Current Badge Issues 7-6-06
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Villains, on the other hand, are reactive. They initiate plans, break things, kidnap, torture, brainwash, subvert, interrogate, etc.
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And by "reactive", you really meant "proactive".
But yes, villains make messes; heroes clean up messes.
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Why has Posi repeatedly said "There are NO player spawnable monsters in CoH"?
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When was the last time Posi said that? Which issue did it apply to? Lots of design elements from each side have crossed over to the other.
Look, the POINT of the item in the bug list is this: everyone seems to have different ideas about what's spawnable and what isn't. No one seems able to point to a Dev comment and say "here, see, this one is on a timer, this is not". The Prima Guide only mentions the Flier, there's no mention of Scrapyard one way or another.
The point of the item in the list is to end these repeated debates by getting the information we need.
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Why has Posi repeatedly said "There are NO player spawnable monsters in CoH"?
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When was the last time Posi said that? Which issue did it apply to? Lots of design elements from each side have crossed over to the other.
Look, the POINT of the item in the bug list is this: everyone seems to have different ideas about what's spawnable and what isn't. No one seems able to point to a Dev comment and say "here, see, this one is on a timer, this is not". The Prima Guide only mentions the Flier, there's no mention of Scrapyard one way or another.
The point of the item in the list is to end these repeated debates by getting the information we need.
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The last time Posi said it? About two months ago. I conceed that it wouldn't cover the flier. Indeed, I already conceeded that the Flier might not be player spawnable. I had not read Ravenstorm's post on the subject. My only point was that there are more spawnable Zone Events than Caleb - but only on the CoV side.
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Bugs preventing badge earning
<ul type="square">[*]Mu Guardians over level 19 do not give villains credit for the gladiator. (It is unknown if this bug exists for Heroes, too, now that they have a Mu Guardian gladiator. It is possible this bug was fixed when the Hero-side gladiator was fixed. A comment from a Dev would be useful here.)
[/ QUOTE ]I'll have to check this on Monday[ QUOTE ]
[*]High-level Legacy Chain are not counting for the Ember of Flame and Lucent of Light gladiators. This could be similar to the recently fixed Ancestor Spirit bug.
[/ QUOTE ]I'll have to check this on Monday[ QUOTE ]
[*]High level Banished Pantheon Masks do not count for Banisher. (Some people will claim it's because these are in a Portal mission, but other mobs in Portal missions count for badges, such as Fake Nemesis. This is more likely a level glitch like Ancestor Spirits.)
[/ QUOTE ]I'll have to check this on Monday[ QUOTE ]
[*]Visionary is not counting kills of Rularuu Overseers under level 45 for Villains. (Counts all OK for Heroes.)
[/ QUOTE ]I'll have to check this on Monday[ QUOTE ]
[*]Grand Lanista sometimes requires more than 10 rated matches to award.
[/ QUOTE ]Nothing I can do on my end, have to have the programmers look into this.[ QUOTE ]
[*]"Missing" Gladiators: (For some of these it's not clear if they were intentionally removed after CoV Beta, or if their absense is a bug. Perhaps a Dev could simply confirm if they're not supposed to exist?)
- Crab Spider Longfang
- Tarantula Queen
[/ QUOTE ]Don't exist, but may someday[ QUOTE ]
[*]Dimensional Warder sometimes does not track kills of Anti-Matter when he teleports away (self-defeats) instead of being defeated by an attack. Problems have also been reported with tracking kills of Bobcat and Marauder if they're defeated while Moment of Glory / Unstoppable are running.
[/ QUOTE ]Its a weird bug, that needs a programmer to look at.[ QUOTE ]
[*]Healing the Terra Volta Reactor does not give credit for the healing badges. (This *may* be because the reactor is neither a player character nor a pet, so not an "ally", but since it completely looks like a heal it's odd that it doesn't count.)
[/ QUOTE ]Not supposed to count[ QUOTE ]
[*]Some people report they are not getting credit on the Mentor badges. It would help analyze this bug if we knew exactly what conditions defined "mentoring".
[/ QUOTE ]I have no reproducable cases of this[ QUOTE ]
[*]"Missing" SG badges. For some, the Prima Guide lists requirements, and yet no one has been able to earn these. Are we sure they're working correctly?
- Advanced Holodisplay is supposedly for winning 10 Raids. (Perhaps this is only for scheduled raids?)
