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Achievements already have a score. One achievements = 1 point. Then there is the percent completed. Both these are in the achievements showcase.
A score based on how many have an achievement isn't likely either as people would complain then they lose points as more people gain the achievement or that their achievement isn't worth as much as when their friend got it. There also achievement cheats at issue here too as it would over inflate the number of people who earned said achievement, causing it to have a lower score.
PC is more of an open platform where it is far harder to prevent cheating achievements, where as a console is a closed system and they can do more to prevent such things.
Maybe make a separate score?
OP if you need to add stuff to achievements to motivate you to getting achievements, then you kinda missed the point.
Dude. How can it possibly be a good idea with the existence of SAM?
C'mon...
If your response is 'What do I get for doing it?', you're not really the mindset CHeevos were designed for. Achievements were made for those would respond to the question of :
"Can you do this?" with "Hold my beer".
Back in the day, the satisfaction of Swordless Questing or a 4 White Mage Run or finishing Contra without the code or beating Battletoads was reward enough. It's disgusting how achievements now are being shoehorned in everywhere (even against the wishes of creators like with Toby Fox) and kids these days™ think it's abnormal to not use achievements.
Cheevos started for the right reasons since it solved the whole 'Yeah sure you did' whenever you said you did something like Beat COntra on only 3 lives. OIr Beat punchouse without a perfect record.
Then they started getting creative with them, using them to hint at possibilities and encourage the use of mechanics outside a a players FOO strategy. THen they became certificates of participation.
If you're talking about "the value of this achievement shifts constantly", then (1) that could incentivize people to seek out more achievements in the first place, and (2) this wasn't even my point anyway.
My point was that a Steam achievement score makes more sense when it's divorced from the Steam user level/XP system.
Because then the only purpose of cheating achievements is to cheat achievements -- there are no other perks (e.g. getting additional booster packs) that result.
If you're saying "but SAM impacts the integrity of the achievements" well some people are going to SAM it up anyway and they already do. Doesn't mean that other people can't make something meaningful out of achievements.
The fluctuating point scores seem perfect for Steam as it would fit right in with the Steam Market ♥♥♥♥♥♥♥♥ where it's another "earn it or buy it" kind of deal that a good load of steam's features are based on (active virtual economy crap).
As for SAM... I honestly had to look it up. Again it's the kind of thing that is just built into Steam and it's unchangeable now. Griefers are griefers and it's a mild satisfaction that very few people particularly care for. If Valve went out and made a LEADERBOARD for the highest level players, THEN it would be a problem when bot accounts are on the top 24/7.
Games like Half Life 2 which are set in stone shouldn't be victim to fluctuating points to begin with. Games with active communities like GTAV where more players constantly join and more content is constantly being added would add a bit of "antiquity" to certain achievements I suppose as players who get them early on get to wear those 85-99 points as an indication of how long they've been on Steam.
Maybe this could go to ♥♥♥♥ really fast as players get points too quickly and sooner or later we have steam users with levels as high as 800, but as JerryBear said Valve could finick with the system to find the best fit:
you can also just cheat the achievements