Discussion - Epic Badges.
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Back up a second. If the average gamer plays 10 hours/week. That is 520 hours/year. Seems pretty bang on.
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ya' beat me to it.
note that I'm talking about 500 hours of *dedicated healing* for the badge.
I fully realize that some people may *play* 1100 hours in a year, but given the number of alts and activities that don't lead to maximizing your healing potential, I wanted to aim lower than that.
The difference between "doing a lot of healing" and "doing nothing but healing". 500 is a lot of healing, and it's OK to expect a badge hunter to do something else over the course of a year.
Also, it has to be rather low for people who really do heal a lot, like a /Thermal with mutliple heals, so that for someone who doesn't heal a lot like a Storm they still have some kind of a shot at it with even more effort. If you start at 1000 hours for a /Thermal the Storm probably doesn't see any difference between 4000 hours in that setup and 40000 in the current setup, both are out of reach even to the most dedicated.
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Back up a second. If the average gamer plays 10 hours/week.
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You quoted my own pre-response to that comment:
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In my opinion, 500 would be too low for the last healing badge, unless you subscribe to the belief that at least for anyone for which it was achieveable at all, all badges should be achievable in reasonably short periods of time by casual players. I don't think I subscribe to that specific restriction on [u]all[u] badges
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I believe if you believe that all badges should be achievable by all reasonable players, then *all* the healing badges are improper immediately. I'm assuming that healing badges are at all acceptable, in which case I believe you cannot solidly argue that the absolute highest possible earnable badge must be earnable by the average healer under average healing conditions. In a game you or I might write ourselves, we might select that criteria, but its not obvious that that is the only reasonable criteria. Any argument other than "these are the *limits* of what is reasonable for the badges" becomes a matter of subjective preference, not one of numerical game design.
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Missed the bit where MadScientist said that a group of characters could not achieve 100 million after 2 years? Then you want to set that so a single character needs to do that?
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Did you miss the part where I laid out my calculations for setting it as the upper limit? Then I would ask not to presume I miss anything in any thread I post in, thank you very much.
One thing that informs my judgement: my Ill/rad controller currently has Doctor - 2 million points of healing. She's teamed a lot, she's been in her share of ultra-high healing potential situations (Hamidon raids, RWZ ship raids, task forces, just plain old big teams), but she has *never* farmed one point of healing. All of those 2 million+ points of healing come from "normal" play (I'd have to check how close she is to specialist). 100 million points of healing is less than 50 times higher than what I've managed to do with a non-optimal healer without trying at all (I don't remember my progress towards Specialist, but it was not insubstantial). And that character has not that much more than 500 hours of play, altogether, including levelling to 50 (she certainly has less than 500 hours of level 50 play). How much healing credit can you get healing a Hamidon raid or a RWZ ship raid: a hundred thousand? A quarter million? I'm honestly not sure. Those are corner cases, but they might be the largest sources of healing credit by far even given their infrequency.
Here's one I would never have guessed: it isn't all that relevant to the discussion, but I thought I would mention it, since its something I happened to check. My brother stopped playing CoH back in 2004, and I occasionally use his account. He has a character that actually has medic, and is half way to surgeon (for those that aren't familiar: that's half way to 1 million, or 500,000 healing). What's surprising to me is that its a level 27 blaster with aid other.
How the heck you get half a million points of healing on a blaster with aid other in normal play from level 1 to 27 I actually can't fathom, but it suggests that the healing statistics that the devs look at might be more surprising than most people think (he quit before badges were even introduced, so there was no incentive to heal for any reason but to actually heal someone). The City Vault will certainly be an interesting set of data to sift, assuming its significantly more accurate than the current city terminals.
Last thing:
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The goal here is not to promote unhealthy game play.
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This is a nice thought, but its a trivially impossible goal in the general case. In the general case, you always have a heterogenous playerbase that will have a different set of tolerances for playing effort, and a different set of skills. By definition, there are only two possibilities: make goals that are achievable by the lowest capability player out of the entire playerbase, or by definition make goals that are out of reach of at least some percentage of the players. For all such non-degenerate situations, there will exist goals that are vastly out of reach, and some that are theoretically achievable but only via "unhealthy" effort. That is inescapable. *No* value you set the healing badges to can prevent that, so its a goal that provides no guidence.
