I agree, it depends on how would they make it. I imagine achievement system in this game like this (it's just example): there would be easy ones, for doing common things like every quest on map, or X mobs killed or finding some item/fighting a mob(not super hard, but not super easy) by entering a hidden cave under a waterfall or by going to an island by the ship that arrives once a week at a certain time. Medium ones - npc that pops up in some place on the map and do a quest (not a hard one) for him within a time limit maybe or earn max reputation for a faction and then a quest pops out. Hard ones - these would include dungeons( astral allods), on a certain allod kill a boss, drop specific item(really small chance for it) collect a few of these and then a hidden dungeon pops out that you have to do, or in the place of hidden dungeon you would have to do another dungeon and merge those items in one or for another achievement u would have to go find a place( not mentioned in quest/achievement) in the whole astral universe to put an item on a pedestal or return it to a npc. Almost impossible (call it the way suits you
) - here devs need to think of something
Of course everyone could have a title that way, but for those patient players there would be special titles (didn't know how to put it in words). I mean there would be a lot really hard to achieve titles so hardly ever you'd see a situation when 2 guys have same titles. +This systems would keep players playing the game, it would give them a purpose to play. At this point players (i'm talking about those end game players) have to choose between bgs and bgs pretty much. If there is nothing to do, there is no players. There are dungeons if bgs gets boring, but it will get boring soon too. I'm not mentioning that this game has rather small end game content, but with this, there would be a lot i mean A LOT to do after getting max equipment. Just hoping someone will read this and make this real