Getting harder and harder to badge.
And of course the more of us that lose interest the harder it becomes for those still interested to drum up support for these exotic teams/leagues.
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I have been increasingly concerned about a specific issue with some of the recent trial badges. Its one thing to ask a single player to perform some degenerate behavior to get a badge, whether its killing thousands of monkeys for no reason or whatever. If you really want the badge, you'll complain about it but you'll do it. Its another thing to make badges that require teams, like completing Positron's task force.
Combining the two is problematic because you have to ask an entire team to do something unrelated to the primary task. Even the old school Master badges asked teams to at least do something that didn't interfere with running the task force: don't die. You can ask someone to not die, please. But Master of Keyes? That requires volunteer bunnies to hop around avoiding patches, an activity that isn't strictly necessary to complete the trial. And it requires a league to deliberately shoot at the thing you're not supposed to shoot at for the sole purpose of taking more damage for no reason. Master of Underground requires asking an entire league to give up an additional half hour of their lives creeping through tunnels and shooting at bombs instead of just setting them off and getting to the end of the trial. When badging was something you could either do solo or do with a team where the badge requirements were nominally parallel with doing well at the team task in general, badging was at worst an extra activity that wasn't antagonistic to the rest of the game. But badges like Preservation Specialist put badgers in actual conflict with other players: others have to suffer for you to get that badge, and unnecessarily if they are not badgers. Master of Lambda has similar silly requirements that require asking an entire league to do something stupid just so the badgers can get the badge. I think that's a problem. The devs need to institute a cardinal rule on badges: badges that require teams will not require degenerate behavior from the league. Badges that can be acquired solo can ask the players to do anything the devs wants, but badges that require teams should never require badges to force non-badgers to do blatantly unproductive things. |
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How about this:
In order to make it worth the effort for folks that either already have the badges or don't care about badging, whenever a trial is run and a trial badge from that trial is earned by anyone in the League, everyone gets an Astral merit at the end.
Just to be clear, not one Astral merit for each badge earned, just one Astral merit if at least one trial badge is earned.
If this isn't enough incentive, I suppose the Devs could increase the reward with any of the following, more Astral merits, Empyrean merits, influence, reward merits, a temporary minor buff like that from a buff station, etc.
I think if folks were rewarded for helping other folks earn a badge then this issue would sort of correct itself without having to rework the badge requirements etc.
I think it will encourage new blood to join the league because those that already have the badge can't get the league this extra small reward so it can't be "gamed" to milk the system so-to-speak.
"All that crap is grey to me, no XP." - Positron 5/15/05 8:36am . . . The world stopped and silence ensued except for the sound of a crying infant off in the distance.
"Everyone needs to chill the hell out." - BackAlleyBrawler 11/13/08 3:26pm . . . Geeks around the world stopped and blinked.
It would be nice if the Devs went back and changed the Lambda and BAF badges so they awarded for accomplishing things you actually want to accomplish. Examples
Lambda Lambda Looter => The league gets all the Acids and Grenades in under 5 minutes AntAcid => The league uses all the Acids on the doors. Well Stocked => Marauder is not pacified for more than 5 seconds at a time after the first grenade. |
- Lambda Looter: Complete the Lambda Sector Trial having acquired 10 Pacification Grenades and 10 Molecular Acids but using no Grenades or Acids in the final battle. *Note: this doesn't carry the EXTRA clause of "you can't collect any outside" which is totally stupid.
- Antacid: Complete the Lambda Sector Trial having acquired 10 Molecular Acids in 5 minutes.
- Well Stocked: Complete the Lambda Sector Trial having acquired 10 Pacification Grenades in 5 minutes.
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
How about this:
In order to make it worth the effort for folks that either already have the badges or don't care about badging, whenever a trial is run and a trial badge from that trial is earned by anyone in the League, everyone gets an Astral merit at the end. I think if folks were rewarded for helping other folks earn a badge then this issue would sort of correct itself without having to rework the badge requirements etc. I think it will encourage new blood to join the league because those that already have the badge can't get the league this extra small reward so it can't be "gamed" to milk the system so-to-speak. |
As an example: Why would a team spend an extra half hour working on bombs in the Underground trial for an extra astral merit when they could run a BAF trial in that same time and earn 5 of them?
