Badge Issues tangent thread - Fabricator


Catwhoorg

 

Posted

In order to preserve the Badge Issues thread from tangents, please post feedback about the following point in this thread:

* Fabricator is too high. Base salvage gave opportunities for 5 or more craftings for one Empowerment buff, now that same buff produces only 1. Base salvage also gave an opportunity to craft components to sell, which were much cheaper than crafting IOs. Reach 10,000 is now a very unrealistic number.




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

summing up from my posts in the other thread:

Fabricator is too high. End of statement. File it with the rest of the epic badges. I don't think this needs to be justified by a history of how it might have been balanced before, it's not balanced now.

Where does the history matter? The number was originally set back in a time when Empowerment was different. We had approximately 5 craftings for one empowerment buff (4 components, then craft the buff itself), now we only have one. This is like when Zookeeper was originally chosen as 10k in a time with unlimited herd numbers and melee-only monkeys.
Further, old Empowerment used to use a different drop source. Which means that, all things being equal on Salvage generation, you have enough salvage to craft the non-Empowerment stuff you previously crafted, and then what? Well, maybe a few pieces that you may have otherwise sold to an NPC, but mostly it's going to be a lot less crafting with Empowerment using the same pieces as IOs.
Never mind the market and recipe issues that make buying the means to Empowerment so much more complicated now than it used to be.

Why fixate on Empowerment? Because I honestly don't think the devs intended this badge to be earned by crafting IOs exclusively.


 

Posted

"Fabricator is too high." From a perspective of "can this be attained through regular gameplay?" then yes, it's too high. There's no way anybody will make 10,000 crafts on a toon through regular gameplay. At Lv50, a player has 99 slots. Assuming he crafts all of his own enhancements, and does it on both builds, and he's constantly upgrading all of his enhancements every 5 levels, then there's a final set of replacements as he goes from common IOs to sets, he's going to craft, at the very most, 500 enhancements. So from that perspective, yes, Fabricator is set WAY too high.

However, if you're arguing from the "it was easier to get Fabricator when we had base salvage" then I respectfully disagree.

If you're arguing from the "it takes 4 crafts to get one base empowerment craft" perspective, then sure, I guess it was "easier."

But that's only part of the story. When we had base salvage, the procedure to get a single base empowerment power was overly complicated.

Either you had to get the right amount of base salvage, which was very difficult to do as each enemy group only dropped a specific type of base salvage. How many base salvage were there in the game? Over 200? And you had to be in the right level range to get those drops.

Alternatively, you could take 6 of any common invention salvage, 4 of uncommon, or 3 of rare and craft them into a base component. Right, like ANYBODY is going to craft 6 luck charms (or alchemical silver) into 1 arcane base component.

Then you'd craft those base components into temporary base empowerment powers. If I remember right, it took 3 base components for 1 power.

Using base salvage, you needed 3 salvage to get 1 component, then 3 components to get 1 temporary power. That's 4 total crafts from 9 base salvages.

Using invention salvage, you needed 6 salvage to get 1 component. That's 4 crafts from 18 invention salvage.

Under the current system, those same 18 invention salvage will give you 18 crafts. And you don't have to go through the process of converting invention salvage into base components. You simply convert the invention salvage directly into a temporary power.

From your perspective, you're thinking, "To get a temporary power, I made 4 crafts. Right now, to get a temporary power, I only make 1 craft. 4 crafts > 1 craft. The old way was better."

But from my perspective, I'm thinking "18 pieces of salvage used to only generate 4 crafts for me. Right now it generates 18 crafts. 18 crafts > 4 crafts. The new way is better."

Also, under the old system, the only people who had a realistic chance at getting Fabricator were those who ran large supergroups with tons of members and had access to a huge amount of base salvage. Or somebody who could figure out the base salvage system.

Right now, *anybody* has a realistic chance at getting Fabricator. All that person needs is a base with a base empowerment station and the knowledge and patience to purchase silver or mathematic proof for 100 inf each.

Sorry, but I disagree that the old way was easier. IMO, the new way is easier. Before issue 13, I had pretty much written off Fabricator as one of those badges I'd never get. Once issue 13 arrived and the process became more streamlined, I was able to work on Fabricator and got the badge on two toons.

Edited to add:

[ QUOTE ]
Reach 10,000 is now a very unrealistic number.