At some point, you have to target reasonable effort for some hypothetical player situation, and realize that some percentage of players will expend unhealthy levels of effort to obtain those goals given their situation.
My objection to the high-order healing badges is not that they promote "unhealthy" game play, but rather because it promotes non-play. At the moment, there is very little chance of achieving Empath via any game play that involves actually being at the keyboard. Not only the most efficient ways, but practically the *only* ways involve not being at the keyboard.
Far from being "unhealthy" as EvilGeko suggested, Empath promotes very healthy player behavior: it promotes taking a break from the game for a couple of days while racking up healing credit. Its the only badge whose pursuit encourages getting a tan. But it doesn't encourage actual gameplay which is its real problem. Leader whether its too high or too low is at least a badge whose only real ways of achieving it are to actually play the game. There will always be some moron who attempts to get it in a 400 hour marathon gaming session and dies of cardiac arrest, but that is not an intrinsic flaw in its design.
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Back up a second. If the average gamer plays 10 hours/week.
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You quoted my own pre-response to that comment:
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In my opinion, 500 would be too low for the last healing badge, unless you subscribe to the belief that at least for anyone for which it was achieveable at all, all badges should be achievable in reasonably short periods of time by casual players. I don't think I subscribe to that specific restriction on [u]all[u] badges
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Did you skip over *my* response to that theory?
Let me sum up what I said above in different terms:
If the average gamer plays 10 hours a week, and you think the badge should be achievable in some given time (you stated 2 years), then do you think the gamer should do nothing but chase the badge for that given time frame?
Do you want the gamer to do nothing but heal for 10 hours a week for 2 years? I don't think a gamer would keep their subscription that long just to log on an click heal. So if they're healing at 40% of that rate, because of inefficient teaming, exemping, playing alts, messing around with holiday content, etc., then we're back to seeing 5 years of "normal play" in order to get the badge.
They may put in 1100 hours of play, but the badge should not be for 1100 hours of healing if your goal is 2 years. That's irrational to ask someone to forgo the rest of the game for that length of time.
So in the 1100 hours of play, is 500 hours of that spent healing an OK number for you?
I think that it would be reasonable to datamine whatever is being counted for the various badges, and set the bar for the first 4 at what all players can achieve in the average time to hit 50, number 5 at what the top 25% can achieve in the average time to hit 50, and the top tier at what the top 10% can achieve in twice the average time to hit 50.
Any accolades should be attached to the tier 5 at most, so that it's something that is easily achievable, either by normal play for a reasonable portion of the population, or by extra effort for the rest.
It's too late now, but I think that we should have had a AT/power specific badge, but had the same badge/badges for all characters... something like 'good with primary', and 'good with secondary', perhaps being composed of 'good at healing', 'good at taking damage', 'good at preventing mez', 'good at mezzing', etc...
@Nitram_Tadur
Interesting ideas.
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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If it took 50 years, so what?
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Every reward in the game should have been designed around a certain level of effort intrinsicly required to achieve it. If the devs actually explicitly decided to make a reward that would take fifty years to achieve by their estimates, then its designed correctly. If they designed it to be achievable in a much shorter period of time, then its broken.
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OK, so let's say it's broken. So what? Why should they do anything about it now? Why should they change the rules? What's the benefit of doing so?
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Its a different level of question to ask "should the devs be adding rewards to the game that will take longer to achieve than the likely lifetime of the game." But its very likely that is a moot question, because I do not believe the badge was designed in that manner, which makes it broken relative to its design intent, not just "longer than people would like."
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I think it was honestly. I think Positron designed a healing badge that he knew that the vast majority of people would never see and wouldn't even be possible to get with normal play. What evidence do you have to the contrary? I think the badge's design is proof enough of my belief. Similar to how you construe statutes, I believe that we must start from the presumption that the developers intended the game mechanic to work as it does until they say different.
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Although many people think the requirements of Empath are too long simply for personal reasons, there are strong reasons for believing the badge is intrinsicly broken that have nothing to do with the subjective level of effort necessary for any one player to achieve it.