The trial badges already work this way. Currently, any badge requirements fulfilled by the league results in an extra astral merit for each one. Also, there is a random uncommon salvage drop for the first 3 badges earned and a random rare drop for the master badge. The problem is, its not enough of an incentive.
As an example: Why would a team spend an extra half hour working on bombs in the Underground trial for an extra astral merit when they could run a BAF trial in that same time and earn 5 of them? |
In my defense, I was just trying to offer up an idea to improve things.
Personally, I don't play incarnate content as I loathe iTrials, specifically league play. I am waiting while my year sub runs down to see if/when there will be non-league means for incarnate advancement either solo or single team like task forces, etc.
I was an avid badger, but, well, since I'd rather not bash the Devs or anyone for that matter, let's just say that I badged for fun, and for me, it's no longer fun.
"All that crap is grey to me, no XP." - Positron 5/15/05 8:36am . . . The world stopped and silence ensued except for the sound of a crying infant off in the distance.
"Everyone needs to chill the hell out." - BackAlleyBrawler 11/13/08 3:26pm . . . Geeks around the world stopped and blinked.
The trial badges already work this way. Currently, any badge requirements fulfilled by the league results in an extra astral merit for each one. Also, there is a random uncommon salvage drop for the first 3 badges earned and a random rare drop for the master badge. The problem is, its not enough of an incentive.
As an example: Why would a team spend an extra half hour working on bombs in the Underground trial for an extra astral merit when they could run a BAF trial in that same time and earn 5 of them? |
Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
1387 badges, and counting
How about this:
In order to make it worth the effort for folks that either already have the badges or don't care about badging, whenever a trial is run and a trial badge from that trial is earned by anyone in the League, everyone gets an Astral merit at the end. Just to be clear, not one Astral merit for each badge earned, just one Astral merit if at least one trial badge is earned. |
BAF
1 Random Uncommon for first time, 1 Astral Merit each successive time: Not On My Watch
1 Random Uncommon for first time, 1 Astral Merit each successive time: Alarm Raiser
1 Random Uncommon for first time, 1 Astral Merit each successive time: Gotta Keep 'Em Separated
1 Random Uncommon for first time, 1 Astral Merit each successive time: Strong & Pretty
1 Random Rare for first time: Master of the B.A.F.
Lambda
1 Random Uncommon for first time, 1 Astral Merit each successive time: Synchronized
1 Random Uncommon for first time, 1 Astral Merit each successive time: Lambda Looter
1 Random Uncommon for first time, 1 Astral Merit each successive time: Antacid
1 Random Uncommon for first time, 1 Astral Merit each successive time: Well-Stocked
1 Random Rare for first time: Master of Lambda Sector
Keyes
1 Random Uncommon for first time, 1 Astral Merit each successive time: Anti-Anti-Matter
1 Random Uncommon for first time, 1 Astral Merit each successive time: Bunker Buster
1 Random Uncommon for first time, 1 Astral Merit each successive time: Loves a Challenge
1 Random Uncommon for first time, 1 Astral Merit each successive time: Avoids the Green Stuff
1 Random Rare for first time: Master of Keyes Island Reactor
Underground
1 Random Uncommon for first time, 1 Astral Merit each successive time: Regenerate This
1 Random Uncommon for first time, 1 Astral Merit each successive time: Tour Guide
1 Random Uncommon for first time, 1 Astral Merit each successive time: Preservation Specialist
1 Random Uncommon for first time, 1 Astral Merit each successive time: Avatar Assassin
1 Random Rare for first time: Master of the Underground
TPN
1 Random Uncommon for first time, 1 Astral Merit each successive time: News Flash
1 Random Uncommon for first time, 1 Astral Merit each successive time: Fair & Balanced
1 Random Uncommon for first time, 1 Astral Merit each successive time: Television Addict
1 Random Uncommon for first time, 1 Astral Merit each successive time: Tonight's Top Story
1 Random Rare for first time: Master of TPN Campus
MoM
1 Random Uncommon for first time, 1 Astral Merit each successive time: Dreamwalker/Dreamkiller
1 Random Uncommon for first time, 1 Astral Merit each successive time: A Perfect Storm
1 Random Uncommon for first time, 1 Astral Merit each successive time: Daylight Saver
1 Random Uncommon for first time, 1 Astral Merit each successive time: Lost Connection to Server
1 Random Rare for first time: Master of Minds of Mayhem
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StainedGlassScarlet - L50 Spines/Inv Scrapper | Badges: 1,396
Avatar detail taken from full-size piece by Douglas Shuler here
I have been increasingly concerned about a specific issue with some of the recent trial badges. Its one thing to ask a single player to perform some degenerate behavior to get a badge, whether its killing thousands of monkeys for no reason or whatever. If you really want the badge, you'll complain about it but you'll do it. Its another thing to make badges that require teams, like completing Positron's task force.