[/ QUOTE ]

If it's so unrealistic, then how was I able to get Fabricator on *TWO* separate toons since base salvage was eliminated?


Play my MA arcs!

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

 

Posted

Since Snow Globe wanted to keep this out of the "Badge Issues" thread, I'm bringing my post from that thread over here, where it belongs.

-----
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

 

Posted

Definitely too high NOW. Originally, it was 'in the right ballpark'. Some people felt it was high, but at least it wasn't nuts. You could do it in a matter of days if you were REALLY serious about it. When we got Brainstorms, it was trivialized. You could do it in an hour. Now, it's way too high. It certainly should not be divided by 10. The previous badge is for 1,000 craftings and you get 2/3 of those while earning all the IO badges.

Given how long it takes, and the earlier badge increments, plus the fact that you've already passed the accolade requirement.... I would think 2,500 is about right. It remains epic, but not stupidly so.


Paragon City Search And Rescue
The Mentor Project

 

Posted

[ QUOTE ]
However, if you're arguing from the "it was easier to get Fabricator when we had base salvage" then I respectfully disagree.

If you're arguing from the "it takes 4 crafts to get one base empowerment craft" perspective, then sure, I guess it was "easier."

[/ QUOTE ]
I think you are looking at the statements wrong, and you have some facts incorrect.

[ QUOTE ]
But that's only part of the story. When we had base salvage, the procedure to get a single base empowerment power was overly complicated.

Either you had to get the right amount of base salvage, which was very difficult to do as each enemy group only dropped a specific type of base salvage. How many base salvage were there in the game? Over 200? And you had to be in the right level range to get those drops.

Alternatively, you could take 6 of any common invention salvage, 4 of uncommon, or 3 of rare and craft them into a base component. Right, like ANYBODY is going to craft 6 luck charms (or alchemical silver) into 1 arcane base component.

Then you'd craft those base components into temporary base empowerment powers. If I remember right, it took 3 base components for 1 power.

Using base salvage, you needed 3 salvage to get 1 component, then 3 components to get 1 temporary power. That's 4 total crafts from 9 base salvages.

Using invention salvage, you needed 6 salvage to get 1 component. That's 4 crafts from 18 invention salvage.

Under the current system, those same 18 invention salvage will give you 18 crafts. And you don't have to go through the process of converting invention salvage into base components. You simply convert the invention salvage directly into a temporary power.

[/ QUOTE ]
The end result (empowerment buff) did NOT matter. Seriously. What the people did initially to get the Fabricator badge was this:
Buy stacks of Invention Salvage, convert to base components (see notes just after this), until one type of component reached 99 components. At that point craft a 1 component empowerment buff, then delete the buff. Repeat until that specific component was gone, but keep the other like type at 99 to be 100% sure that you'd get the component needed for the same buff.

Other errors in the above statements:
<ul type="square">[*]Common Invention Salvage converted 6-&gt;1.[*]Uncommon Invention Salvage converted 4-&gt;1.[*]Rare Invention Salvage converted 2-&gt;1.[/list]These crafts converted to one of twelve components:
<ul type="square">[*]Two tier 1 arcane (Mystic Element, Mystic Foci)[*]Two tier 2 arcane (Arcane Essence, Arcane Glyph)[*]Two tier 3 arcane (Magical Artifact, Magical Ward )[*]Two tier 1 tech (Tech Material, Tech Power)[*]Two tier 2 tech (Tech Hardware, Tech Prototype)[*]Two tier 3 tech (Experimental Tech, Tech Software)[/list]Each of these groups had 3 Common Invention to Component recipes, 3 Uncommon Invention to Component recipes, and 3 Rare Invention to Component recipes.

When you had 99 of a specific type of component, ever single conversion gave the other type 100% of the time.

[ QUOTE ]
From your perspective, you're thinking, "To get a temporary power, I made 4 crafts. Right now, to get a temporary power, I only make 1 craft. 4 crafts &gt; 1 craft. The old way was better."

But from my perspective, I'm thinking "18 pieces of salvage used to only generate 4 crafts for me. Right now it generates 18 crafts. 18 crafts &gt; 4 crafts. The new way is better."

[/ QUOTE ]
Like I've just shown, the end result is completely irrelevant. The buff gets deleted seconds after being crafted, and there were 9 different types of invention salvage that could craft that specific buff.