[/ QUOTE ]Scheduled Raids[ QUOTE ]
- Fusion Generator is supposedly for 50 hours in PvP Zones. (Perhaps this was - or is - affected by the bug that reset the personal badges when you left the zone?)
[/ QUOTE ]Yes, this would have been affected by the same bug. Should work now though. [ QUOTE ]
- Improved Energy Turret is supposedly 20 attempts of the Cathedral of Pain. (Just says "attempts", not "successful attempts".) (and yeah, this one could indeed be working correctly, but I'll keep it here just in case. Or perhaps someone on Test can try it?)
[/ QUOTE ]This should work when CoP goes active[ QUOTE ]
- Elite Sapper (requirement unknown, not in Prima Guide, but it's on the worktables on Test.)
[/ QUOTE ]I'll have to check this on Monday[ QUOTE ]
- Elite Energy Cannon (same as the Sapper.)
[/ QUOTE ]I'll have to check this on Monday[ QUOTE ]
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Bugs with unearned badge placeholders
<ul type="square">[*]Many meters move so slowly that you can't tell if you've made any progress on a badge. Can we get multi-line meters for large achievements? (eg, Healing, any Epic badges, anything over 500 kills.)
[/ QUOTE ]Probably not. The bar has 100 ticks on it, so moving it 1 tick is 1% of progress.[ QUOTE ]
[*]Villains have a large number of "???" placeholders at the bottom of the Accomplishments tab. What are those?
[/ QUOTE ]These should now be gone. They were the Hero Task Forces, accidentally showing up on the villain side.[ QUOTE ]
[*]Text bugs
- Webmaster placeholder has odd text for a Hero.
- Goon Squad placeholder is very misleading. ("Put down the strikes in Sharkhead to earn this badge" is not correct when you're killing Cage, who aren't striking.)
- Spectral meter has no text.
- Hammerhead meter has no text.
- Pathfinder meter has no text.
- Mez badges have no meters.
- Mez badge placeholders refer to time Held or Immobilized, awarded badges refer to Held or Slept. which is it?
[/ QUOTE ]All of the above[ QUOTE ]
- Vandal has no placeholder. (not sure how a meter could be achieved for this one. Can you put 4 meters on one placeholder? Perhaps 4 placeholders "Wreck Mailboxes", "Wreck Phones", etc; each awarding an invisible badge when finished?)
[/ QUOTE ]I don't think I can do what you ask. Just cause enough mayhem throughout your gameplay and you should get this badge by 50.[ QUOTE ]
[*]All kill-count Gladiators have no placeholders eg, Bladegrass, Ancestor Spirits, Fortunata. (Positron stated this was a conscious design decision but would look into why that decision was made - if we get an explanation I'll move it to the not-an-issue list. It would help relieve certain problems if we had meters.)
[/ QUOTE ]I inherited the Gladiators with Zeb's departure. Glad's are not really badges, they just use the badge system to unlock (hence why you are not supposed to be able to use them as a title). Yes they don't have kill counts, and most likely never will. (They are all consistent in that way, though)[ QUOTE ]
[*]There is no way to track the progress for Dimensional Warder. This is compounded by the fact that sometimes a kill will not register for this badge.[/list]-----------------------------------
Bugs with awarded badges[LIST][*]Text bugs
- "SG Mission Computer" has the wrong title. The badge actually unlocks the Supercomputer, as described in its text. The Mission Computer is always available on the worktable.
- Agent Provocateur has incorrect text, and odd text for a Hero (Positron has confirmed this badge is awarding correctly, the "50 missions" in the text is wrong)
- Role Model has odd text for a villain.
- Demon Slayer has odd text for a villain.
- Master of Olympus has odd text for a villain.
[/ QUOTE ]These should all be fixed[ QUOTE ]
- Safe <BLEEP!> uses a word the language filters don't like. Suggestions: Safe Buster, Safe Wrecker, Dynamite, (my personal favorite) Unsafe, or Safecracker as one word.
[/ QUOTE ]Ha ha. I never noticed. I will make it one word.[ QUOTE ]
- Time Bandit is an explore badge and a Pillbox badge.
[/ QUOTE ]This title is just too cool to be in just one spot. Ok, I will change the pillbox one.[ QUOTE ]
[*]Villain Respec badges have Explore badge artwork.
[/ QUOTE ]Yeah, I know[ QUOTE ]
[*]Why are villains now unable to obtain Multidimensional? The mission is clearly in the Hydra Dimension. What's the harm?
