Badge Questions


Agent_117

 

Posted

I don't know, Lum.

I agree with you that interest in Giant Monsters has waned big time on Pinnacle. But I'm thinking that, if they make the buff to the rewards substantial, we could see at least an initial rush for them again.

Look at AVs. If fighting a Giant Monster gave everyone who's on a team that does 10% of the damage the badge, double XP, salvage, and a +3 SO, it could make them more interesting.

Personally, I'm hoping for them giving all Giant Monsters a special enhancement, maybe one that buffs 1 aspect by 50%. That'll bring interest back to the monsters. But this is most likely a pipedream.


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I have *yet* to see the Eden Giant Monster ever spawn, as I think it gets lost in the trees?


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There is no Eden Giant Monster, so that might be your problem.


Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser

King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast

 

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Zone Giant Monsters are getting the buff. GM's that are mission-specified (like the ambush ones, or the Eden trial, etc) are not being touched. Those GMs are "arch-villain" level, i.e. made to be beaten by 1 team.

Zone Giant Monsters are the GM's that appear randomly (or triggered) in zones. This does not include the ambushes that are triggered from missions.

This change will be both CoH and CoV.

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Does Hamidon count as a Zone Giant Monster? Sounds like he does.

Man, I really don't want to face an even tougher Hamidon. These raids already last long enough post-ED.

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Hamidon is a... um... "Hamidon"-class entity. He's not a Giant Monster as defined by Giant Monsters. The Mitos are Arch-villain class, not GMs.

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How exactly may I ask are Giant Monsters being made harder? Increased damage? Increased Hitpoints? Increased Regeneration? Immunity to debuffs? How?

Reason I am asking is because I really don't want to fight outdoor giant monsters if they are going to be beasts one shotting everyone that isn't at the 90% resistance caps. (It'd be even worse with the wandering Ghost of Scrapyard)


 

Posted

Don't know if this has been answered...

When Positron says "the rewards will be increased," is he referring to the number of people/teams that get the badge?

Because if that's the case, it's going to get annoying. A lot of people refrain from making public announcements as it is, for fear that another team will try to gank the badge from them.

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Posted

I've said it many times before but I will say it again . . . I love you Positron!


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I've said it many times before but I will say it again . . . I love you Positron!

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Hey!

I saw him first.

Get your own dev.

*glares jealously*

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Posted

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Don't know if this has been answered...

When Positron says "the rewards will be increased," is he referring to the number of people/teams that get the badge?

Because if that's the case, it's going to get annoying. A lot of people refrain from making public announcements as it is, for fear that another team will try to gank the badge from them.

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He said earlier that everyone on a team that provides 10% or more of the damage bets the badge. So, up to 10 teams theoretically could get the badge, realisticly 3 or 4 teams will.


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Posted

Positron, just a thought/suggestion:

The first time I ever encountered a giant monster was in Independance Port. I was leading a team, around level 25ish, I'm sure, and when we came out of the mission, someone on the team said "Hey, Lusca is up."

After a bit of confusiong "What's Lusca? What's a badge DO? It's JUST good for a badge? Is it hard? Is it fun? Should we try" I exclaimed "LETS JOIN!" and so we went off and joined the fight against Lusca. There were about 50 heroes there, and after about 10 to 15 minutes, we finally took him down.

To this day, this was my favorite Giant Monster battle. Not because it was the first, but because Lusca was designed (what I would call) "right". You have to take down the 8 arms and THEN you can take down the head. You don't just rush in and strike blindly like a blind guy with a sword.

Similarly, Villianside, Ghost of Scrapyard is fun BECAUSE of all of the minions swarming around him.

The other Giant Monsters aren't easy because of hit points or the strength of their hits or anything of the sort. They are easy because there is only one thing to kill, and the strategy is ALWAYS the same.

A GREAT way to make them harder would be to make them STRATEGICALLY harder, rather than requiring more people. More people CAN equal more pain-in-the-butt to get the chance at ALL to take down the giant monster. Make the fights longer by adding more things to DO against the GMs, not by making the GMs themselves have tougher skin.

There is very little strategy to discuss after a while when it comes to AVs and GMs. In fact, this is a problem I've had since I first got to the 40's in Heroes and started doing a lot of AV missions. They were ALL the same (aside from the REALLY cool maps such as Mother Mayhem. Kudos on that stuff, by the way.) They're hard to kill. Hit them constantly, but take out the minions first. Then just pound and heal. Pound and heal. Pound and heal. Every AV fight is the same. Lather, Rinse, Repeat.

Making them TOUGHER does not make them more CHALLENGING. Making them require a little more THOUGHT makes them more CHALLENGING. Because as it stands now, you could literally increase an AVs HP ten-fold, and all it would do to me is make the fight even MORE boring. Once you enter into the equilibrium against an AV (you can heal back what they deal to you, and you are slowly taking their HP down) you simply fall into a rythym. No thought. No challenge once you know you're fine. GMs are the same because there is only one entity to attack. Just hit the crap out of hte sucker until it's dead. Weee.


