Badge Issues May 8, 2009


Aces_High

 

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I assumed that you posted this suggestion here to gather feedback. Was I wrong?

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It was intended as player feed back to the developers. The list has been compiled for them. These are issues that the community has raised (sometimes multiple times). Even MadScientist and myself do not agree with all the issues presented here, but all the issues raised have come from the badge community as a whole.


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I do apologize I didn't know that player feedback was unwarranted and unwanted. I'll stop now


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

Posted

<QR>

When I started working on Fabricator (after I had already acquired the Field Crafter accolade, meaning I already had 1k crafts), it only took me 3 months to get Fabricator on two toons.

Granted, the majority of my time working on Fabricator was before issue 14 came out and common IO salvage became scarce. But this is what I did.

I started out with a goal of 100 crafts per day. Having 9,000 crafts left to go, that meant it'd take me 90 days at the most. I split my crafts into two sections:

Crafting IO enhancements. I had 21 market slots available, so I would craft 20 Recharge Reduction IOs.

On my hero, I crafted 10 Lv45s and 10 Lv50s. On my villain, due to the slower market, I crafted 5 Lv45s and 15 Lv50s. I then put the Lv45 IOs up for sale at 190,001 (usually getting 200,000 back) and the Lv50 IOs up for sale at 290,001 (usually getting 300,000). This is how the numbers break down.

Lv45 Recharge Reduction (memorized): 82,400 inf
1 Temporal Analyzer: 500 inf
1 Hydraulic Piston: 500 inf
10% Market Fee: 20,000 inf
Total: 103,400

Profit: 96,600 inf per IO.

Lv50 Recharge Reduction (memorized): 216,000 inf
1 Temporal Analyzer: 500 inf
1 Hydraulic Piston: 500 inf
10% Market Fee: 30,000 inf
Total: 247,000 inf

Profit: 53,000 inf per IO.

(Note: Before Issue 14, I rarely spent over 250 inf per the individual salvage components.)

Selling a set of 20 IOs everyday, (and I'd frequently sell more than that, especially on the weekends), my hero was clearing 1.5 million inf everyday and my villain was clearing 1.25 million everyday.

Granted, the common salvage prices are considerably higher in the post-i14 era, so the profit will be a little bit lower. But even if you spend 5k per salvage, you're still turning in a profit of 90k per Lv45 IO and 45k per Lv50 IO -- enough for 1.35 million inf per day with a batch of 10 Lv45s and 10 Lv50s.

Still, 20 crafts a day is very slow progress. In addition to those 20 crafts, I also purchased 80 very cheap Lv41-50 tech salvage (usually silver or mathematic proof, but occasionally temporal analyzer, hydraulic piston, kinetic weapon, and/or ceramic armor plate). Before Issue 14 came out, I was able to very easily get 80 salvage pieces for under 100 inf each. I'd then take them to my base and convert them all into base empowerment powers, delete them, and start the process again. That's 8,000 inf per day. A drop in the bucket of the profit I was generating everyday with my IO sales.

Doing 20 IO recipe crafts and 80 base empowerment crafts everyday, I was making 100 crafts a day. I did that everyday on both my hero badger and my villain badger, and I had Fabricator 3 months later.

Now, that strategy might not be as effective today, since common salvage prices have skyrocketed. I had 9,000 crafts when issue 14 hit. After the common salvage supply dried up, I could no longer buy salvage for under 100 inf. So I changed my tactics. For my last 1,000 crafts, I simply used all 21 market slots and placed lowball bids on the common salvages. I bid 250 inf each on 210 pieces of silver, and waited for people to put them up for sale. Once my purchases filled up, I took the salvage and crafted them into base empowerment powers. Those purchase slots filled up everyday easily. It took me only 3 days to get the last 1,000 crafts I needed for Fabricator.

Tedious? Yes. But it's easy and doable. And the 1 invention salvage --> 1 temporary power (aka 12 salvage --> 12 crafts) conversion rate was much better than the old 12 invention salvage --> 2 base components --> 1 temporary power (aka 12 salvage --> 3 crafts) rate.

