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My read on that is that the emp station/storage items take up the same "slot" as a workbench would, which is what I've been positing all along. So they'd need their own workroom.
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On the Info for each base plot there's a listing for Storage items, which say you can have unlimited. I'm hoping Salvage Racks won't count against your limit of 6 Workshop items.
Actually, it will be a problem if the Salvage Rack forces you to sacrifice a Robotic Fabricator for this salvage swap convenience. 5% of the cost of your destroyable items may not be worth convenience. -
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Actually there are several ways to get the infamy badge before hitting level 30.
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and none of the methods you name give a sense of *achievement*.
I will repeat the heart of my arguement against using this badge for Doc:
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Let us *earn* the special content, don't use a badge that's produced as a side-effect.
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Your methods simply stop leveling until you can unlock the contact - you're not even working with a particular goal. You're still gaining Infamy as a mere byproduct of what you're doing at that time. You are not "working at" Infamy the way you might work at a kill badge. -
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2) There are no progress bars for the influence/infamy badges. Doc Buzzsaw is unlocked via the 1st infamy badge which is very tough to attain prior to level 30. If you don't get the badge by 30 you miss out on content. My suggestion is either change the requirement to unlock Doc Buzzsaw or give the influence/infamy badges a meter.
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The placeholder for that badge at least needs to say "Earn this badge by gaining Infamy". It says "???" and the second one references Infamy after you get Bling. It would be almost impossible for an uniformed player to know Doc's clue points to a badge if there's no indication of an Infamy badge.
Though I still don't think Doc should unlock with that badge. It's either automatic, or darn-near-unattainable-in-time. Let us *earn* the special content, don't use a badge that's produced as a side-effect. -
A few small updates (I'll wrap this into a whole new guide sometime soon.)
Arch-Villains now give a piece of Special Salvage to each person who defeats them. (as of a recent patch.)
There are 2 kinds of Special Salvage. Aeon Tech / Crystal Codex Fragments and Rikti Data Pad / Astrology Book are Non-Weapon Special Salvage. These are used in 6 formulas (a capacitor and two auxilliary control items for each origin), and each formulas only uses 1 piece of Special Salvage at a time. The other ones are Weapon Special Salvage, and the weapon formulas use 10 pieces at a time.
The non-weapon salvage drops less frequently than the weapon salvage, which seems perfectly balanced given the non-weapon's limited usage. -
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Hmmmmmm. Leaving people with 1% hp after a near one-shot. Guess the PvP debt will go up in Siren's.
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yeah, we need a few seconds of debt protection following *any* PvP action. -
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(2) When you have fullfilled the requirements to unlock a contact, you need to be told the contact is available. Next contact you talk to should introduce you to the contact.
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If these are supposed to be unlocked by exploring, that would remove any need to look for the person. Now they're just unlocked by achievement.
But... what if every contact in the game gave a BIG CLUE at some point in their communication. Either by completing a specific mission, or just advancing the contact bar, there is now a line "Tell me something interesting" alongside "available missions" and "ask about this contact". Unlike the one-time Difficulty-adjustment mission, these clues are always available if you call that contact.
Some examples,
- "Keep an eye out for Henri Dumont somewhere in Port Recluse. I hear he really has a vendetta against Scrapyarders." Each unlockable contact can be pointed to by a normal contact, who tells you the neighborhood and a second hint to unlock them.
- "I see you did a good job taking down those pirates! If you're curious about them, I've marked your map with the locations of some related tourist spots." and that puts waypoints to all the plaques for one badge.
- "I'm sure the city would do something great to reward any hero who cleans up after the Kraken." This alerts players that there's a giant monster badge.
- "so-and-so was looking for heroes for a very important mission." and refer to the Trial contacts, who are never as obvious as the TF contacts. Though the TF/SF contacts could maybe be added here, too.
- remind people to go back for their cape mission, or go to the tailor to unlock a new costume slot. -
could you in-game give people a heads-up that such things are even worth looking for?
for example, in the tutorial have one of the contacts point out the glowing circle at their feet and tell you to watch for more of those. -
oh for the love of...