At the very least, consider this.


 

Posted

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Personally, I'm hoping for them giving all Giant Monsters a special enhancement, maybe one that buffs 1 aspect by 50%. That'll bring interest back to the monsters. But this is most likely a pipedream.

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Even though this would be only one aspect, we would have people crying on the forums that the enhancement is broken, So I say leave it the way it is, just increase the Influence, and XP and a salvage drop. maybe a Enhancement, but Im not worried about the enhancement.


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Posted

could Kraken's spawn possibly be upgraded to more than once a year? Or could you tell us atleast an approximate number as to how often it spawns?

What about Paladin construction? Could the time be lenghtened? or could you tell us how often construction starts? Once a day? a week?

These two in particular (especially the kraken) seem overly rare to nearly the point of myth.

I've played since Launch and I've seen the Kraken in Perez once...numerous characters up to 20 or atleast well into the Perez Park levels, lots of time there....seen kraken once.


 

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could Kraken's spawn possibly be upgraded to more than once a year? Or could you tell us atleast an approximate number as to how often it spawns?

What about Paladin construction? Could the time be lenghtened? or could you tell us how often construction starts? Once a day? a week?

These two in particular (especially the kraken) seem overly rare to nearly the point of myth.

I've played since Launch and I've seen the Kraken in Perez once...numerous characters up to 20 or atleast well into the Perez Park levels, lots of time there....seen kraken once.

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It used be be that teh Kraken would spawn at least once per day. But the last time I played the CoH side of the game was back before I5.


 

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In the failed attempt to defeat Kronos, here is what it says....


Crimson and Indigo exposed Firenze and his part in the Malta Group to the world and you wnt in and captured the traitorous director. At the last moment he actived the second Kronos Titan to destroy the city! Incomplete, damage and unable to break through the reinforced War Wall , the kronos Titan headed out to sea towards the Rogue Isles. project World Wide Red is over.


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Well I don't see him walking around Rogue Isles, how about anyone else? Looks like it is time to add Kronos, maybe in Grandville?


 

Posted

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Currently the badge is given to ANY team or player-not-on-a-team that does 25% or more damage to the Giant Monster.

When Giant Monsters get tougher (Issue 7), this number will drop to 10%(or more), encouraging more teams to fight them. The rewards will be increasing as well.

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Except there is at least one set of circumstances where even if you're the only group to attack the Giant Monster no one will get the badge or kill credit.

I know this for a fact, I was on a team of 4, one person is a forum Regular like me (Fuzun) and we fought Ghost of Scrapyard from a full health bar all the way down, and no one on the team who did not already have the badge got the badge. There was no kill credit message, no XP, no infamy, and no debt payoff. Nothing.

Support wouldn't do anything about it. But its there, and its a bug.


 

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Also, if all these monsters were meant to be taken down by more than one team, why should only one team get the badge? Forgive me if I'm mistaken, it's been a while since I've tackled a giant monster, but last I checked the badge was only given to the team that does the most damage. This was to prevent, I guess, people from coming in, swatting the thing once and sitting at a safe distance for the badge. And it works nicely for that scenario, but consider this scenario:

Team A: Deals a total of 2000 damage
Team B: Deals a total of 1999 damage
Team A: "WooooO! Badge earned!"
Team B: "@#$%... well, that was a big fat waste. But at least we kept team A's scrappers alive with our defenders."

So I ask in general, but especially if you go around buffing monsters up, let the badge go to all who help to defeat the monster, not just the team with the highest level damage dealers.

Again, strike this completely from the record if I don't have my facts straight. I do know that this does not apply to Lusca, but I'm pretty sure it still goes for Adamaster, Krakens, etc...

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Currently the badge is given to ANY team or player-not-on-a-team that does 25% or more damage to the Giant Monster.

When Giant Monsters get tougher (Issue 7), this number will drop to 10%(or more), encouraging more teams to fight them. The rewards will be increasing as well.

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I fear this buff mainly due to the consequences.

Buffing Giant Monsters also means that you are forced to buff the reward you gain from them, be that XP gained or special enhancement drops, or even temporary powers.

The thing is, if the reward is buffed people will be even more interested in fighting them (good thing). Unfortunately it may be to the point of farming the monsters and making the end result be that only the largest super groups will ever get to kill these monsters by constant camping (bad thing).

Making them more common may in the same line make the reward a bit trivial since it can be camped way to often.

So, as i note, im not against the change, but i do fear the consequences.


 

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I was working on my gladiator badges today and checked a list of them. One of them is Mob Specialist and requires 100 prisoners defeated. I already have the Warden badge for 500 prisoners, so shouldn't I have Mob Specialist already?

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I asked that about 24 pages ago. Anyone care to respond?


 

Posted

It's for 100 boss prisoners.

So it's possible to get Warden without killing enough bosses to get Mob Specialist.


Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser

King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast

 

Posted

I hadn't heard about Mob Specialist being for bosses. Either way, another explanation is that only prisoners you defeated since the gladiator badge was added might count. This makes even more sense if it's bosses, since that would be a separate thing to count apart from prisoners in general.