Anybody who whines that Fabricator is harder to get now just isn't doing it right. Before issue 13, only the people who had access to large supergroup bases (and thus a ton of base salvage) could easily get Fabricator. Now, *anybody* -- even those with solo SGs -- can easily get Fabricator.


Play my MA arcs!

Tracking Down Jack Ketch - ArcID #2701
Cat War! - ArcID #2788

 

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When possible, for new issues, please start a new thread and bring a summary of the discussion here, instead of starting new tangents inside this thread. Thanks.

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As per the initial post, please take the fabricator discussion OUT of this thread.




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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I can't find anything else that bugs me, love the post snow!

-C.A.


 

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MadScientist did a lot of work on it too.




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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Even MadScientist and myself do not agree with all the issues presented here, but all the issues raised have come from the badge community as a whole.

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FWIW, disagreement is useful here. It keeps us rational.
It also helps to hack apart each others issue suggestions when writing. Tends to trim each point to a few sentences. (and for those who don't know me very well, I take pride in my writing, even if my style could use some work )


For design problems, I ask myself: do a large number of people raise this issue? If so, I think it makes the list.
It's up to a dev to say it's not an issue, or "working as designed", or whatever. One hopes that highlighting things on a list like this would show the devs what really needs at least a comment, even if it's not code-worthy.

so the list is not based on voting, elloquence of the posters, or the severity of the problem. It's all about frequency.


You'll note places with multiple viewpoints, such as "we need more insight", or multiple solution options. (speaking of solutions, when possible they're left open to the devs. solutions are only suggested, really, when they either help illustrate the problem they solve, or when some potential solution may have subtle pitfalls of its own and we want to clear that up ahead of time.)


So for people with strong opinions not represented... try making a new thread and gathering up enough replies to show that it's popular. It will make the list.

But there is really no "veto power" for this list. If someone thinks something is not an issue, but many people do, then it's compiled here.


I've been keeping/co-keeping this list a while. I'd like to think I'm impartial in it, even if I'm not-so-impartial in other posts. (you'll note my first reply in the thread...)


 

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FWIW, I did put one comment in with one edit. It is clearly marked as such.




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

 

Posted

Yes, I think there's a problem with the untouchable badge, I am trying to unlock the Tommy Gun but need the untouchable badge to do so. So far I've defeated every family boss in pretty much every zone and I can not find one that counts for the Untouchable badge. I've tried the Marcone, I've tried non Marcone, etc. and good luck finding concrete info on this also, every site that I see conflicts with the other on how to get this badge.

Did they do away with this badge in i14? Because it seems that the Untouchable badge is in deed Untouchable, they should rename it to the Unattainable badge.


 

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* Some kill badge targets are almost impossible to find...

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various comments on that section

I'd clarify Bonecrusher as follows...
- Bonecrusher and Regenerator for villains are only in very low level newspaper missions, requiring large teams. Bone Crusher has one farmable mission, but like Weatherman it only spawns 3 on the map so it requires a lot of artificial resetting.

- Man in Black is only available to heroes in a PVP zone or in one mission at the end of Pilgrim's arc.
I think that's not really an issue anymore with the point about the Pilgrim arc. Unlike Bonecrusher or Weatherman, this is a badge for killing *any* Shivan, and there's a whole map full of them, which is really no different than how villains have used maps full of Shivans.
(In fact, how many Shivs are on that one map from Pilgrim? you only need 100.)

- Rularuu Overseers are limited for villains.
That affects unlockables.

Let's add...
- Illusionist. This is extremely rare in zones, and requires teams of 8 to spawn them on missions. The real problem is that, when playing well, you don't want to let a Master Illusionist summon pets, so the badge rewards "bad play".
This is similar to the problem that people were artificially letting Rikti Comm Officers summon portals to increase rewards.
Now does that mean Illusionist's very concept deserves its own bullet completely?
Wasn't Illusionist originally for the MI itself and not for the pets? I can't recall.
(and why does no one have similar problems with Raider FFGs? Probably because of the sheer number of them that you run into, being minions, and you only need 100.)