WOULD YOU BOTH PLEASE STOP THREADJACKING?
thank you. -
The difference may be something like the RedCap vs Red Cap issue. Where the ones that spawn from another source were counted. I'm not sure about this, as I've not been able to try it myself, but I've seen a few posts about this mission instead of Rimsey.
Not sure on the progress bar. I guess you'll find out rather quickly. :-)
Yes, it's farmable, assuming you can ditch the hostage before you exit. Don't let him be killed by the ambush, though, that may give a mission failure.
Thanks for taking the time to experiment on this. -
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Like Beef Cake, I too have teamed to kill over 100 Overseers in the Rimsey mish and no badge or progress bar for the effort.
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Have you tried the Kidnap Akarist mission from Sonata? People claim that one works because the eyeballs spawned in the ambushes are different. -
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And silly me for suggesting people attempt to get Dimensional Warder at the proper level range.
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I could be a 45 and still not have the arc. Like if I have 2 other arcs open.
and what's wrong with a SK or two? 40's are perfectly welcome in Peregrine, and I see countless broadcasts there looking for more people to help kill an AV. -
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Positron, have you taken a look at the Mu Striker Gladiator Badge for Heroes at all? I must have killed over 200 hundred Mu by doing Multiple Chistmas event missions, Pocket D missions, and Siren's call hunting around the villian base. However, I still have not picked this one up. Thanks.
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The Gladiator requires killing Mu Guardians specificaly, Strikers don't count.
This is also a Level 29 Bug. Try exemplaring for some Arachnos missions in Bloody Bay with a large team. -
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Pardon me for asking, but why is this necessary? The Praetorians are all self-contained within two story arcs. Even if you blow past Tina Macintyre, the only one you'll miss is Anti-Matter. Everyone else you can get worry-free by going through Maria Jenkin's missions.
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Because not everyone is doing their arc. Sometimes you end up getting a number of them thru pickup groups and just want to complete the badge.
What about a Trophy list like the Gladiator list. Gladiators are not technically badges, they don't count for Pathfinder, and they award based on kills. This is the same, right? 1 kill of Neuron gets you the Neuron Trophy. And so on for every AV in the game. Positron thinks there are too many tabs on the Badge window, put this as a third tab on Missions, since they're similar to Souveniers.
As for Anti-Matter not counting... I thought the second time you face him he didn't self-destruct. So he'd be a reliable kill, you just need the proper mission. Maybe I'm wrong about that and always got lucky. (I'll add this to the issue list next update. He should either count all the time, or should have the "turn tail and run" code instead of "Anti-Matter has defeated Anti-Matter" destruct.) -
Positron, while you're poking around changing badge texts please update Agent Provocateur. It still says 50 PvP Missions. thanks
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ahhh... but there shall come a day when this Cabal badge will be all that stands between being #1 and being tied for #1, and on that day my hero stands ready with his list of demands ;-)
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I don't think it's quite as bad as you say.
8 badge obsessed players. You each run the TF, then each take turns killing all the pets. You get 35 kills per cycle. 10 cycles and you're done.
But wait... you can easily have 24 people get kill credit for each pet, since each team only needs 25% of the pet's HP. So you could do this with 24 people, 23 getting credit for each pet. 3 teams run the TF and you have 115 pets to kill. You only need the TF 3 times.
Are there 23 other badge obsessed players on Liberty? I think I can get 4 people from the SG to go in on this. -
WOW! Thanks, Positron. That covers a lot.
The Visionary Badge was for Rularuu Overseers when I got it on the Hero side a while back. Is this a change, or do you have the wrong mob? There are Overseers in "Rescue Rimsey" from Technician Naylor, and "Kidnap Akarist" from Johnny Sonata. In the Akarist mission they all show up as ambush waves, in case there's a difference. (Someone was claiming only the ambush ones got counted, but I have no post to refer to now.)
The real problem with Dimensional Warder is when you think you've killed all the Preatorians but can't tell which one is missing. I don't see how a sliding meter would help figure that out. Maybe we need a Personal Info tab with a listing of all AVs/Elites that we kill?
Can you see about getting these added to the patch notes as they go in?
Thanks again. and thank you to whoever added Pantheon Masks to the zones. -
Monkey_King made a post in the older badge issue thread which I'll address here.
