Those arguments do not hold any ground when faced with the reality of things on Steam. For several reasons, most of them already listed on previous replies.

Cheating on a Multiplayer Divinity 2 game doesn't hurt anyone else either. But that has nothing to do with getting achievements, they are irrelevant for both you and the others playing with you.


If you're argueing that achievements are not for players, but for analytics, it is safe to say that not only does it fail on doing that, but it also fails on preventing in getting accurate data.

A player can, as of right now, download save games right before the achievement firing point and get all of them if they so desire.

A player can use cheat engine to severely alter his characters (hell he could even go invincible, with infinite source and action points) and he would still get his achievements just fine.

On the other hand, a player who downloads a mod to prevent items from being added automatically to the hotkey bar will not get achievements.


Not only that, among games that are advertised as "mod friendly" the VAST MAJORITY either allows achievements to work with mods or provide a way to make it work (Examples: All Bethesda Games, Binding of Isaac, X-Com, Darkest Dungeon, Grim Dawn...).

Your argument about analytics would work on a situation similar to the Paradox Games, where things are done properly, you can use mods, but not mods that alter the checksum, AND you absolutely must play on IRONMAN to make achievements obtainable (which prevents most ways of cheating, not all of them, but it's definitely a barrier).

If you remove those other conditions all you're doing is failing on both sides of the equation: not getting "accurate data" and not allowing players to get milestones on a modded game.


There's also an argument to be made about allowing cheaters to get achievements, since they're meaningless, which I made on previous replies, but that is not exactly a counter to your present argument so...

Last edited by NeoAnubis; 18/10/17 02:14 PM.