 

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* Some kill badge targets are almost impossible to find...

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various comments on that section

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- Man in Black is only available to heroes in a PVP zone or in one mission at the end of Pilgrim's arc.
I think that's not really an issue anymore with the point about the Pilgrim arc. Unlike Bonecrusher or Weatherman, this is a badge for killing *any* Shivan, and there's a whole map full of them, which is really no different than how villains have used maps full of Shivans.
(In fact, how many Shivs are on that one map from Pilgrim? you only need 100.)

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If you have a full team, it will still be under what is needed for the badge. If solo it will require about a dozen (or more) runs.

Also you need 200, not 100.

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- Rularuu Overseers are limited for villains.
That affects unlockables.

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Yes, they are limited, but it doesn't really affect unlockables. In fact it is easier for villains to unlock the costume parts for this than it is for heroes. All that is needed is an arc souvenir.

While they are not the worst things to have to farm, they are a bit less than summoned Illusionists in terms of rarity.

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Let's add...
- Illusionist. This is extremely rare in zones, and requires teams of 8 to spawn them on missions. The real problem is that, when playing well, you don't want to let a Master Illusionist summon pets, so the badge rewards "bad play".
This is similar to the problem that people were artificially letting Rikti Comm Officers summon portals to increase rewards.
Now does that mean Illusionist's very concept deserves its own bullet completely?
Wasn't Illusionist originally for the MI itself and not for the pets? I can't recall.
(and why does no one have similar problems with Raider FFGs? Probably because of the sheer number of them that you run into, being minions, and you only need 100.)

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Originally (from some guides on these forums), the badge was for 200 Illusionists or Summoned Illusionists. This was raised to 500 around the time the free Prima guide was put out.

And yes, I think the reason no one has a problem with Raider FFGs is the low count and that they are spawned from minions. On a related note is the DE Eminators requiring a 500 count.




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 you have a full team, it will still be under what is needed for the badge. If solo it will require about

Also you need 200, not 100.

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But how is it any different than villains clearing the PVE map they've had? and no one has complained about that.
How many Shivans are in one reset of that map, compared to the villain ones? Plus you get an ally on the Obos arc.

regardless, it's definitely more than 3% per reset, and can be done solo, so it's nowhere near the Weatherman status. I haven't heard people calling for teammates to finish this badge, the complaint was only about PVP originally and THAT has been addressed it seems.


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On a related note is the DE Eminators requiring a 500 count.

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Yeah, probably as OK as the Raiders because of the amount you stumble across, considering almost every DE summons something. It's not like there's a real strategy to preventing that summoning - they're almost like MMs. Locking down a boss before it summons 5 other pets all with control powers, THAT's a bit different strategy than a guy producing a +Def buff that you happen to be able to shoot at.

So maybe we want to make a case for the badge being normal non-summoned Illusionists, too? Is that the best fix, since badge amounts very infrequently get changed?


 

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If you have a full team, it will still be under what is needed for the badge. If solo it will require about

Also you need 200, not 100.

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But how is it any different than villains clearing the PVE map they've had? and no one has complained about that.
How many Shivans are in one reset of that map, compared to the villain ones? Plus you get an ally on the Obos arc.

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Both the Shivan missions from Brass spawn more than the required number to get the badge with a team of three in one run.

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regardless, it's definitely more than 3% per reset, and can be done solo, so it's nowhere near the Weatherman status. I haven't heard people calling for teammates to finish this badge, the complaint was only about PVP originally and THAT has been addressed it seems.

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Given the lack of players in Bloody Bay, I find myself just going there to finish the badge.

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On a related note is the DE Eminators requiring a 500 count.

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So maybe we want to make a case for the badge being normal non-summoned Illusionists, too? Is that the best fix, since badge amounts very infrequently get changed?

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Yes, it would make a lot of sense to just get all of them to count.




