Architect Badges?
See here for the full explanation.
Its supposed to be a punishment to the playerbase disguised as a "fix" to even the playing field of badges. Even though they are supposedly going through accounts and banning those who farmed/PL egregiously, they decided the best way to deal with it was to punish the players who actually earned them. Kudos, Posi.
Wow. So much fail in such a small space. Kudos, Mister_Wonder.
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I dont view their removal as any sort of punishment, and I have most of the ones being pulled, gained through just running lots of different arcs.
The explanation is pretty clear, those badges were encouraging behaviour they did not want enouraged in the MA, so they pulled em, to keep the MA in the future clear of purly badge farm type missions.
Then going forward they are goign to avoid implementing badges that encourage grinding for them.
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Wow. So much fail in such a small space. Kudos, Mister_Wonder.
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In my heart, I still have the Virtual Victor badge.
No patch is so large as to overwrite what is in there.
That blue thing running around saying "Cookies are sometimes food" is Praetorian Cookie Monster!
Shoot on sight, please.
*curls up in a ball and cries for Ticket <verb>er badges*
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The explanation is pretty clear, those badges were encouraging behaviour they did not want enouraged in the MA, so they pulled em, to keep the MA in the future clear of purly badge farm type missions.
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They threw the baby out with the bathwater. They didn't need to remove anywhere near that many badges. Was anyone setting up farm missions to get the badge for 1,000 inspirations? As far as I can tell, that series could be earned by ANYONE from NORMAL play.
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The Mentor Project
there is a thread about this in the badge forums
positron made another post stating there reasons that is alot clearer
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I thought Virtual Victor was still in?
And you were able to do it in an even smaller one. Kudos, FredrikSvanberg.
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Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
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there is a thread about this in the badge forums
positron made another post stating there reasons that is alot clearer
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I didn't have a problem with the clarity of the original post. I just strongly disagree with the decision, particularly since some of the changes run counter to their stated reasons.
Paragon City Search And Rescue
The Mentor Project
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The explanation is pretty clear, those badges were encouraging behaviour they did not want
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Except that most of them did NOT. The handful that DID could have been fixed by lowering the requirements. The "explanation" only makes a tiny bit more sense than their "explanation" for removing base salvage (i.e., fixing a "problem" that didn't exist).
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The explanation is pretty clear, those badges were encouraging behaviour they did not want
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Except that most of them did NOT. The handful that DID could have been fixed by lowering the requirements. The "explanation" only makes a tiny bit more sense than their "explanation" for removing base salvage (i.e., fixing a "problem" that didn't exist).
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But at what point does lowering them make them worthless, and is that point lower than the "discourages unwanted behavior" point?
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The explanation is pretty clear, those badges were encouraging behaviour they did not want
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Except that most of them did NOT. The handful that DID could have been fixed by lowering the requirements. The "explanation" only makes a tiny bit more sense than their "explanation" for removing base salvage (i.e., fixing a "problem" that didn't exist).
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But at what point does lowering them make them worthless, and is that point lower than the "discourages unwanted behavior" point?
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Well, either lower the requirements of the few higher-tier badges that have outrageous requirements (i.e., the ones that actually do encourage farming) or remove them, and leave the majority of the others alone. Like I said, *most* of them don't encourage farming because they are *easy* to get through normal play.
What is the reasoning for removing so many badges?
Virtue: @Santorican
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