultless defense - Win a match where you are allowed to take damage, but only while blocking.
Cancel my appointments - Perform 100 of each: Special cancels, super cancels, DHCs (any others too).
Prey on the weak - Snap in the opponent character with the least health 10 times.
Main event - Use the same character/team 50 times and win at least 10 times online.
Changing history - Jump in to a replay where you died and survive at least 5 seconds longer (3 separate replays or something).
Never give up - beat someone that has beaten you at least 5 times in a row (I think someone suggested this or similar, I like it).
Black belt - Perform every action (normals, command normals, specials, supers) for every character.
C-C-C-C-Combo maker - perform 100 combos with each character.
Also, if at all possible, could you have it so whenever you get an achievement, it sets a flag so that the game knows you’ve got it, but then it doesn’t actually appear on screen until after the fight is over? I like to leave my notifications on so I can see when people come online that I might want to play against, but I don’t like achievements popping up the middle of a match.
That was pretty good, and though lighthearted and funny I think they hit the nail on the head. Now what that means for Skullgirls (i.e. what achievements should the game have) I don’t know. But that’s the “type” I’d like to see.
Create incentive for the player to explore other parts of the game that they might not or might overlook i.e. tutorials, replays, team sizes, characters, gallery, DHC, stunt doubles, etc.
This. Especially the team sizes, because that might not be something that people consider as much on their own. I went into NYCC thinking I was gonna play a team of 3 and ended up using S-Peacock. It. Was. Awesome!
Giving people incentive to try a few different team choices might open up their eyes to a play style they might not have considered before. I think, though, each size should have to be used multiple times, though, like maybe five. That’s not too much to feel grindy but it gives you a chance to mess around with a few different combinations.
Ideal achievements will
A) Reward a player for their skill without being completely unreachable to those who lack it (for an achievement that lacks the latter, see MvC3 Missions)
B) Show a player a thing they might have missed/not tried otherwise.
Examples (just throwin’ stuff out)
One-Two Punch- String together a 10 or more hit combo without using Supers (basic combo teaching)
Lady Luck’s Love- Random your character for an online match (invites people to not take a match so seriously)
Did You Want That Toasted?- Custom create every assist on your team (just to show off assists)
Man, I Am Just the Worst- Play ten straight matches in which you lose more than you win (an incentive to stop immediate rageing)
Everyone Died of Cancer- Win a match by time (brings up the possibility of a Judgement win rather than a simple smashing)
Meowvel vs. Catcom- Win an online match as Ms. Fortune vs. Ms. Fortune (gives people a character to start out with, also inspires them to train for mirrors.)