[ QUOTE ]
Also, under the old system, the only people who had a realistic chance at getting Fabricator were those who ran large supergroups with tons of members and had access to a huge amount of base salvage. Or somebody who could figure out the base salvage system.

[/ QUOTE ]
Or buy it from the auction houses, just like now.

[ QUOTE ]
Right now, *anybody* has a realistic chance at getting Fabricator. All that person needs is a base with a base empowerment station and the knowledge and patience to purchase silver or mathematic proof for 100 inf each.

[/ QUOTE ]
Nothing has changed, except you get less crafting credit.

[ QUOTE ]
If it's so unrealistic, then how was I able to get Fabricator on *TWO* separate toons since base salvage was eliminated?

[/ QUOTE ]
You would have gotten it a LOT quicker if you actually took the time to understand the old way, but it looks like you didn't take the time to do so.




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

[ QUOTE ]
Definitely too high NOW. Originally, it was 'in the right ballpark'. Some people felt it was high, but at least it wasn't nuts. You could do it in a matter of days if you were REALLY serious about it. When we got Brainstorms, it was trivialized. You could do it in an hour. Now, it's way too high. It certainly should not be divided by 10. The previous badge is for 1,000 craftings and you get 2/3 of those while earning all the IO badges.

Given how long it takes, and the earlier badge increments, plus the fact that you've already passed the accolade requirement.... I would think 2,500 is about right. It remains epic, but not stupidly so.

[/ QUOTE ]
I could seriously get behind this.




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

It can still be done in a week, and I am just about annoyed enough to do it ... again


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

 

Posted

[ QUOTE ]
But that's only part of the story. When we had base salvage, the procedure to get a single base empowerment power was overly complicated.

[/ QUOTE ]

putting aside the Fabricator discussion for a moment, Empowerment was MUCH easier before the change.

1) You could grab any old handful of base salvage and be able to make some kind of component. There were enough options for recipes to either get a drop, or just bid a few cents on pieces you didn't own and they'd finish something.

2) The recipes themselves were simpler, having only 4 possible options. So you could easily know what to have on hand - some of "everything" - instead of keeping notes on what recipe needs what pieces.

3) You could then hold those components easily. Which also means stocking up on them - perhaps directly buying them. (see below)

4) Even if you didn't have wht you needed, it was easy to find a component in storage. It was easy to set up a stash of storage for common use since you only had to hold 4 stacks

5) Storage capacity. nuff said.

6) Since the recipes were all tech or all arcane for components, and components were from tech or arcane foes, you had a good chance of finishing some pieces while on an arc. The new recipes are all a mix, which means on a long run of only one type of drops you'll *have* to go looking for more pieces on the market.

which brings up 7) The current system is susceptible to market chaos. If Luck Charm, Rune and Fortune are all having price or supply issues, then I can't make KB protection. It was nigh impossible to deny KB protection buffs under the old system.

and of course, 8) The parts to turn into Empowerment are now things that have other demands placed on them. Remember, Empowerment originally was a "freebie", things to do with extra base salvage. Now it's a memorized version of the temp power recipes. Frankly, the whole system needs to be rebalanced in light of the costs.

In all, I'm having a much more difficult time getting Empowerment crafted. To the point of utter frustration and darn near deleting a level 8 who was burning too much End and had no chance of buying what was needed for +Recovery.

From what I've seen with teammates, Empowerment has gone from very infrequent to completely absent since the changeover.


bringing it back to Fabricator...
The loss of base salvage has removed the entire market for crafted components.
It was a system that worked like IOs - buy parts, craft, and sell the resulting item hopefully for a profit. This was a far superior system to IOs since it was cheaper, and sold in stacks. This was a great way to grind Fabricator, and you didn't even need a large SG full of available salvage bins.
Note that Empowerment actually drove that system, there was a market for components. I used to bid 5k on stacks of 10 Tech Material to give me KB protection for many low levels.
So whatever someone *can* do with crafting and reselling IOs, the current system does it worse than what we used to be able to do.


 

Posted

I'm tracking crafts and sales over a period of a week on one character and will put the data here once complete.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

[ QUOTE ]
Definitely too high NOW. Originally, it was 'in the right ballpark'. Some people felt it was high, but at least it wasn't nuts. You could do it in a matter of days if you were REALLY serious about it. When we got Brainstorms, it was trivialized. You could do it in an hour. Now, it's way too high. It certainly should not be divided by 10. The previous badge is for 1,000 craftings and you get 2/3 of those while earning all the IO badges.