On Elixer of Life / Twilight credit...
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It shouldn't go on the list if it's not true, though. That just contributes to the spread of misinformation. People say this quite a bit only because they're parroting something they heard elsewhere.
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But that's exactly why I gathered it. This isn't *my* list, it's a collection of what other people have brought up. (Originally, just a collection of everything Positron didn't answer in his Questions thread, but it grew rather quickly.) This healing problem is mentioned very often and I've seen nothing refuting it.
I'll point out that other issues regarding iffy badge requirements *are* getting addressed. Mob Specialist confusion was resolved here, and Rocketman now has Dev attention. Alkaloid was brought up at the same time as Elixer and addressed back in the old thread.
You don't believe it's true, many others do believe it. Would you like to try to prove it one way or anonther? Simply stating your beliefs won't move this from an issue to a FAQ Answer.
So, in the interest of tracking down proof... is there anything in the combat spam that mentions healing delivered during any Rez? If so, what gets mentioned with those two powers? Including when you Rez 2 people at once with Twilight.
I also noticed the original Elixer question in Positron's thread asked if Elixer would start giving credit *again*, meaning someone somehow knew it had become broken. Is there any record of that discovery that could help clear this up?
(Pardon me for not repeating myself with Deathsurge.)
(on the challenge to give a Kronos Titan exploit)
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I can. Park the Titan in front of one of the player bases and blockade the enemy.
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Drones will evaporate giant monsters. Happens to Scrappy all the time. This wouldn't be a problem.
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Spawn the Titan in Warburg and lure him down into the Web, leaving a nasty surprise for anybody tryong to launch the rockets. Or for that matter, park him next to the rocket and block the control panel. The griefing possibilities are endless.
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Have you ever been able to lure a giant monster anywhere?
And this is a very rare occurence that would give a badge for Villains. I doubt he'd be alive very long in *any* place. Did people really do such things?
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Positron said that they'd deliberately changed the game code to prevent ambush monsters from spawning in PvP zones (too lazy to find the post, think it's in the Badge Questions thread he started). If the Kronos Titan is still appearing in Siren's Call, he's not supposed to.
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Actually, what he said was it was a bug. It was never planned. This is different than being an exploit.
Let me ask the question this way: Why can't Kronos be like Cap Buster?
Cap Buster was a bug for villains. They did not plan to have Villains get that badge during the Valentines event. (Based on what Positron has said, and on the fact that they tried to code all the RedCaps to not count for the badge.) Yet, this badge was not harmful, so it was allowed to stay as a bug to give villains a shot at the badge.
Yes, it would be very nice to see Kronos show up somewhere in the 40-50 content, especially since some villains have been able to get the badge already. A lot of the "Let us spawn Kronos" cries are to make this fair for everyone. -
Look, everyone, the point of this thread was about issues. The only thing we've proven is that Giant Monster Spawns are indeed an issue.
Now, the Mob Specialist issue we were able to pretty much resolve.
The Rocketman issue keeps getting more interesting.
The Giant Monster issue is taking on a life of its own and I think the only way we're going to solve the whole thing (not just the Deathsurge corner of it) is to get a complete statement on the entire system.
Instead of debating what each other has read, let's spend our efforts on getting a RedName to publicly comment on ALL Zone Event spawn rates.
At the very least, a public comment from a RedName that the original "nothing summoned" rule is out of date would help, with a complete list of what's summoned. It may be a 1 or 2 item list, but that's cool. They don't even have to leak *how* they're summoned. -
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There is also the issue about heroes who have already outleveled a PvP zone to get the contact to issue them a mission that awards a badge. For example, the Forward Observer and Risk Taker badges.
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This was mentioned. The badges for patroling work off of any patrol, it's OK if you miss the Bloody Bay one and just do Warburg. The PvP Zone Door Mission badges work like this, too.
Sirens and Warburg got their patrols back in the last patch
For heroes still to high, wait for issue 7.
Forward Observer is for PvP Reputation. I think you meant Most Wanted. -
So if you're claiming Ghost of Scrapyard is triggered, what's the trigger?
Do we have details on the Deathsurge trigger? Someone said 100 Gremlins, is there a timeframe for that? -
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This is a known bug. According to QA, it's related to having the shivan shard temp power (there might be other things that cause it, too, but this is what they've been able to reproduce).