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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Epic problems:

* Just what is the dev definition of "epic"? Two specific details that would help: What percent of characters/players do you feel should reach an Epic level of any achievement? For a single achiever, what time frame do you expect them to be working on that badge? If we know the dev goals, we can offer better feedback on how the badges meet those goals.

* Epic Heal, Damage, and Mezzed badges are considered by many people to be so high they can only be achieved through AFK farming, not through regular play. Is this really the intended design?

* Epic Inf badges are considered by many people to be so high they can only be achieved through farming or grinding, not through regular play. Is this really the intended design?

* Empath cannot be achieved through regular play at all given the potential lifespan of the game. It needs 1,000 hours at 100,000 hp healed/hour (roughly 1,700 hp/minute), and that rate is very difficult to achieve even as the only healer on a full team of 50s. (Note: this calculation is based on the I13 fix to its originally intended value.)

* Immortal cannot be achieved through regular play at all given the potential lifespan of the game. (See also: issue with +HP and damage, under Achievements.)

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I guess Synapse gave us an answer to the above:
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So, going forward—beginning with the Mission Architect badges—we’ve decided to move away from “count” badges that might encourage farming and/or aberrant game play.

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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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-----------------------------------------
Architect:

Test Mode:
* What is the goal for Virtual badges? If the goal is testing your arc with many characters, then some badges are set so high as to discourage that since you need to focus on one character to even have a chance at reaching the badge. If the goal is testing as an author (out of character) then shouldn't all test badges apply account-wide? Perhaps both goals could be achieved if the low-count badges were character-based and the high-count ones tracked all characters.

* Virtual badges are too artificial, since there's no real reason to "handicap" yourself to test mode - you can publish a draft and earn real, spendable ticket drops just as easily. Thus, a virtual badge is not really "normal play" at all.

* Virtual Slayer is 5 times the original value of the Zookeeper badge. This is insane as no one would test their missions that extensively for zero rewards.

* End of Mission virtual tickets do not exist on Test. This makes the virtual ticket badge much harder than the same amount of Live tickets. (In general, beyond badges, knowing virtual mission rewards would seem useful to evaluate a mission's ticket production levels.)

* Mission High Inquisitor: This badge is for completing 100 MA arcs in test mode, not just missions as the text says.

* Virtual Slayer is far too high to be realistic. Were the requirements for the Victor and Virtual Victor lines switched?


Publishing:
* Customizer badge should be account based, as it is the Player publishing the critter, not the character.

* Chosen One is considered too subjective to be a fair badge reward. Seeing as Dev's Choice is nothing but an award all by itself, does that reward really need a badge award on top of it?

* Badges for receiving good ratings - the Builder line, and by extension Hall of Famer - are too problematic. They can be griefed. They encourage nepotism (ie: star cartels). Suggestion: change these badges to track an accumulation, not an overall average. Such as counting ratings of 3+ stars, or counting tickets received from ratings. After all, no other badge gets negative progress based on some other person's actions. (If the Hall of Fame remains based on rating alone, perhaps Hall of Famer badge should be removed?)

* Badges for arc ratings (the Builder line) should be able to accumulate from many arcs, not just the best rated arc you own. Problems from the current setup include resetting progress with unpublished arcs (or arcs promoted to Dev Choice), and general confusion/untrackabililty. An accumulated total (as described in the prior point) would easily dodge this problem.

* Are tickets earned from mission ratings supposed to be giving credit to every character on the account? Should they only be awarding the charcter who claims the tickets?


General architect usage:
* Inspiration drops on Dev Choice arcs are not counting for the badges. (Probably because of the way those mobs have normal non-MA rewards.) Suggestion: add Achievement badges for normal Inspiration drops; that would not alter the DC drop system, but would be simple to realize what's counting for which badge.

* Dev Choice arcs give normal drop rewards, but don't give normal badge credit. This is a source of much confusion (is it made clear enough in the MA documentation?) What is gained by denying the badge credit from an arc that the devs have decided is balanced enough to give normal drops?