Given how long it takes, and the earlier badge increments, plus the fact that you've already passed the accolade requirement.... I would think 2,500 is about right. It remains epic, but not stupidly so.

[/ QUOTE ]

ahhh, but is Master Craftsman also too high?

There's this item in the main issues list:
* Field Crafter was intended to be earnable by level 40 (per Positron when it was first introduced). It takes 455 craftings for the 36 memorization badges. The 545 more to finish Master Craftsman are very unlikely before 40, especially after the removal of Base Salvage. Suggestions: reduce Master Craftsman to 500, or remove it completely from the Field Crafter requirements.

And if that one drops to 500, does that change the reasoning on not dropping Fabricator down any lower, like to 1,500?


 

Posted

[ QUOTE ]
It can still be done in a week, and I am just about annoyed enough to do it ... again

[/ QUOTE ]

as I asked about Empath and similar badges in the other thread...

Do you think Fabricator exists to be a singular reward for people who spend an entire week of their playing time doing nothing but chasing the reward for its own sake?

Just because on *can* does not make it good game design.


 

Posted

Just for reference:
My first field crafter redside got it before 25.

Before 40 is easily achievable



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

[ QUOTE ]
[ QUOTE ]
It can still be done in a week, and I am just about annoyed enough to do it ... again

[/ QUOTE ]

as I asked about Empath and similar badges in the other thread...

Do you think Fabricator exists to be a singular reward for people who spend an entire week of their playing time doing nothing but chasing the reward for its own sake?

Just because on *can* does not make it good game design.

[/ QUOTE ]

Ok, so instead of lowering the requirement to 2500 if the devs added a new badge at 2500 would that be acceptable?

and to answer your question, yes, I think that badges are a single reward, as part of the mini-game mentioned in the parent thread. As far as the time factor that is just a matter of commitment I picked a week cause I know I got it the first time in less than a week, but I was working two jobs and training several dogs at the time so maybe I could do it faster now who knows? I think the badges are good design now (for the most part) you pick the level you want to achieve and work towards it, most people will be happy with the tier 2 or 3 badges some the tier 4 others will work for the tier 5 and 6 badges. if less than 10 people had fabricator I might agree with you but badge-hunter alone shows over 150 with it.


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

 

Posted

More people had Zookeeper when its requirements changed. Given the removal of several avenues of crafting (brainstorms, invention to components, components to base items/empowerments, base salvage to components), a reduction is warranted.




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

[ QUOTE ]
Just for reference:
My first field crafter redside got it before 25.

Before 40 is easily achievable

[/ QUOTE ]

I'm not convinced that one example means it's generally easily achievable.

Mount Everest? People have been climbing that for 56 years. Must be easy. right?


 

Posted

[ QUOTE ]
Ok, so instead of lowering the requirement to 2500 if the devs added a new badge at 2500 would that be acceptable?

[/ QUOTE ]

huh? where would you get that idea from?

each badge has to be balanced individually. The amount of badges in the line doesn't affect how far out the last badge is. If they added 50 badges below Empath, Empath itself would still be unearnable in the lifetime of the game.


 

Posted

[ QUOTE ]
More people had Zookeeper when its requirements changed. Given the removal of several avenues of crafting (brainstorms, invention to components, components to base items/empowerments, base salvage to components), a reduction is warranted.

[/ QUOTE ]

Only if their original plans for how long it should take to get the badge included the other avenues you mention. If it was something they didn't consider and didn't want in the game then things are working as originally intended right now.

I got Fabricator without using empowerment crafts or components at all and got it within a couple weeks. I did do other things besides crafting. I don't think this is all that broken.


 

Posted

[ QUOTE ]
[ QUOTE ]
Just for reference:
My first field crafter redside got it before 25.

Before 40 is easily achievable

[/ QUOTE ]

I'm not convinced that one example means it's generally easily achievable.

Mount Everest? People have been climbing that for 56 years. Must be easy. right?

[/ QUOTE ]

Its hardly a unique or even rare example, ask in the market forum if you wish.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

[ QUOTE ]
[ QUOTE ]
Just for reference:
My first field crafter redside got it before 25.