There's no way to absolutely prove that the devs didn't intend Empath to require the level of effort it does, short of them actually saying so. But common sense can suggest it. If the devs added a reward that required a billion vanguard merits to buy, its possible they could have intended that, but I think if I were to say that sounds very likely to be an error, I would consider it a silly counter-argument for someone to assert there's no way I could possible know that the devs didn't intend to create a reward that might require centuries of merit collection to achieve.
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The error here is that you assume that the devs intend for people to have the reward at all. It's entirely possible that the "reward" could be an inducement to certain behavior. For instance if the reward was strong enough I could see raids going on all servers every day for your merit reward.
So if that what the devs want, people raiding every single day that might not be a bad idea.
As for Empath, your point in another post that Empath encourages afk farming is sound. Of course, my solution to that would be to fix that exploit and rescind the badge from those who cheated, but that's me.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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OK, so let's say it's broken. So what? Why should they do anything about it now? Why should they change the rules? What's the benefit of doing so?
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The same reason they should fix the broken Robo Surgery units, or missing badge graphics, or costume clipping or bad flight pose? Professionalism, pride in one's work, and credibility? Take your pick.
The only thing worse than devs making bad decisions is the hoard of fanboys and bootlickers that keep cheering them on.
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Im stating..... That people CANT and should not always expect to have everything they want.
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You're saying the Devs bothered to code this Empath badge into the game so that we could... what? Look at it on a badge list instead of getting it?
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Sorry... Pulling a quote from a while back but I wasnt around. Was playing the game and working towards my epic badges. Priorities in my own entertainment and all.
Let me ask this..... IS there someone who actually has the empath badge at this moment in time? Not HOW they got it. Simply yes or no. Does someone.... anyone, have this badge on a character?
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Im stating..... That people CANT and should not always expect to have everything they want.
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You're saying the Devs bothered to code this Empath badge into the game so that we could... what? Look at it on a badge list instead of getting it?
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Sorry... Pulling a quote from a while back but I wasnt around. Was playing the game and working towards my epic badges. Priorities in my own entertainment and all.
Let me ask this..... IS there someone who actually has the empath badge at this moment in time? Not HOW they got it. Simply yes or no. Does someone.... anyone, have this badge on a character?
[/ QUOTE ]Several people do. Several of those people have also stated that they wouldn't mind if the devs lowered the requirement. Though there are some who disagree, and some who haven't spoken up... so far from the vocal people who have it, it would seem most wouldn't feel cheated if the badge were made easier to get.
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Im stating..... That people CANT and should not always expect to have everything they want.
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You're saying the Devs bothered to code this Empath badge into the game so that we could... what? Look at it on a badge list instead of getting it?
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Sorry... Pulling a quote from a while back but I wasnt around. Was playing the game and working towards my epic badges. Priorities in my own entertainment and all.
Let me ask this..... IS there someone who actually has the empath badge at this moment in time? Not HOW they got it. Simply yes or no. Does someone.... anyone, have this badge on a character?
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Let me answer it this way:
There is no character that has been awarded Empath for using their healing powers on teammates.
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OK, so let's say it's broken. So what? Why should they do anything about it now? Why should they change the rules? What's the benefit of doing so?
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The same reason they should fix the broken Robo Surgery units, or missing badge graphics, or costume clipping or bad flight pose? Professionalism, pride in one's work, and credibility? Take your pick.
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That's not an unreasonable reason to change it, but don't we have to consider that in a game, changing the rules shouldn't be something done lightly?
Take balance changes. There the rules change because it's (we assume) hurting the game for a set or power to be too weak or too strong. In the case of Empath and the other epic badges however, does that same harm exist that justifies changing the rules mid-stream?
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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I think it's about time that all the epic badges get looked at.
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I agree. The money badges I'm ok with since we have a market and IO's now hence the need for constant in game funds, but the Epic Heal and Damage badge should be reevaluated, and this is coming from someone with an Immortal Mastermind. I would NOT feel cheated at all if the Epic requirements were cut down some.
And please activate the tracking meters for Artisian thru Fabricator.
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I"m really late coming to this thread (I was reading the forums and came across it and started from the beginning!), but correct me if I'm wrong, aren't the money badges earned from earning the money - ergo the market sales do not count towards it?
Which makes me curious do the recipes and stuff I get from mishes count towards these badges when I sell stuff to Ghost Falcon?
