i have a few questions, concerns and suggestions regarding the achievements and first off, let me start off by saying i love it and it was implemented beautifully; a nice clean UI, a wide variety of achievements, titles and now even a ticker to track our progress, however, there are some questionable achievements within that sleek ui and some things i think are missing from not only the current achievements but the game related to achievements itself...

<<< complaint >>>

...and if i did my math correctly it will take roughly 7 years of leve allowances to complete both Lost in Localization and Region d'Etre, of which, both require 10,000 completed local and regional leves respectively.

now i ask the question, is this reasonable?

<<< mini-suggestion >>>

one could bring up the point that maybe these achievements are for hardcore players! but an achievement that relies severely on time itself, in my opinion, should be based around a maximum time frame of a year and even that hurts to suggest. in a best case scenario achievements should not be limited by time to an extent that these are. i also understand that everything is limited by time to some degree but you get what i'm saying.

<<< suggestion >>>

i would like to see many more of the lodestone achievements incorporated in-game. off the top of my head, achievements that have a large emphasis on player/party skill like speed runs and another suggestion of possible low-member party completion of certain tasks/primals/dungeons (but that doesn't quite fit here!)

the ability to compare achievements with others would also be an interesting feature and if not so, possible a way to see the last 3-5 achievements a player has earned along with their title and other information on the /check panel.

the implementation of hard-mode's of current and future content. an item that makes a notorious monster 'rage' and/or creates an atmosphere where new and advanced tactics must be utilized. another version of the primal fights where the same applies (new moves, harder monsters, better and more diverse allocation of classes/skills/jobs). i HATE to bring up WoW but they did a great job of making their raids accessible to both casual and hardcore gamers while in a way, keeping the content as fresh as they could with the sheer difficulty of some of their content. the idea of rushing through a dungeon/fight being the hard-mode is an afterthought and imitates bad design although i understand that current content is basically an afterthought in the wake of 2.0.