[/ QUOTE ]Rogue writers using maps they are not supposed to.[ QUOTE ]
[*]Players report earning Lanista and Grand Lanista at odd times (such as long after winning matches) and in some cases without meeting the requirements.
[*]A bug gave many people Disruptor (and Longbow Warden 2) even though they lack the 400 PvP Reputation, and even lack the Forward Observer badge for 100 Reputation.
[/ QUOTE ]Have to check with Programming on this
Positron
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No progress bar for Gladaitor badges.
...what? It's an issue.
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
First off, thank you for taking the time to post here!
While you are checking things out, can you check the unearned text on the first 3 debt badges? I know that at least villain side there is a bar but no text for them. I'll edit this post in a few minutes after I check a hero character.
*EDIT*: Yes, the text is not there hero side as well, see picture here.
Can you re-faction the Marcones & Mooks away from the current "Family"? I'm thinking specifically of the Gangbuster badge. This question comes up way too often. From what I see it would require a few text edits, mainly the Slot Machine contact's hint texts would have to changed to Marcones from Family.
As far as Disruptor (and longbow gladiator) without Reinforcement, not everyone agrees that it is a bug, but rather that we fullfilled the requirements as they were at the time from Issue 6 release to the end of January 2006.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Positron, another question... in this situation:
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[*]Many meters move so slowly that you can't tell if you've made any progress on a badge. Can we get multi-line meters for large achievements? (eg, Healing, any Epic badges, anything over 500 kills.)
[/ QUOTE ]Probably not. The bar has 100 ticks on it, so moving it 1 tick is 1% of progress.
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Could we maybe get a number indicator that shows when you mouse over the bar, similar to our HP/End bars? So that we can see (25/50,000) or even the percentage so that when it moves 1%, we can see the number go up since it's not easy to tell that the bar moved?
one small queston, should the exploration badge name have changed to hangwoman? for Female chars?
Fluffy Bunny 1 Person SG
Rabid Bunny 1 Person VG
Both on Pinnacle
Hobbit's Hole 1 Person SG
Spider's Web 1 Person VG
Both on Freedom
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Positron, another question... in this situation:
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[*]Many meters move so slowly that you can't tell if you've made any progress on a badge. Can we get multi-line meters for large achievements? (eg, Healing, any Epic badges, anything over 500 kills.)
[/ QUOTE ]Probably not. The bar has 100 ticks on it, so moving it 1 tick is 1% of progress.
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Could we maybe get a number indicator that shows when you mouse over the bar, similar to our HP/End bars? So that we can see (25/50,000) or even the percentage so that when it moves 1%, we can see the number go up since it's not easy to tell that the bar moved?
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That would be extremely helpful. Even if it was just listing the percentage as opposed to the actual amount, it would be quite nice. I second this suggestion.
And thanks, Positron, for posting!
What is up with Sweet Tooth? Was it moved? Does it even exist?
Has the extra health from accolades and dull pain type power not counting toward the damage badges ever been looked at? Having Immortal is already insane that it is for 1 billion damage but the fact that most of the damage a lot of toons take never even counts for it makes it even worse and that much more unreachable.
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What is up with Sweet Tooth? Was it moved? Does it even exist?
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Sweet tooth is on western side of the warehouse it was under near a truck.
Its the northernmost green badgy looking icon marked 5 on this map. Mouse over for the /loc coordinates.
I (and multiple other people) earned Grand Lanista on our villains just by reading another character's character info. Weird, huh? (Wish I could remember the name of the other character, but it's been too long.)
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Its the northernmost green badgy looking icon marked 5 on this map. Mouse over for the /loc coordinates.
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I went looking for it last week, and couldn't find it. I was at the location listed in the Prima Guide, and it's just not there. When I went to a website (I don't remember which) it said where the badge was supposed to be (the exact same place), but that it's bugged.
According to the link you posted, the location is -220, 0, -2136. The Prima Guide lists -456.1, -.5, -2159.17. So I guess I'll take another looksee.
Thanks
Wow! on a Saturday, no less!
Couple things...
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# Villain Respec badges have Explore badge artwork.
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Yeah, I know
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That made me laugh out loud. I think I know where you're coming from as a programmer here.
On the Terra Volta reactor healing - Why? I realize it's not a player-heal. But since the power completely looks like a heal, with the little green numbers. So what's the harm?
Similary, I understand your explanation of why Multidimensional appeared and then got removed, but I don't see why you'd bother removing it.
