Okay so I touched on this in this IoB thread but I thought I would expand it a bit here -
The basic concept is that many menial tasks would reward, at the very least, a written achievement.
In some instances achievements can also come with rewards, from actual unlockable content to simple aesthetic bonuses (hats, emotes).
Some achievements can be character bound, some can be account bound.
Account bound achievements would add longevity to playtime within each world and potentially keep people coming back for future worlds.
Examples of achievements and how they might work -
This would be like a 2-part achievement where you would need to effectively fill 2 separate experience bars.
kill 1000 foxes (character bound) – Maybe this number could be lower/higher? Something that would definitely require a fair amount of time and effort in to this very specific focus.
butcher 1000 foxes (character bound) – Same deal.
These would be meant to be achieved within a single world on a single character and would perhaps provide the character with several bonuses.
A new ingame menu area, similar to the credo section could organize completed and in-progress achievements.
When these 2 example achievement bars are completed you would be awarded a title “vulpes vastator” for example, not sure where this would show up exactly, perhaps you could “equip” a title so that it shows up on your character screen and people you are friends with would be able to see it.
Since these are a tougher, more time consuming achievement that imply your character has truly accomplished something, it could even unlock new content.
After killing and butchering 1000 foxes you could be thought of as having a “mastery” in fox knowledge.
Here are some ideas for what a “mastery” like this could unlock.
A small chance (1 in 100?) of a rare item when butchering a fox such as “perfect foxtail,”
Perfect Foxtail could be like an actually decent curio, and maybe if a person who has “Vulpes Vastator” achievement has a fox tail in their belt while agroing a fox, it has a small chance (1 in 100) to sort of create an event where the fox tail becomes “spent” and disappears, and the fox you are fighting turns in to a now a stronger, more aggressive “alpha fox.”
An alpha fox base quality could be like 200, and drop “alpha variants” of fox meat with better FEPS, a few alpha fox skins that can perhaps be used in some sort of decent gild recipe upon discovery, and a fair chance at an alpha fox tail, which is simply just a very good curio.
Ultimately there would be some accompaniment to characterbound achievements like this in the accountbound achievements.
Perhaps a much heftier task, such as killing 10000 foxes would award the account with a permanent aesthetic reward, such as a fox-related emote or hat.
The goal here is to make accounts something that you can build up a permanent sense of accomplishment onto, it would give the average joe player a massive set of sidegoals to passively work on as well.
The character-bound achievements could work the same way. If there was passive content-unlocking rewards for mastering any number of different crops, foragables, animals, or even industrial crafts and studies, it could give players something to do ALL world long. A real way to create a unique player that has something very unique to offer in trades. Ultimately the content unlocks would all be actually, legitimately GOOD, and due to the work and menial repetition involved in completing a lot of them, some of them could certainly be botted, but if they are arduous enough tasks, I think it would be unrealistic to assume that any character could complete a good amount of them within a world. The trade off being that they are simple enough tasks that require such a long period of focus that it might not be worth it to bot, and even if it was still worth it, it would be easily achievable by hermits, and newer players, effectively allowing them to become a potential unique and rewarding asset for any realm they might live under. It would be, by design, a way to add a sense of replayability to each world, whether you come back the next world to see what content is unlocked behind other characterbound achievements, or you come back to continue grinding your numbers for those bragworthy accountbound ones.