Also my opinion on the epic badges is (and I'm up to the 5th one for healing..ugh). The healing and damage ones need to be looked at. It took me weeks of setting up a Tyrant farm with all my accts to get it. I am absolutely dreading the idea of setting it up again for a possibly months to get the last one.
Thanks, NC Soft, for closing my favorite game ever without warning and with plenty of life still left in it, and thus relieving me of the burden of EVER wanting to buy, try or even hear about another game from your company. Will my decision make a dent, or persuade them in anyway, shape or form? Nope, obviously not. Don't care. NC Soft is dead to me. ~ PsyFox
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I think it's about time that all the epic badges get looked at.
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I agree. The money badges I'm ok with since we have a market and IO's now hence the need for constant in game funds, but the Epic Heal and Damage badge should be reevaluated, and this is coming from someone with an Immortal Mastermind. I would NOT feel cheated at all if the Epic requirements were cut down some.
And please activate the tracking meters for Artisian thru Fabricator.
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I"m really late coming to this thread (I was reading the forums and came across it and started from the beginning!), but correct me if I'm wrong, aren't the money badges earned from earning the money - ergo the market sales do not count towards it?
Which makes me curious do the recipes and stuff I get from mishes count towards these badges when I sell stuff to Ghost Falcon?
Also my opinion on the epic badges is (and I'm up to the 5th one for healing..ugh). The healing and damage ones need to be looked at. It took me weeks of setting up a Tyrant farm with all my accts to get it. I am absolutely dreading the idea of setting it up again for a possibly months to get the last one.
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For the inf badges, only inf earned from enemy kills, mission completes, etc. count towards the badges. Things like selling to an NPC store or selling on the market do NOT count. So, those things are only places you can spend your inf... but you can't gain any inf that counts from them.
With that in mind, I may have to disagree with the posted you quoted that the inf badges are good because of the market, and the need for a large amount of inf. The final badge is for 2 billion inf. And, while you may not need to have all that inf on you at the time (and I doubt you would, since it'd mean not spending any of your hard earned inf until you get the badge), it's still WAY more inf than I think would ever be needed. Even with the new purple IOs, I could probably completely twink out my character for well under a billion. The rest would need to go to my alts, given away to newbies, or wasted on the crappy inf to prestige conversion. There's simply a point where you've bought EVERYTHING you need, and the rest of your money is just sitting there.
something to consider about the Inf badge...
as it currently stands, you get the last badge by GENERATING 2 billion inf.
that's significantly different than EARNING 2 billion inf.
To put it another way, every badge hunter who chases this badge adds 2 billion more inf into the economy. (Let's face it, you can't blow 2 billion on costume changes.) Plus that goes up as they get other drops they sell to NPC stores.
If they allowed market earnings to count, you could earn the badge without generating anything and in fact REMOVE up to 200 million from the market via transaction fees.
+2,000,000,000 vs -200,000,000. Which do you think is better for an economy where the rich stuff is climbing further out of reach?
Seems to me it would be in the badge chaser's favor AND in the Devs'/economy's favor to count earning Inf from the market. Perhaps from NPC stores, too.
(edit - restored the thread title.)
I absolutely do not like the influence badges. I think they should count the money you earn and make from the market house. For instance, I only use my main badger to "wheel and deal" at the market, so why shouldn't the money she generates not count towards this badge? I hope you guys get somewhere with this consolidated list and Posi. Good luck!
Thanks, NC Soft, for closing my favorite game ever without warning and with plenty of life still left in it, and thus relieving me of the burden of EVER wanting to buy, try or even hear about another game from your company. Will my decision make a dent, or persuade them in anyway, shape or form? Nope, obviously not. Don't care. NC Soft is dead to me. ~ PsyFox
The only bad thing about market sales counting towards infamy badges, this can be exploited so easily. I can get a lowbie SO/TO and use my other account to sell it back n forth for 50 mil. Do that a bit over 40 times and u get both of the last 2 epic inf badges in no time at all. Don't get me wrong, i'd love to get the last 2 inf badges quickly, but i don't see that happening.