Combining the two is problematic because you have to ask an entire team to do something unrelated to the primary task. Even the old school Master badges asked teams to at least do something that didn't interfere with running the task force: don't die. You can ask someone to not die, please. But Master of Keyes? That requires volunteer bunnies to hop around avoiding patches, an activity that isn't strictly necessary to complete the trial. And it requires a league to deliberately shoot at the thing you're not supposed to shoot at for the sole purpose of taking more damage for no reason. Master of Underground requires asking an entire league to give up an additional half hour of their lives creeping through tunnels and shooting at bombs instead of just setting them off and getting to the end of the trial. When badging was something you could either do solo or do with a team where the badge requirements were nominally parallel with doing well at the team task in general, badging was at worst an extra activity that wasn't antagonistic to the rest of the game. But badges like Preservation Specialist put badgers in actual conflict with other players: others have to suffer for you to get that badge, and unnecessarily if they are not badgers. Master of Lambda has similar silly requirements that require asking an entire league to do something stupid just so the badgers can get the badge. I think that's a problem. The devs need to institute a cardinal rule on badges: badges that require teams will not require degenerate behavior from the league. Badges that can be acquired solo can ask the players to do anything the devs wants, but badges that require teams should never require badges to force non-badgers to do blatantly unproductive things. |
While I certainly sympathize with the badgers, I'd prefer it if the Master badges required at least one dedicated run to unlock. It certainly doesn't need to be a degenerate activity, just something that a league would have to go out of its way to do. The BAF setup seems like a good model to me: Keep 'Em Separated requires a clearly sub-optimal strategy, but it's not a deliberately self-destructive strategy. Meanwhile, the other badges can be picked up over the course of a few normal (or very-slightly-different) runs.
That's the model I'd prefer the devs used going forward.
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I've been on Trials where people go for the badge requirement even though no one needs the badge. They do so for the extra Astrals.
But to Arcanaville's point: There are some requirements that are mutually exclusive or unduly burdensome to get 'along the way.' The two mutually exclusive "don't use temp drops" on Lambda or the shoot-oneself-in-the-foot "go ahead and damage Anti-Matter" badges are of the type no one would ever do "along the way."
(However, the bomb badge in the UG is doable "along the way" without creeping if the team gets into a groove about it.)
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I think everyone has their own badge "breaking point"
For some it was inventions and flashbacks. For me its these trial Master badges. I'm sure I'll pick a few up here and there on SG (Fusion Force) teams, but for sure the drive to get "them all*" has diminished. *I guess technically for me the first break point was going Rogue, as Catwhoorg is true blue on the alignment meter and wont change that. I did use some secondary badgers to get both sides though. |
I also have a main like Catwhoorg, who tries hard to be heroic and has never crossed the line toward brutality or vigilantism. As such, she won't be going Vigilante and thus many badges are out of her reach. I'm okay with that. I don't regularly check where I fall on the badge count anymore, although it is nice to get new ones when they become available.
That brings me to my final point, the one this thread is focused on. Previously, the Master of badges were simple: don't die and don't use any temp powers. A team could attempt any of the badges and obtain it with a SINGLE excellent run, not going too far out of the way in terms of the TF/SF's entire objective. But for some time now, the new Mo badges take that rationale and stomp it into the ground. We've gone from logical goals for badges to wholly illogical actions that can penalize your teammates (Underground), require multiple runs (Lambda), demand split-second timing across the zone (Keyes), or require some other increasingly arbitrary criteria that only loosely fits the objective of the trial (TPN, or take your pick). The new Master of badges have become gimmicky, and that only seems to be increasing. Each trial produces some new gimmick that's required for success, with multiple new, minor gimmicks required to earn the badges necessary for the Master of badge. There's no logical progression or parallel for badge requirements across the i-trials, and that makes the attempts for the new Mo badges feel more frustrating, which I think adds significantly to the relatively low demand among players to run these.