 

Posted

That's definitely not the case, I got Mob Specialist on Beth the instant I logged into I6 along with all the other gladiators, and I haven't killed any Prisoners since getting the Warden badge a year ago.


 

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Basically: if it was meant to be taken down by more than 1 team, it gives the badge. Mission versions are scaled down versions that are more like AV's, thus able to be defeated by a single team, and thus do not give the badge.

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You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.

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Will do.

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Are you going to make it possible for more than one team to get the badge then? Or just intentionally screw whichever team doesn't do the most damage?


 

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Are you going to make it possible for more than one team to get the badge then? Or just intentionally screw whichever team doesn't do the most damage?

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Positron
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Currently the badge is given to ANY team or player-not-on-a-team that does 25% or more damage to the Giant Monster.

When Giant Monsters get tougher (Issue 7), this number will drop to 10%(or more), encouraging more teams to fight them. The rewards will be increasing as well.

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Posted

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As for Accolades and Exemplaring, it might seem unfair that you lose Accolade powers when you Exemplar, but to others it seems unfair that you HAVE Accolade powers when you Exemplar. Since Exemplar is you "playing yourself at a lower level" it makes sense to take away your Accolades. I don't see this changing.

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Exemplaring doesn't kill your accolades unless you earned them after that level. That act just like normal powers, basically.

In theory, however, the system is unfair to those who got all of their badges at level 50, and other such cases. People have talked about being able to just farm and hunt badges out for low level characters and get them "every" accolade by level X. So, in other words, there could be level 25s in Bloody Bay with higher level accolades, which isn't all that fair.

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If this is true, then when accolades get put in for CoV the villains will get shafted. We wont get any of our currently collected badges to count towards accolades for lower levels, if we have a currently maxed level character with the required badges.

They'd all be locked in as powers we get at level 40.

Very unfair.

You need to put in levels for the accolade powers, not keep it as level aquired.


 

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When Giant Monsters get tougher (Issue 7), this number will drop to 10%(or more), encouraging more teams to fight them. The rewards will be increasing as well.

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Problem with this...some monsters are set up for just one group:

Babbage: Ambushes team doing Synapse TF
Krakken: In Sewer Trial, must be defeated four times at bottom even if you can avoid the Krakken in the scaffolding
Adamastor: In instanced mission at end of Numina TF
Kronos: Surprise ambush after exiting mission, and then in surprise timed mission.
Quarry: Two of these must be defeated in an instanced mission in the Eden trial.

I may be an exception, but I don't find giant monsters in need of a buff. My only complaint is with how often they spawn.

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Zone Giant Monsters are getting the buff. GM's that are mission-specified (like the ambush ones, or the Eden trial, etc) are not being touched. Those GMs are "arch-villain" level, i.e. made to be beaten by 1 team.

Zone Giant Monsters are the GM's that appear randomly (or triggered) in zones. This does not include the ambushes that are triggered from missions.

This change will be both CoH and CoV.

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Does this mean that a single team will have virtually no chance against a GM? What about Lusca, currently a well put together team can slowly(keyword) pick her apart. Will this now be impossible, or so near impossible that people won't even want to try? Will people have to sit around and wait for more people to show up?

Some GMs are a push-over yes, Babbage comes to mind, but some are not so easy already. Is this change a general change or is each individual monster going to be looked at?

Any plans on giving Sally rabies and turning her into a GM?


 

Posted

Good to see this change being done. I have been able to tank Ghost of scrapyard (ss/inv) at 40 with just 3 other people helping out to take him down, no deaths. Total of 4 people to take down a GM is a bit weak. I look forward to Ghost come I7. I just hope its not where they just raise his damage capability. Therefore killing us faster.


 

Posted

Well Posi...

I just beat Baphomet on test, and recieved no badge. Although, i've an idea he has to be AV... Is that the case? If not, it may not be fixed.

Also, Gunner badge. You said a while back it would be fixed in the patch following Pocket D. Well, i've taken down a firebase, and did the meteor mission, and, still no gunner badge.

Xer


 

Posted

I haven't seen this question asked, and it might be more of a Manticore issue, but it's been bugging me for a long time: what the heck is up with the history badge plaques for Talos and Dark Astoria?

What I mean is, many of the plaques on Talos reference various things Spanky Rabinowitz did on that spot--get born, hold an election party, etc. Problem is Spanky was born in 1878 and was mayor in the early 20th century, but as per the Talos security chief mission and this page Talos Island didn't even exist until Talos snuffed it in the 1960s, and wasn't being developed until the 80s. Which is right? There's also one that has Vambrace giving a speach there in 1953.

Similar question for Dark Astoria--the plaques there suggest it's been "Dark" since at least 1953, but other history badges strongly imply that the cemetary was in active use at least as recently as the aftermath of the Rikti war. It seems like a bad idea to deliberately bury your loved ones an area with a history of zombie uprisings and soul-devouring cultists...