No meters possible for Gladiators. OK. I guess if we know they're finally counting bug-free it should be OK.
The mentoring question was more about the badge community wanting to understand how the mentor badge accumulates credit, and not about chasing a bug for us. Sorry if that wasn't clear.
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Just cause enough mayhem throughout your gameplay and you should get this badge by 50.
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I find that to be a curious comment. It's good that you can reassure us we'll get a particular accolade requirement by 50, and yet I see another accolade requirement - Unbreakable - pretty much NOT earnable by 50. (My 50 Corr needs over 12 hours resting near a damage source to finish it.) It sounds like you're revealing a bit of your design philosophy, which is good, but I just have some questions about that. So perhaps a direct question: What could you say in general about the ability to earn any badge thru the course of normal play for 50 levels?
I look forward to hearing what you discover about all the stuff you're checking on. Before you confuse the programmers: the Energy Cannon is OK, it's the Elite Flamer that's missing. (along with the Sapper.)
Any comments on the other stuff? Particularly the team-unfriendly badges (Firebug and the RV ones) and Zone Event clarifications?
Question for those who've tried it: does the reactor continue to take damage from the radiation after you finish the trial?
It could be a simple case of the devs not wanting to leave open a doorway for people to camp the reactor for hundreds of hours to get the healing badges on a non-healing toon.
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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Can you re-faction the Marcones & Mooks away from the current "Family"? I'm thinking specifically of the Gangbuster badge. This question comes up way too often. From what I see it would require a few text edits, mainly the Slot Machine contact's hint texts would have to changed to Marcones from Family.
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When were Mooks ever factioned as part of the Family? They have nothing on them that says "Family", why would anyone think they count for a Family badge? This is like Wolves faction wolves and a badge that refers to Council Warwolves - they're obviously not the badge requirement.
I agree with your other two points... improve the Gangbuster badge meter (and perhaps the other meter), and change the Slot Machine to say "Marcone are to blame" not "Family are to blame".
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As far as Disruptor (and longbow gladiator) without Reinforcement, not everyone agrees that it is a bug, but rather that we fullfilled the requirements as they were at the time from Issue 6 release to the end of January 2006.
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If that was truely the requirement (and not a bug that awarded it for that action) then shouldn't the credit for what you did apply to the new badge? (What is it? Vigilante?)
That is to say, what you did was COMPLETE THIS MISSION, then you should currently have the badge for COMPETE THIS MISSION, whichever it is. The Mantis SF gave Scorpion Clan to people, at the time that was what the system did, but it was corrected. That removed the first badge and gave the proper Air Pirate badge - I don't think anyone still has Scorpion Clan. So instead of having the incorrect Disruptor, you would have the correct Vigilante badge.
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Positron, another question... in this situation:
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[*]Many meters move so slowly that you can't tell if you've made any progress on a badge. Can we get multi-line meters for large achievements? (eg, Healing, any Epic badges, anything over 500 kills.)
[/ QUOTE ]Probably not. The bar has 100 ticks on it, so moving it 1 tick is 1% of progress.
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Could we maybe get a number indicator that shows when you mouse over the bar, similar to our HP/End bars? So that we can see (25/50,000) or even the percentage so that when it moves 1%, we can see the number go up since it's not easy to tell that the bar moved?
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That would be extremely helpful. Even if it was just listing the percentage as opposed to the actual amount, it would be quite nice. I second this suggestion.
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I third this suggestion. (And I realize that I've heard it before and I appologize to the original suggestor for not mentioning it in the main post.)
For the really epic meters, you could maybe use a decimal place in the percent to be able to see progress after a shorter time.
This would also end a lot of discussion about how many it takes to get a badge, as you could more clearly see the badge move for each kill. Or could spot a buggy badge after very few kills.
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It could be a simple case of the devs not wanting to leave open a doorway for people to camp the reactor for hundreds of hours to get the healing badges on a non-healing toon.
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Don't the temp powers have a finite number of shots to them?
A different solution would be to "adjust" the temp power so it doesn't look like healing. Make sure the power doesn't convey something that's not it's intent. For example, maybe use orange numbers. Put a "Repaired" word above the Reator when you use the power. (Maybe use this as the basis for building in Repair powers for during base raids?)
Meter for the 2nd SG Healing badge disappeared on us. Is it supposed to do that?
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Can you re-faction the Marcones & Mooks away from the current "Family"? I'm thinking specifically of the Gangbuster badge. This question comes up way too often. From what I see it would require a few text edits, mainly the Slot Machine contact's hint texts would have to changed to Marcones from Family.