* Click Objective and Escort tasks not team friendly. This includes non-required objectives of those types. (See the General section for more details.)

* End of Mission ticket drops do not count for the over-the-cap badges. This makes the badge much more difficult than it should be, not to mention a bit ironic since typically the in-mission tickets are more likely under the cap and the end-of-mission ones are more likely to be over the cap after you've filled up in-mission. This should change so that end-of-mission tickets are never wasted (and compensating for wasted tickets over the cap was the whole point of having this badge).

* Badges for running Hall of Fame arcs have a problem in that an arc can lose it's HoF status while you are running it, thus nullifying your credit. Can this be improved somehow? (Either on the badge side, or improve the volatility of the HoF status.)

* The badges in the inspiration earned series do not produce credit if your tray is full, even if the drop is otherwise earned.

* The Mission Engineer accolade counts for the Architect X line of badges, even though it's in a different section. This causes confusion, especially compared to things like Architect or Master Architect that are in other sections and don't count for Architect X badges.

* Is Early Bird supposed to be account-wide? Particularly after the change in Beta to make it one of the first 10 to play the arc, not the first 1.

* Early Bird does not always award account wide, unlike official statements state.

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Oh, and this section is now almost entirely useless.




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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Mission Statement:
Many MANY players approach badge collecting as a mini-game - and often a competitive one - no different than PVP, Market "PVP", SG competition, Kiosk rankings, TF races, etc.
Proceeding from that position, this list will take into account issues such as balance, achievability, openness to new players, challenge-vs-reward, the general "fun factor", and all the other design considerations one would normally expect for a major game feature.
It is our hope that the developers approach badging with the same care, insight and commitment they've shown other systems such as the Architect, Raids, Holiday Events, and so on.

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or, they could completely dumb down the system to marking if you've toured all the new content and no longer provide any sort of larger goals.
oh well.


 

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Epic problems:

* Just what is the dev definition of "epic"? Two specific details that would help: What percent of characters/players do you feel should reach an Epic level of any achievement? For a single achiever, what time frame do you expect them to be working on that badge? If we know the dev goals, we can offer better feedback on how the badges meet those goals.

* Epic Heal, Damage, and Mezzed badges are considered by many people to be so high they can only be achieved through AFK farming, not through regular play. Is this really the intended design?

* Epic Inf badges are considered by many people to be so high they can only be achieved through farming or grinding, not through regular play. Is this really the intended design?

* Empath cannot be achieved through regular play at all given the potential lifespan of the game. It needs 1,000 hours at 100,000 hp healed/hour (roughly 1,700 hp/minute), and that rate is very difficult to achieve even as the only healer on a full team of 50s. (Note: this calculation is based on the I13 fix to its originally intended value.)

* Immortal cannot be achieved through regular play at all given the potential lifespan of the game. (See also: issue with +HP and damage, under Achievements.)

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I guess Synapse gave us an answer to the above:
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So, going forward—beginning with the Mission Architect badges—we’ve decided to move away from “count” badges that might encourage farming and/or aberrant game play.

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Synapse also stated the following...

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Q: What about non-Mission Architect badges?

A: We have no current plans to revisit old badges at this time, and I don’t foresee us doing this really. All badges unrelated to the Mission Architect will remain unaffected by the changes outlined above.


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So it could go either way. One statement says they will start with MA badges, i9mplying that they will explore other badges as well in the future.

And the other statement says they won't be messing with the previous badges we have earned for the past 5 years.


[B]Leading Badge Holder in the City of Community[/B]
Owner & Operator of...
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Posted

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So, going forward—beginning with the Mission Architect badges—we’ve decided to move away from “count” badges that might encourage farming and/or aberrant game play.

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Synapse also stated the following...

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Q: What about non-Mission Architect badges?

A: We have no current plans to revisit old badges at this time, and I don’t foresee us doing this really. All badges unrelated to the Mission Architect will remain unaffected by the changes outlined above.


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So it could go either way. One statement says they will start with MA badges, i9mplying that they will explore other badges as well in the future.

