Greetings, Traveler!
Hearthstone is now ~ 2 years old, but there aren't any achievements in it yet. My question is: why not? This would be a great way to motivate players over a long periode of time, especially now with the upcoming formats. So I thought about possible some achievements ... but there was a problem: where should they be placed Ingame? After a few hours, I created some graphics to explain my result.
Okay, let's get started. First of all I placed the Achievement button next to the Collection, directly on the right side. By clicking on it a new layer opens:
(Click here to watch the full sized grafic)
On the left side, you can see, that there are 3 categories: Collection, Account and Conditions. The first one contains Achievements based on generell all Hearthstone cards. Summoning a minion, activate a spell for the first time, collection a special amount of a cardgroup etc. Here's an example:
The thing is, that you don't have to own this minion for this achievement, you also just can play it in Arena/Brawl. After reaching, this achievement get's a 'tick' and coloration.
But that wasn't all! When you have this achievement, you can work on the next one:
Simple, isn't it?
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The next categorie is Account. Here are all achievements, which depends on the own progress like completing an adventure or reaching a rank in a season.
The last categorie are the Conditions, as shown in the graphic. These achievements needs special Ingame situation like winning a match with a complete-murloc deck, killing your opponent with e.g. the Leper Gnome-Deathrattle, summoning Thaddius and many different more (there are like endless ideas, but I just made three as an example in the graphic).
Normally, you can only reach the achievements in Play mode, Arena, Brawl or sometimes also while fighting adventures, but some achievements shows the following icon:
This means, that you can solve them also in a match against friends (because they may not be solvable in normal matches). The reason of this is, that achievements should be a longtime-motivation.
Collection:
Account:
Work in progress! =]
Conditions:
Work in progress! =]
Okay, that was my "short" explaination for the achievements. What do you guys think? Do you want this in Hearthstone or not? And what are your ideas for achievements (also different ones!)? Let's start a collection for Blizzard! :)
Sorry for grammar-mistakes, I'm not a native speaker. ^^
Greets, XanXon
Some other graphics from the next sides:
=== >
This is a new design. You can find the old one here:
Greetings, Traveler!
Hearthstone is now ~ 2 years old, but there aren't any achievements in it yet. My question is: why not? This would be a great way to motivate players over a long periode of time. So I thought about possible some achievements ... but there was a problem: where should they be playced Ingame? After a few hours, I created some graphics to explain my result.
Okay, let's start. First of all, I plaiced the Layer directly next to the Quests. So instead of just showing the Hero-level, Quests and Co., it also now opens a Layer with the Achievements - something like this:
(You can open a fullsized version of this graphic by clicking on it!)
On the right side, you can see, that there are 3 categories: Cards, Account and Conditions. The first one contains Achievements based on generell all Hearthstone cards. Summoning a minion, activate a spell for the first time, collection a special amount of a cardgroup etc. Here's an example:
The thing is, that you don't have to own Ysera for this achievement, you also just can play her in Arena/Brawl. After reaching, this achievement get's a 'tick'.
But that wasn't all! When you have this achievement, you can work on the next one:
Simple, or?
-------
The next categorie is Account. Here are all achievements, which one depends on the own progress like completing an adventure ore reaching a rank in a season.
The last categorie are the Conditions, as shown in the graphic. These achievements needs special Ingame-situation like winning a match with a complete-murloc deck, killing your opponent with e.g. the Leper Gnome-Deathrattle, summoning Thaddius and many different more (there are like endless ideas, but I just made three as an example in the graphic).
Normally, you can only reach the achievements in Play mode, Arena, Brawl or sometimes also while fighting adventures, but some achievements shows the following icon:
This means, that you can solve them also in a match against friends (because they may not be solvable in normal matches). The reason of this is, that achievements should be a longtime-motivation.
Cards:
Account:
Conditions:
Okay, that was my "short" explaination for the achievements. What do you guys think? Do you want this in Hearthstone or not? And what are your ideas for achievements (also different ones!)? Let's start a collection for Blizzard! :)
Sorry for grammar-mistakes, I'm not a native speaker. ^^
Greets, XanXon
1
Targeting minions makes it much better than Mad Bomber.
4
[Power Creep Intensifies]
3
Cast on an enemy Voraxx, it should summon a 1/1 that can attack and will be returned to the enemy after your turn ends.
1
If you're worried about C'Thun, it's far more likely to pull his cultists instead.
As for the other old gods, N'Zoth and Yogg have big plans.
1
With the way the Melody mechanic works, the class as a whole seems less inclined to be aggressive, because damage done to the enemy hero is often missed. The drawback of this minion is usually only apparent when the enemy has a large taunt in the way (using taunt as a counter to aggro? Now I've heard everything).
Also, might be a slight reference.
3
Rip the greatest bug of all time.
2
Now you have two win conditions. So does your opponent, if they play an old gods deck (which they usually are). Typically most competitive decks aren't going to want an equal effect on a card with bad stats. Maybe you can out-value them by configuring your deck to fit multiple old gods.
Also, you add 2 more Yogg-Saron into the game. That's a win for Trolden, thus a win for all of us.
3
I can't wait to see all of the new flavor text.
3
I like that the cloth on the table is torn, but still not enough purple.
I'm hoping that this board is complex and has a lot of things to do with it, because the starter boards are simple and boring compared to a lot of the new ones. I don't want this ending up as just being a second stormwind board.
13
Flavor Text, "His collection is very, very valuable."
Important to note that Wisp costs 0, meaning you can immediately play ALL of them (or until your board is full) on turn 3. You lose your hand for it, but it'll be worth it!
Just think of the infinite value! Just think of Hobgoblin!