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When were Mooks ever factioned as part of the Family? They have nothing on them that says "Family", why would anyone think they count for a Family badge? This is like Wolves faction wolves and a badge that refers to Council Warwolves - they're obviously not the badge requirement.
I agree with your other two points... improve the Gangbuster badge meter (and perhaps the other meter), and change the Slot Machine to say "Marcone are to blame" not "Family are to blame".
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Maybe I should have just used the word change instead of re-faction. This is what I get for posting just after getting up .
Edit: You're right, mooks are mooks. Marcones still need a faction change.
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As far as Disruptor (and longbow gladiator) without Reinforcement, not everyone agrees that it is a bug, but rather that we fullfilled the requirements as they were at the time from Issue 6 release to the end of January 2006.
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If that was truely the requirement (and not a bug that awarded it for that action) then shouldn't the credit for what you did apply to the new badge? (What is it? Vigilante?)
That is to say, what you did was COMPLETE THIS MISSION, then you should currently have the badge for COMPETE THIS MISSION, whichever it is. The Mantis SF gave Scorpion Clan to people, at the time that was what the system did, but it was corrected. That removed the first badge and gave the proper Air Pirate badge - I don't think anyone still has Scorpion Clan. So instead of having the incorrect Disruptor, you would have the correct Vigilante badge.
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I would have been happy with your explaination, if at the time the PVP badges were changed it would have translated to the appropriate badges. It didn't. I then had to re-get the other three. Like I have said before, at the time of the change they could have swapped the badge entries and we would have had zero problems. Hindsight is a wonderful thing. This is now over 5 months after Cryptic set in stone the pvp badge requirements.
Oh, btw Positron, if you are still reading this, someone needs to run the hero/villain-only badge flag scan on Triumph. Several of my villains still have some of the hero-only gladiators, and multidimensional .
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
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Bugs preventing badge earning[LIST][*]High-level Legacy Chain are not counting for the Ember of Flame and Lucent of Light gladiators. This could be similar to the recently fixed Ancestor Spirit bug.
[/ QUOTE ]I'll have to check this on Monday
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Please add Crey Tank Gladiator to that (high level defeats not counting).
While farming for Paragon Protectors in a level 47 mission, I must have killed over 400 tanks (mostly Cryo and Voltaic). And in the 45+ game, there are a lot of missions with boatloads of tanks (it seems that at 45+ only Tanks and Protectors {and one sniper} spawn in the Crey faction). I easily have more than 100 defeats each of Power, Cryo, and Voltaic Tanks, but not the gladiator badge, which, according to one source only requires 100 Crey Tanks of any variety or rank.
Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides
[/ QUOTE ]Rogue writers using maps they are not supposed to.[ QUOTE ]
*snickers* You can just about point out which writers handled which story arcs, just based on the features they used, like how one guy seemed to like popping up an info window upon exiting a mission ("Goldbrickers arrive and whisk the captive to safety!")
Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball
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That design philosophy was when there was only CoH, and still applies to CoH. However, in keeping with the "proactive vs reactive" design philosophy, all CoV zone events are player initiated.
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First off, CoH and CoV are the same game. Different boxes, yes, but CoV is an issue of CoH.
Do you have any basis for claiming that the proactive design began to impact zone events in Issue 7 and not in Issue 5? The insanely frequent spawn rate for Lusca always makes me think there's some trigger event being hit far too often.
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No, sir. They are NOT the same game. They are two different games that happen to run on the same engine, with the same files from the same program. If you have played them both, you will realize you are playing to very different games.
The devs have repeatedly talking about how heroes are, by nature, reactive. They don't go out and start stuff. They fix things, set wrongs right, etc. Someone has do wrong things first. With no crime, no malice, and no accidents, you have no need for heroes.
Villains, on the other hand, are reactive. They initiate plans, break things, kidnap, torture, brainwash, subvert, interrogate, etc.
This basic design philosophy is evident if you look at the game. CoV gets paper missions and mayhem missions. CoH doesn't. In a sense, NPC villains are just doing their paper/mayhem missions, and your contacts are sending you out to stop them. Proactive/reactive. The difference is really the core of the differences between the games.
If, as you say, they took an overall proactive approach for both games, why aren't the other monsters spawnable? Why has Posi repeatedly said "There are NO player spawnable monsters in CoH"?