Far as I see it, achievements should have 2 parameters to be fun.
1. They need to be doable without frustratingly hard objectives, where players will just quit mid game to have another go
e.g. No damage at all in a game? Seriously that is near impossible for even the best players, which is one of L4D's problems.
2. They shouldn't force players to play badly to get the achievement
e.g. the placebo effect in TF2. As a medic kill 5 players with an Ubercharge ready but unused. Its hard enough to kill 5 players in a round as a medic let alone in 1 life with an uber ready.
I like achievements but I don't like it when they force me to play poorly or can slip through your fingers at the slightest moment.
1. They need to be doable without frustratingly hard objectives, where players will just quit mid game to have another go
e.g. No damage at all in a game? Seriously that is near impossible for even the best players, which is one of L4D's problems.
2. They shouldn't force players to play badly to get the achievement
e.g. the placebo effect in TF2. As a medic kill 5 players with an Ubercharge ready but unused. Its hard enough to kill 5 players in a round as a medic let alone in 1 life with an uber ready.
I like achievements but I don't like it when they force me to play poorly or can slip through your fingers at the slightest moment.