Before 40 is easily achievable

[/ QUOTE ]

I'm not convinced that one example means it's generally easily achievable.

Mount Everest? People have been climbing that for 56 years. Must be easy. right?

[/ QUOTE ]

And that is where our views differ; I (and a couple others it seems) feel that the top tier badges should be achievable, and you seem feel they should be easy achievable. IMO that is what the tier one badges are for, not the tier 5 and 6 ones.


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

 

Posted

[ QUOTE ]
which brings up 7) The current system is susceptible to market chaos. If Luck Charm, Rune and Fortune are all having price or supply issues, then I can't make KB protection. It was nigh impossible to deny KB protection buffs under the old system.

[/ QUOTE ]
[ QUOTE ]
From what I've seen with teammates, Empowerment has gone from very infrequent to completely absent since the changeover.

[/ QUOTE ]

Definitely. Even with mountains of influence, it's just no longer worth the NUISANCE to craft empowerment buffs. I'll just buy the bloody -KNB IO or +recovery IO, slot it and never worry about it again.


Paragon City Search And Rescue
The Mentor Project

 

Posted

[ QUOTE ]
As far as the time factor that is just a matter of commitment I picked a week cause I know I got it the first time in less than a week, but I was working two jobs and training several dogs at the time so maybe I could do it faster now who knows?

[/ QUOTE ]
Obviously, you were not using your time efficiently. You should have been training those dogs to do the crafting for you.


Paragon City Search And Rescue
The Mentor Project

 

Posted

[ QUOTE ]
[ QUOTE ]
As far as the time factor that is just a matter of commitment I picked a week cause I know I got it the first time in less than a week, but I was working two jobs and training several dogs at the time so maybe I could do it faster now who knows?

[/ QUOTE ]
Obviously, you were not using your time efficiently. You should have been training those dogs to do the crafting for you.

[/ QUOTE ]

HAHA! No these were mastiffs, I really don't want THAT much drool on my keyboard.

ETA: but man I am still laughing at the mental picture of my lumbering beast sitting at my computer "I only need to buy 2000 more common salvage and then I get treats"


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

 

Posted

[ QUOTE ]
And that is where our views differ; I (and a couple others it seems) feel that the top tier badges should be achievable, and you seem feel they should be easy achievable. IMO that is what the tier one badges are for, not the tier 5 and 6 ones.

[/ QUOTE ]

No. You are incorrectly stating my view.
I never said anything about "easy".

Perhaps "practical" is a good word.

There is a difference between an Epic Amount of Crafting, and a Bloody Insanely High Amount of Crafting.


and really, if you just say "achievable" you're creating a false argument. Empath is technically achievable - it's not buggy, it is awarding, it is tracking your action. That doesn't mean it's practical by any stretch of the imagination. I believe that 10k is not practical for even the people who do craft an epic amount of stuff. In fact, I gave an example of a character of mine who I think does an epic amount of crafting, and 2,500 play hours on him I think would be too much to expect for a badge. (this goes back to the question posed to the devs in the main thread about what they benchmark as epic.)


 

Posted

[ QUOTE ]
[ QUOTE ]
And that is where our views differ; I (and a couple others it seems) feel that the top tier badges should be achievable, and you seem feel they should be easy achievable. IMO that is what the tier one badges are for, not the tier 5 and 6 ones.

[/ QUOTE ]

No. You are incorrectly stating my view.
I never said anything about "easy".

[/ QUOTE ]

How should I have interpreted the word 'easily' in the following?

[ QUOTE ]
I'm not convinced that one example means it's generally easily achievable.

Mount Everest? People have been climbing that for 56 years. Must be easy. right?

[/ QUOTE ]

[ QUOTE ]

Perhaps "practical" is a good word.

There is a difference between an Epic Amount of Crafting, and a Bloody Insanely High Amount of Crafting.


and really, if you just say "achievable" you're creating a false argument. Empath is technically achievable -

[/ QUOTE ]

How is it false if I say it is achievable, and it has been achieved? If nobody has ever achieved it ever, then maybe I would agree. Now you may say nobody has achieved it the way you feel it should be achieved. That may be true but that only makes it unachievable within the parameters you set up. (if arena heal farms were wrong they would have removed the badges as fast as they did for the GM badges earned "in error" on anniversary day )

I am still reading this as "the fruit just isn't hanging low enough for me yet, but I should have the fruit anyway."


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