# Challenge Difficulty Achievements Can Be Easily Boosted
After testing the new Challenge Difficulty system, our guild found what appears to be a major flaw in how Challenge Difficulty achievements are awarded.
## How to Reproduce
1. Player A sets difficulty to Adventurer.
2. Player B sets difficulty to Vestige.
3. Group together.
4. Kill a Dragon, World Boss, or other achievement target.
5. Let Player A do most of the work.
Result: Player B receives the Vestige achievement despite receiving significant assistance from a player on a much lower difficulty setting.
## Example
We tested this with Dragons.
First Dragon:
* Several players were on the required challenge difficulty.
* One player was not.
* Players on the challenge difficulty received the achievement.
* The player on normal difficulty did not.
Second Dragon:
* The player who previously did not receive the achievement switched to the required challenge difficulty.
* Another player switched back to Adventurer.
* The player who switched difficulty immediately received the achievement on the next Dragon kill.
This suggests that the achievement only checks the player's selected difficulty at the moment of the kill.
## Why This Feels Wrong
The achievement appears to reward a menu setting rather than the actual challenge.
Currently, a player can:
* Set difficulty to Vestige.
* Join a group.
* Be carried by players on Adventurer.
* Receive the same achievement as someone who completed the encounter with an entire Vestige group.
## Possible Solution
One option could be to separate players by difficulty level, placing Adventurer, Seasoned, Master, and Vestige players into different instances of the zone.
Another option could be to require all members of a group to be on the same difficulty before Challenge Difficulty achievements are awarded.
I understand that the goal was to avoid splitting the player base, but the current implementation makes many of these achievements far easier than their descriptions suggest.
At the moment, Challenge Difficulty achievements seem to measure which difficulty you selected in the menu more accurately than the challenge you actually overcame.
The good news about computers is that they do what you tell them to do.The bad news is that they do what you tell them to do.
Ted Nelson.