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The only bad thing about market sales counting towards infamy badges, this can be exploited so easily. I can get a lowbie SO/TO and use my other account to sell it back n forth for 50 mil. Do that a bit over 40 times and u get both of the last 2 epic inf badges in no time at all. Don't get me wrong, i'd love to get the last 2 inf badges quickly, but i don't see that happening.
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and as I mentioned above, there's a transaction fee on that.
To do this back and forth on 2 of your alts to get the badge, you're going to be spending 400000000.
In other words, to even reach a point where you can consider exploiting this (and there are other issues with being able to do that) you're going to need to pay a lot of cash. Do *you* have 400000000 laying around? Heck, I'm not even sure I could spare 10 mil to pass it back and forth one time!
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The only bad thing about market sales counting towards infamy badges, this can be exploited so easily. I can get a lowbie SO/TO and use my other account to sell it back n forth for 50 mil. Do that a bit over 40 times and u get both of the last 2 epic inf badges in no time at all. Don't get me wrong, i'd love to get the last 2 inf badges quickly, but i don't see that happening.
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and as I mentioned above, there's a transaction fee on that.
To do this back and forth on 2 of your alts to get the badge, you're going to be spending 400000000.
In other words, to even reach a point where you can consider exploiting this (and there are other issues with being able to do that) you're going to need to pay a lot of cash. Do *you* have 400,000,000 laying around? Heck, I'm not even sure I could spare 10 mil to pass it back and forth one time!
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I do have 400 million lying around lol.
Thanks, NC Soft, for closing my favorite game ever without warning and with plenty of life still left in it, and thus relieving me of the burden of EVER wanting to buy, try or even hear about another game from your company. Will my decision make a dent, or persuade them in anyway, shape or form? Nope, obviously not. Don't care. NC Soft is dead to me. ~ PsyFox
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OK, so let's say it's broken. So what? Why should they do anything about it now? Why should they change the rules? What's the benefit of doing so?
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The same reason they should fix the broken Robo Surgery units, or missing badge graphics, or costume clipping or bad flight pose? Professionalism, pride in one's work, and credibility? Take your pick.
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That's not an unreasonable reason to change it, but don't we have to consider that in a game, changing the rules shouldn't be something done lightly?
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Changing the rules when the rules no longer make sense to the dev is not "done lightly". They have done it before, and they will do it again.
The only thing worse than devs making bad decisions is the hoard of fanboys and bootlickers that keep cheering them on.
ir0x0r/500 badges #1 villain
Congratulations on that. I wonder how long it will take topdoc to get MLRSF...:P
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ir0x0r/500 badges #1 villain
Congratulations on that. I wonder how long it will take topdoc to get MLRSF...:P
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Both TopDoc and Burnin Fury are missing MLRSF. I'll bask in my glory of being #1, until either of them tie me again.
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OK, so let's say it's broken. So what? Why should they do anything about it now? Why should they change the rules? What's the benefit of doing so?
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The same reason they should fix the broken Robo Surgery units, or missing badge graphics, or costume clipping or bad flight pose? Professionalism, pride in one's work, and credibility? Take your pick.
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That's not an unreasonable reason to change it, but don't we have to consider that in a game, changing the rules shouldn't be something done lightly?
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Changing the rules when the rules no longer make sense to the dev is not "done lightly". They have done it before, and they will do it again.
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When did that happen? I'm aware of the devs making balance changes, but I'm not aware of them ever just making a change because it "made sense". In fact, we argue on these boards all the time for things that "make sense" but the devs don't change the rules to accommodate that.
I think it's entirely possible that the devs will change the epic badges. I think they should. Not for the reasons you all ascribe to, which is my point.
What I see here is that people want the badge to be attainable by anyone willing to put in [X] amount of effort. Where [X] is different for different people. I think that no one has made a reasonable argument for why the current requirements are not an appropriate level of effort for [X]. The arguments seem to boil down to: 1) That's too long and 2) it encourages exploits like afk farming.
Well, the second argument certainly justifies a change, but why wouldn't the appropriate change simply be to remove the exploit?
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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When did that happen? I'm aware of the devs making balance changes, but I'm not aware of them ever just making a change because it "made sense". In fact, we argue on these boards all the time for things that "make sense" but the devs don't change the rules to accommodate that.
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Several times some agreed with, some not. Most of the changes happened without patch notes.
