Official Thread for Issue 7 Badges


Abalest

 

Posted

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But as it is they are solo. Good for us is that the numbers for the third badges are bugged, as they added an extra 0 in the code (much like with sally).

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Is that confirmed, or just a rumor? Source?

T


 

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Has anyone gotten Demonic yet? I have the three badges listed as known requirements, and it hasn't been awarded. I petitioned it and was told I didn't have all the requirements, so I'm wondering just what's going on here.

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Soul Taker
Coldblooded
Lorekeeper
Forged by Hellfire
Overlord

According to the Prima guide. I have all these badges and the Accolade (received it when I got the Overlord badge).

T


 

Posted

Yeah, Forged by Hellfire turned out to be the one I was missing.


 

Posted

There has already been a few posts on the subject that I'm about to discuss; however, I'm stressing for the attention of a Red Name to address this issue. So, without further ado...

With I7, we got the added content of a PVP zone, Recluse's Victory. As with every major Issue that is released, there is also a plethora of new in-game badges that can be earned by the players. One of these new sets of badges is for obtaining control of the pillboxes located within Recluse's Victory.

Currently, a player must only "activate" the pillbox by placing the cursor over the center of the pillbox (once the four turrents are defeated) until it changes to the "blue hand" and left-click the mouse button. Doing so earns the player credit towards obtaining an Accomplishment badge. No other action is required to earn this credit.

This is where many of the players, especially the "badge hounds", take issue with the method of obtaining this credit towards the Accomplishment badge. The player that "activates" the pillbox is under extremely minimal risk; yet, receives a reward based upon other player's work. The person who activates the pillbox does not even need to be on a team nor is there any method to prevent another player from reaping the benefit of your work.

Additionally, even if there is no pillbox squatter and the team that took down the four turrents activates the pillbox, only the team member that activated the pillbox gets the credit and not the entire team.

Risk should always be rewarded. For example, the game developers have determined that a person (or team) must do a minimum of 10% damage to the overall health of a signature hero/villain or the giant monsters in order to obtain a badge. I assume that this 10% damage standard is to ensure that the player or team assumed a high degree of risk in order to inflict the health damage.

In activating the pillboxes, the only minimal risk a player assumes is by merely being present in a PvP zone. The maximum amount of risk the player assumes is slight damage taken from any turrent(s) that the others have not drawn aggro from.

What I would like to know (and many others here) is if this is really what the developers intended. Is it "everyone for themselves" or is it built upon the core purpose of an MMO that encourages teaming?

As a paying customer, I do possess certain rights and one of those is informing the seller that I am displeased with their product. As a seller, you possess the right to go tell me to fly a kite. However, I am compelled to try and raise awareness of this issue with the game developers for one main reason. That reason is that, if left in its current state and we're told that it is "working as intended", players will grow disillusioned as they realize that their risk in securing a pillbox is certainly not worth the petty experience point reward. After all, why should I risk debt for the benefit of another player gaining credit towards (or having been awarded) an Accomplishment badge?

I really wish that a Red Name would address this issue and provide feedback to the players that are concerned about a quality of life issue.

Thank you,

R.


 

Posted

The pillbox badge is also setup poorly in that it encourages *not* using the pillbox once you've taken it. If you're after the badge, the best thing to do is release the box to go find another (or to trade it off and take it again).
This seems odd to encourage not playing the game.


 

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The pillbox badge is also setup poorly in that it encourages *not* using the pillbox once you've taken it. If you're after the badge, the best thing to do is release the box to go find another (or to trade it off and take it again).
This seems odd to encourage not playing the game.

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Now its august and the heavy and pill box badges are even harder too get, way too go devs, thx for the sick joke known as rv.


My Lego Models http://www.flickr.com/photos/30369639@N07/ lemur lad: God you can't be that stupid... I'm on at the same time as you for once, and not 20 minutes into it you give me something worth petitioning?
Lady-Dee: Hey my fat keeps me warm in the winter and shady in the summer.

 

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I mean 1k for the final badge? Kinda sick high number is that?

10k monkeys for the Zookeeper badge was stupid, but 1 day or 1 fire tanker herding can get it fast.

But to have 1k pillboxes when its a poen pvp zone and always someone else trying to snatch it from you only makes me say screw it and PvE some more.


 

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But to have 1k pillboxes when its a poen pvp zone and always someone else trying to snatch it from you only makes me say screw it and PvE some more.

I agree. If I'm a dev, I 'm going to ask myself what do my paying customers like the most about the game? ......I'm sorry to break the bad news to you dev's, but PVP is not one of them. I'm not speaking for anyone but myself, when I make this statement; I don't like PVP, I play the game for other reasons, but not PVP. I think the dev's are trying to force something that most gamers are not going to do, therefore making frustrating for the majority.

For all of you PvPers out there....your the greatest, keep up the good work and have fun. My post is not discouraging PvP but more less giving my opinion that most of the folks playing CoH are playing for other reasons.