And the other statement says they won't be messing with the previous badges we have earned for the past 5 years.

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The first statement is about future badges they create, not about addressing older badges.

I read 2 statements from Synapse,
1) The only "fix" (and I use the term loosely) that they like is to completely erase the problematic badge. (They don't want to make Virtual Slayer a level at which farming is irrelevant, they just want to forget they even tried it.)
2) They will not be deleting old badges.
Hence, a little logic says,
3) They will not be doing anything to address older badge problems. Since deleting is not an option in their opinion, and they don't seem to want to put in more reasonable improvements to the badge system, we'll never see things like a fix to how the damage badges are counted.

In other words, we may be completely wasting our keystrokes in this thread.


 

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In other words, we may be completely wasting our keystrokes in this thread.

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BINGO

The implications are unpleasant


 

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The first statement is about future badges they create, not about addressing older badges.

I read 2 statements from Synapse,
1) The only "fix" (and I use the term loosely) that they like is to completely erase the problematic badge. (They don't want to make Virtual Slayer a level at which farming is irrelevant, they just want to forget they even tried it.)
2) They will not be deleting old badges.
Hence, a little logic says,
3) They will not be doing anything to address older badge problems. Since deleting is not an option in their opinion, and they don't seem to want to put in more reasonable improvements to the badge system, we'll never see things like a fix to how the damage badges are counted.

In other words, we may be completely wasting our keystrokes in this thread.

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WOW, Mad Scientist and I just agreed on something ...

I read the post to say, "We are tired of people complaining, and instead of fixing the problems, instead now all badges from now on will be set to uber-easy. "


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

Posted

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Hence, a little logic says,
3) They will not be doing anything to address older badge problems. Since deleting is not an option in their opinion, and they don't seem to want to put in more reasonable improvements to the badge system, we'll never see things like a fix to how the damage badges are counted.

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A little logic nothing... Synapse flat out said; "We have no current plans to revisit old badges at this time, and I don’t foresee us doing this really." (emphasis mine)

So Synapse has basically said they ain't gonna work on none of the old badges.

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In other words, we may be completely wasting our keystrokes in this thread.

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The PvPers had a list of Known Issues. The Devs ignored it and did what they wanted to do.

The Base Builders have had a list of Known Issues since the dawn of time. The Devs just plain ignore it and them.

The Badging Community has a list of Known Issues. The Devs ignore it and delete 89 badges punitively.

You're definitely wasting your time. It's your time to waste, but if I may offer you all a bit of advice... take the weekend off from badge issues. Take that time to just think; "Do I really want to continute banging my head against the wall in an attempt to convince the devs to fix some of these ridiculous badges?" Come Monday if the answer is yes, then carry on. If not, then my I respectfully recommend that you all save yourselves the headaches?

I think the devs have proven that they don't see us as important, as customers, as people. They see us as subscriptions, as money. Don't like it? Complain and you'll lose what you've worked for. Your badges, your PERC title, or just flat out banned altogether.


 

Posted

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[ QUOTE ]
Hence, a little logic says,
3) They will not be doing anything to address older badge problems. Since deleting is not an option in their opinion, and they don't seem to want to put in more reasonable improvements to the badge system, we'll never see things like a fix to how the damage badges are counted.

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A little logic nothing... Synapse flat out said; "We have no current plans to revisit old badges at this time, and I don’t foresee us doing this really." (emphasis mine)

So Synapse has basically said they ain't gonna work on none of the old badges.

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my point being to clear up that it's not just a comment like "don't worry, we won't be removing 80% of all older badges, too" it's actually a much bigger problem if they won't even go back and fix the old badges that are definitely bugged - never mind the old ones that are terribly designed.



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The PvPers had a list of Known Issues. The Devs ignored it and did what they wanted to do.

The Base Builders have had a list of Known Issues since the dawn of time. The Devs just plain ignore it and them.

The Badging Community has a list of Known Issues. The Devs ignore it and delete 89 badges punitively.

You're definitely wasting your time. ...