"Making sense" of course is only in the developer's minds in some cases. Cases to point out: Slayer and Silver Bullet were doubled (silently), Illusionist went from 200 to 500 (again silently, except for that prima guide), Believer was reduced because of a bug that prevented Sally from spawning when she should (it was one of the few changes that DID have a patch note), BP masks in the Portal Corp missions not counting, the original PVP mission badges. I could go on.
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The arguments seem to boil down to: 1) That's too long and 2) it encourages exploits like afk farming.
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Or that combined they are impossible to achieve through play during the expected lifetime of the game.
These exact arguments were made with the mentoring badges when they were introduced. They were changed (again, no patch note). The mentoring badges (as released) might have actually taken less time than to get than the empath badge through play. 3,000 hours mentoring was considered to be far too long to actually achieve.
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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When did that happen? I'm aware of the devs making balance changes, but I'm not aware of them ever just making a change because it "made sense". In fact, we argue on these boards all the time for things that "make sense" but the devs don't change the rules to accommodate that.
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Several times some agreed with, some not. Most of the changes happened without patch notes.
"Making sense" of course is only in the developer's minds in some cases. Cases to point out: Slayer and Silver Bullet were doubled (silently), Illusionist went from 200 to 500 (again silently, except for that prima guide), Believer was reduced because of a bug that prevented Sally from spawning when she should (it was one of the few changes that DID have a patch note), BP masks in the Portal Corp missions not counting, the original PVP mission badges. I could go on.
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Major difference there. All the badges you're talking about, except the PvP ones are accolade power badges. That makes changes to them balance changes. I was not aware that Slayer and Silver Bullet increased. Certainly explains why it took me so long to farm the last couple of times.
As for the PvP badges, those badges cause behavioral changes in PvP that might not be desirable and thus is a balance change.
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The arguments seem to boil down to: 1) That's too long and 2) it encourages exploits like afk farming.
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Or that combined they are impossible to achieve through play during the expected lifetime of the game.
These exact arguments were made with the mentoring badges when they were introduced. They were changed (again, no patch note). The mentoring badges (as released) might have actually taken less time than to get than the empath badge through play. 3,000 hours mentoring was considered to be far too long to actually achieve.
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Interesting, then I'll yield the point on that revelation. I'm not as keyed into badges so I was not aware of that.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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IMHO, the number should be 500 hours. If I set out and "be a healer" for 500 hours, I should expect that's enough to convince the game that I'm dedicated enough to deserve the last badge. Obviously, weaker healers (ie: Storm, Aid Other) may take longer, and stronger healers (those who average larger teams, or defender primaries instead of controller/corruptor secondaries) may be a little faster. But for an "average" Corr or Controller on an "average" team of 5, it should be 500 hours of gameplay.
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In my opinion, 500 would be too low for the last healing badge, unless you subscribe to the belief that at least for anyone for which it was achieveable at all, all badges should be achievable in reasonably short periods of time by casual players. I don't think I subscribe to that specific restriction on all badges (although I've described my opinion on how badges should be designed in general).
If it was my decision to make, and assuming I could close all loopholes on achieving the badge inordinately faster, I would calibrate the final healing badge to peak reasonable healing performance of a dedicated healer for one year at level 50.
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Back up a second. If the average gamer plays 10 hours/week. That is 520 hours/year. Seems pretty bang on.
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My rough rule of thumb calculation in that case would be a minimum of three hours of teaming per day, seven days a week,
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The goal here is not to promote unhealthy game play.
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1100 total hours of healing, averaging a maximum heal generation of about 200 points of healing per target, averaging eight targets, at least every sixty seconds.
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In a regular team you have (usually) maximum SEVEN potential targets, (self healing doesn't count). You can't count on having a pet to heal, and you are making the assumption that full teams of 8 people are normal these days. I can rarely count on those these days.
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That would set Empath at about 100 million points healed. I'm not saying that is what I would set Empath to, but it would be my point of reference for what I would consider "the ballpark" for an epic maximum heal badge. By my estimates, Empath is currently ten times higher than what I consider a reasonably high value, far outside the margin for error.
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Missed the bit where MadScientist said that a [b]group of characters[b] could not achieve 100 million after 2 years? Then you want to set that so a single character needs to do that?
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