What I'd suggest for any Master of Badges:
1--All the badges required for a trial's/tf's/sf's Mo badge are obtainable in ONE RUN. It might require a perfect run, but the Master badge shouldn't require having to successfully repeat the trial four or five times. Sorry Lambda, but beating Marauder using no grenades AND no acids should give you all the appropriate badges at once.
2--Getting a badge required for a master badge shouldn't require you to hurt or sacrifice a teammate, with a possible exception if the teammate in question obtains the badge too.
3--Make sure the ultimate reason for failing to obtain a required badge is because the players did something wrong, or failed to do something right. Having a badge at the mercy of an NPC or mob, as I would argue happens to be the case with The Midnight Dodger What Dodges at Midnight badge. The Malta boss can knock players out of the tiny safe zone even with maximal team effort, and that shouldn't be how a team fails a badge run.
Avoid the Green Stuff, Preservation Specialist and a couple more are disgraceful.
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I waited *years* to get the RV AVs on both sides, and I farmed the original Empath badge for nine months, and I did all ten thousand monkeys for the original Zookeeper in one four hour stretch on a bet. I'm not exactly a whiner when it comes to badges.
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The ironic thing is that Avoids the Green Stuff would be a badge I would personally find a fun badge if it showed up in a soloable mission. My only complaint with it is that you have to inflict its acquisition on an entire league. For that matter, I'd do Preservation Specialist in a solo mission with no complaint.
I waited *years* to get the RV AVs on both sides, and I farmed the original Empath badge for nine months, and I did all ten thousand monkeys for the original Zookeeper in one four hour stretch on a bet. I'm not exactly a whiner when it comes to badges. |
As for the old requeriments, yes, been there done that. In fact, Blue Rabbit dinged 50 spanking monkeys in PI. Why? Because I love spanking monkeys.
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Exactly. I wouldn't mind doing those if it were dependent upon me, not on others. I've lost count of how many times I've avoided the green stuff, have not been killed,....
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We were a team of people whose goal was dedicated to acquiring this badge, and it still took us ~40 attempts. There's almost no chance to get the badge on a regular Keyes runs. When I do Keyes now, I just laugh when I see Green Stuff fail, inevitably, usually on the first beam.
Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
1387 badges, and counting
Avoids the Green Stuff is arguably the most difficult badge to get in the game. As a dedicated badger, it certainly was the badge that gave me the most difficulty. A group of us, over a period of four months, tried every Sunday for the Keyes badges, Green Stuff in particular. We started late September. Finally got Green Stuff the Sunday before Christmas. I'd estimate we did about 40 runs of Keyes (having done 2-3 Keyes per week).
We were a team of people whose goal was dedicated to acquiring this badge, and it still took us ~40 attempts. There's almost no chance to get the badge on a regular Keyes runs. When I do Keyes now, I just laugh when I see Green Stuff fail, inevitably, usually on the first beam. |
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If it's any help, four people with Incandescence can make the Green Stuff a breeze. Assuming everyone's on the same page and has their teleport prompts turned off you can cycle through the teleports while your designated taunter pulls AM out of the Obliteration area of effect. It took about 4 tries to get that badge when we had just two of us with the league teleport.
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Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
1387 badges, and counting
Dreamwalker is getting close to a breaking point for me.
Having to reset and farm the first mission for RANDOM arch-villains is tedious at the very least. We've been trying to get a friend on Pinnacle (@Catatomic) the Jack in Irons AV and we literally rest about 10 times last night and never got it.
This badge is stupid. Make it "Defeat 6 (or 10) of Malaise's Nightmares to earn this badge" and it will be much, much more bearable. As it is, it's like the old "Cage Fighter" badge in Arena before map selection was available. Just load in, exit and load in and exit and load in and exit over and over until you get your explore badge.
Blech.
On topic, I'm getting to 1,000 badges on my main then just getting any new ones as they come. Too may tedious badges out there for me to bother anymore.
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Avoids the Green Stuff is arguably the most difficult badge to get in the game.
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But at least they fixed the issue with pets who get trapped in the beam counting against you for badging... like a month after it came out.
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