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You don't have to tell me about the base issues
but in fairness, these collected issues *have* brought some things to dev attention. I can rattle off a couple of badge problems that got solved over the years that were on this list. (Though mostly the type of problem like "it plain old doesn't work, ya'know!")
AND these lists are encouraged by people like Ex Libris who monitor the forums. They seem to serve some purpose. or, at least, I used to think they did, now I'm not so sure.


 

Posted

archiving this here, based on an idea in the MA Badge Revisions thread,

This is an idea to fix the objective count badges.
The problem to address is that people create missions with artificial objectives, or very short arcs, just to farm these badges.
Note as a side effect, this setup would also remove the team unfriendly aspects of the badges, too.


Extractor line - rescue 1, 5, 10, 25, 50 hostages
change to: Complete 1, 5, 10, 25, 50 missions that require rescuing a hostage.

Destructive line - destroy 1, 5, 10, 25, 50 objects
change to: Complete 1, 5, 10, 25, 50 missions that require destroying an object.

Poor Impulse Control line - click 10, 25, 50, 100, 250 objects
change to: Complete 1, 5, 10, 25, 50 missions that require clicking an objective.

Workaholic line - 5, 10, 25, 50, 100 optional objectives
change to: Complete 1, 5, 10, 25, 50 missions when having completed an optional objective in that mission.

and in light of those, these other 2 series would become rather mundane, but could be improved with similar changes...

Gamer line - complete 1, 10, 25, 50, 100 arcs
change to: Complete 1, 5, 10, 25, 50 missions that require defeating all enemies.

Heroic/Villainous line - complete 10, 25, 50, 75, 100 of your faction's arcs
change to: Complete 1, 5, 10, 25, 50 missions that require defeating a custom boss.

(I think that covers all possible objectives one can create.)


Why scale them to a max of 50?
Ouroboros Mender is for 50 and no one seems to have complained.
Yes, not every mission will progress all those badges at once, but remember Obos is counting *Arcs*, which could be 150-250 missions total, or more. So even progressing only 1 badge per mission this should be scaled just fine.

And remember, the MA description tells you in detail what type of objectives a mission has. So like using a list of story arcs to optimize Obos badge chasing, you can still optimize this system, though it can't really be "gamed". Unless someone wants to actually make a case that *completing* a mission is an evil form of farming.


 

Posted

Extractor, Destructive, Poor Impulse and Workaholic...I think those changes would make them more tedious.

Gamer - remove the 'defeat all enemies' tag to it and I think it's good.

Heroic/Villainous - Don't think I see anything wrong with that change.


 

Posted

[ QUOTE ]
Extractor, Destructive, Poor Impulse and Workaholic...I think those changes would make them more tedious.

[/ QUOTE ]

How so?
Tedious if you're trying to complete it today? Sure. But of course, that's the problem of farming that is trying to be addressed.
Tedious if you're going to be running 50 MA arcs anyways to get some serious amount of use out of the system as it was designed to be played? Probably you won't even notice, you'll just eventually have done enough of that type.

Say you run 50 arcs. an average of 3 missions per arc. You'd need to average 1 mission in 3 having each objective. Doesn't seem to ask you to go far out of your way, especially if you can peek at the mission spoilers ahead of time.


[ QUOTE ]
Gamer - remove the 'defeat all enemies' tag to it and I think it's good.

[/ QUOTE ]
well, I kinda figure that a simpler subset of the other badges would be a bit too trivial. so the option is to either make it more specific (and there was only one option for requirements left to use), or raise its number. The former made more sense given the Obos Mender comparison to keep the number at 50.


 

Posted

[ QUOTE ]
archiving this here, based on an idea in the MA Badge Revisions thread,

This is an idea to fix the objective count badges.
The problem to address is that people create missions with artificial objectives, or very short arcs, just to farm these badges.
Note as a side effect, this setup would also remove the team unfriendly aspects of the badges, too.

[/ QUOTE ]
And until such a time the game can count [u]missions[u] instead of [u]arcs[u] these would be a bad idea.




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