Even though this is a suggestion thread, let me first say that I really like the principle of the achievements system, and I think many of the achievements are well-balanced and fun, pursuing most of them will make for enjoyable gameplay for a lot of players. The cosmetics are great permanent, displayable trophies, and the idea to use the early achievements to answer common player questions ("Where can I sell things?") and introduce players to important resources (e.g., /faq) is outstanding, and should make acclimating to the server a little easier for new players and reduce the burden on both staff and experiences players answer their questions. Finally having legitimately accessible dragon eggs after three years is just awesome, and will no doubt inspire player trophy rooms, and /regeneration is really an awesome meta-job-perk. More broadly, the rapid rate of bugfixes and (somehow concurrently) the sheer quantity of new quality content being produced by the content team marks a highwater point in the history of Castia's content. So, from that perspective, I have some feedback and constructive criticism about the achievement system, some of which is synthesized from helpful conversations with several players (thanks to them!): (1) I recognize that this was probably at least partially unavoidable for technical reason, but as many players have already pointed out in Towny /g, it's frustrating that for many achievements actions players have already done don't count toward the totals. (Plugins can pull player statistics, which are stored serverside, but apparently these were reset at some point since I killed dragons to level hunter.) In some cases, the achievements entail redoing a massive amount of work: Dragon Slayer IV requires killing enough dragons to level a new hunter up to level 58, which is roughly 20% of the work required to max the hunter job. (!) For those of us who have already spent hours doing exactly these tasks, it's frustrating to have to do them all over again. (2) While the achievements involve tasks for all jobs, the requirements across jobs are pretty wildly uneven. Lumberjack III can be managed within maybe 20 minutes, others will take /many/ hours. Besides this, the system grants massive benefits to some jobs over others. For example, at prevailing market rates for skulls and legendary essences a non-hunter net-loses $14k per wither skeleton, which over the 500 withers required for Wither Without You IV incurs a loss of $7 million. Put another way, a max-level hunter like myself has an $8.8 million advantage over a nonhunter from withers along (this says nothing of the dragon achievements), and this figure dwarfs the relative advantages other jobs have for their respective achievements. (3) This is in my view the most important concern: As again many players have pointed out in /g and privately, several of the thresholds needed to finish an achievement are to put it directly, absurd. To be clear, this does not apply to achievements like Miner IV (mine 100,000 blocks) or Revenant IV (kill 10,000 of the four standard mobs) which will require many hours of work for which the entailed actions are ones that nearly anyone on the server does anyway. (After all, if you don't want to mine or kill mobs, you're probably not playing Minecraft in the first place). But several of the achievement requirements require unnecessary hours of boring, highly repetitive mechanics that players wouldn't be doing otherwise, at least not within orders of magnitude of the counts required. In some cases, this problem exacerbates the issues in (1)-(3). Some staff, content, and other players have commented that some achievement tasks are supposed to take a long time---which is itself reasonable. But in the cases of a few achievements, the gameplay required for the achievement is at best poor, repetitive, and (much) too time-consuming. There are arguably others, but the worst offenders are: (a) A Deep Loathing II - The ghast spawn rates on Castia are typically low, sometimes on the order of several per hour. (I spent a large portion of the time writing this post sitting in my reasonably well-optimized ghast farm, and only five ghasts spawned the entire time, and only a handful of pigmen.) Even at a comparatively generous rate of one ghast every five minutes, this amounts to 125 hours of hanging around a ghast farm---which is roughly the amount of time it takes to level a job from start to 75 at the target xp rate. (!) (b) Endsterminator - As someone who has to respawn an Endermite manually occasionally for his Enderman grinder, even spawning one Endermite is annoying, and it can be time-consuming, since the Enderpearl damage you take from attempts limits the rate at which you can attempt spawns. Having to spawn an Endermite 1,000 times--which means acquiring ~23 dubs of Ender pearls---and then kill those mites (which are particularly annoying to kill) would be a miserable, empty task. (c) Something's Fishy IV - This is (somehow) even worse. Even with perfect skill and no gap between casts, catching 10,000 fish/treasures would take more than 69 hours of fishing, which is widely and rightfully reviled as one of the most tedious and repetitive mechanics in vanilla Minecraft. Using a rod with high lure and taking advantage of Master Angler can reduce this amount by some fraction, but, frankly, even a tenth of that figure is far too much time to ask players to spend on such a bad mechanic. As my rank and job levels show, I've spent hundreds of hours grinding to reach key goals in-game, and I probably have a bigger appetite for grinding and doing achievements for their own sake than most players. But as these achievements stand, even for a player with my playstyle it's frankly not worth bothering with them, and from server chat and private conversation with other longtime players, this sentiment seems to be common. Simply put, I and surely many other players will just do something else more interesting, rewarding, and/or satisfying with our dozens of hours of gameplay. Someone suggested that these tasks are endgame gameplay---in principle this is great, Castia needs a more substantive endgame---but if the designed endgame is interminably grinding some of the worst mechanics in the game long past the point of any plausible enjoyment, I want no part of that. To address (3) (and partly (2)), I suggest that content reevaluate the achievement thresholds and adjust them to avoid the significant problems I cited above. In my view "appropriately" includes drastically reducing the thresholds for (a)-(c) above, and possibly some others. Concretely, I'd suggest dropping the threshold for A Deep Loathing II to perhaps 100, replacing Endsterminator altogether with some other, less annoying End-themed task (killing Endermen, say), and dropping the threshold for Something's Fishy IV to no more than 250---which still entails a few hours of fishing and so still feels high---or better yet eliminate Something Fishy IV altogether and replace the threshold for Something Fishy III with a more reasonable. (Separately, some of the rewards seem strange for their corresponding tasks, but that's a separate and I think less serious issue, and this post is already long enough.) Even though (and in fact because) I was deliberately detailed in my criticism, I want to emphasize again that I think the achievement system is a great idea, that much of the system is well-designed, -balanced, and -implemented, that I look forward to using much of it, and, more generally, that content deserves continued praise for their broadly excellent work on the server.