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I think the way this goes is if you HAVE the temp power you get dropped in the right spot. That's been my experience, and seems to agree with the posters who are all saying "but I don't have that power"
This "feature" really needs to be fixed. People tend to camp around the dropspots and whack unsuspecting players as they zone in. This is not fun. -
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* Caleb is the only Zone Event that can be spawned by players. (CuppaJo)
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Can we get a link to the post where she said this?
Because I have redname confirmation through PM that you can summon Deathsurge, too.
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That was over a month ago, when Caleb was bugged, long before he was fixed. I think it's gone.
It's also too bad we don't have the original assertion (from Positron, I believe) that no zone events were summoned at all. Since that original post, we've now gotten two exceptions to the rule, apparently from 2 different sources, and no cross-referencing between them. And people claim to be summoning Eochai and Jack, but I've never heard of an official post that would make them exceptions to the initial official posts of nothing summoned. And every monster with an odd spawn rate always raises the question if there's a trigger event people are unaware of.
This is starting to get confusing, and I'm not here to write a zone event guide. I think I'll just move the whole issue into the QoL section asking for some clarifications.
It would be really nice if there was a complete source on these covering all of them at once - not some deleted original post and scattered addendums. Could your RedName source provide that? Or should we start a thread collecting Zone Event times and triggers (maybe get some good info on what should be labeled "too rare") and then get a RedName to look at our analysis and give us an OK? -
Should Banisher be dropped off the "Hard to get" list?
Masks spawn in Bloody Bay now. Sure, it's a choice of 1 farmed mission or a PvP zone, but that's still an improvement. -
Thank you to those who provided more info. Particularly for Spider Smasher and Mob Specialist.
Following from the model for the Archtype Issues threads, I've compiled all the Badge issues. This will also, hopefully, free up Positron's thread for badge questions and not bug chasing.
After the list of Bugs and Quality-of-Life issues, I've included a short list of items that the Developers have recently addressed, in the hopes of keeping this thread current and not degenerating into a repeat of larger issues that have their own threads.
Comments and additions are gladly welcomed. I will keep the master list up to date.
Note: I will only consider bugs to actually be fixed when they hit the Live servers. But it is still nice to know when they're on Test.
Recently fixed items: (Since patch notes omit badge changes.)
<ul type="square">[*]By observing the Surging fix, and other badges like Villain, it seems all Count style badges take 2 patches to fix them: 1 patch to start coutning, 1 patch to actually award the badge. So it makes sense that the Deathsurge fix is not complete yet, and that the Gunner and Demon Slayer fixes don't *appear* implemented although we were told they were.[*]Surging Badge now awards for defeating Deathsurge. If you defeated him since the Valentines Day content patch, you will get the badge, otherwise you need to defeat him again.[*]Artwork fixed for Moonfire and Shadow Shard TFs[*]Redcap Gladiator now awards for the Toothbreaker badge.[*]Snowbeast Gladiator now awards for the Toy Collector badge.[*]Man in Black/Woman in Black text fixed.[/list]
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Bugs preventing badge earning
<ul type="square">[*]Some kill badges do not give credit for mobs over level 29. The following are known to be on this list: Ancestor Spirits, Sorcerers, Mu Guardians. Suspected to be on this list: Lucent Legacy of Light, Ember Legacy of Flame.
[*]Banisher does not count Spirit Masks in the high level Portal Corp mission, although there is no noticable difference in the Masks themselves. People have been attributing to this to the Portal, but could it simply be another Over-29 bug? Consider that Fake Nemesis inside portals do count for Unvieler.
[*]Fortunata Gladiator is reported as bugged for Heroes. It is possible the Fortunata in Siren's Call have the over-29 bug? It is known that Villains get credit for over-29 Fortunata in their door missions. Would there be a difference between spawns in Siren's and in doors? (Can anyone offer more detailed experiences trying to get this badge?)
[*]Gunner does not award at all (Scheduled to be fixed in an upcoming patch. It is unknown whether previous kills will be counted.)
[*]PvP Patrol missions do not exist over level 25 (Scheduled to be fixed in an upcomming patch. Patrols in Recluse's Victory in Issue 7 will allow characters over level 40 to get this badge.)
[*]Howling Twilight and Elixer of Life do not give credit towards Healing badges. (Can anyone offer more details here?)
[*]Spider Smasher does not award for Heroes, even though the meter fills up.
[*]Demon Slayer not awarding for Villains, along with the Behemoth Overlord Gladiator (Scheduled to be fixed in an upcoming patch. It is unknown whether previous kills will be counted.) It is working OK for Heroes.
[*]Goon Squad not awarding (for Cage Consortium)
[*]Visionary not awarding for Villains. There are unconfirmed reports of this one, in which case this is an issue with the meter not tracking. Can anyone confirm with a) a screenshot of the badge and b) details on which of the two Rularuu missions you used? (One mission features ambush waves. Perhaps there is a difference similar to the RedCap/Red_Cap issues.)
[*]Grand Lanista sometimes requires more than 10 rated matches to award.
[*]Rocketman is occasionally not awarded after 10 launches. This is compounded by a lot of existing debate over its requirements. Possible causes would include if it's actually for 10 of one type of rocket (a simple confusion in requirements) or that the count resets if you zone. It's also possible there was a problem with the count resetting back when the 5-hour badges used to reset and people are trying to include old, forgotten launches in their current totals. In any case it would be useful to get a Dev's assurance that it's working OK from this point forward, and perhaps clarification on its requirements.
[*]Mob Specialist Gladiator has uncertain requirements. It seems to not be tied to Warden, but is for Lt and/or Boss prisoners. Or, it could turn out to be bugged. Perhaps a Dev would be so kind as to clarify this?
[*]"Missing" Gladiators: Perhaps a Dev could confirm these?
Arachnoid (Supposedly for 40+ content)
Crab Spider Longfang (Supposedly removed after Betatest)
Longbow Warden 1 (Supposedly removed after Betatest)
Tarantula Queen (Supposedly for 40+ content)
Wolf Spider Tac-Ops (Supposedly removed after Betatest)
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Bugs with unearned badge placeholders
<ul type="square">[*]The following "count" badges have no placeholders at all:
Coldhearted
Grand Lanista
Hammerhead
Pirate
Spectral
PvP Kills
PvP Reputation
PvP Missions
PvP Zone 5-hour Timers (Irradiated, Siren's Song, Web Master)
Rocketman
Dimensional Warder (see below)
[*]All kill-count Gladiators have no placeholders (eg, Bladegrass, Ancestor Spirits, Fortunata) (Also reference Mob Specialist and Lucent Legacy issues. Having placeholders would help greatly there.)
[*]Should all badges have meters on their placeholders when possible? Badges currently with placeholders but no meters:
Influence/Infamy
Healing
Debt
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Bugs with awarded badges
<ul type="square">[*]Text bugs
Cold Warrior has odd text for a Villain
Koalin Legacy of Earth has odd text for a Hero
Hammerhead appears to have placeholder text
[*]Some badges appear to have the wrong artwork:
Hero explore badges from PvP zones have the Villain explore artwork (Scheduled to be fixed in an upcomming patch)
Villain Respecs
[*]Players report earning Lanista and Grand Lanista at odd times (such as long after winning matches) and in some cases without meeting the requirements.
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General badge Quality-of-Life issues
<ul type="square">[*]Badge fixes rarely show up on the Patch Notes lists. Can anything be done about those?
[*]Dimensional Warder could benefit from a meter in order to tell which targets you have not yet taken down, probably more in the style of a checklist instead of a progress bar. Similar checklists could be used for History badges and Accolades.
[*]Epic heal badges are almost impossible in light of Enhancement Diminishing Returns. Can the requirements be lowered?
[*]Epic Influence/Infamy badges are almost impossible if you are contributing to a Supergroup. Can the requirements be lowered? Or can Prestige contribute to this?
[*]Giant Monster spawn rates seem far too low for some monsters. Players frequently complain about the absence of: Kraken, Jack of Irons, Adamastor, Clockwork Paladin and the Ghost Ship (since the Ship require multiple events to earn the badge). Lusca seems far too high, considering a second sometimes spawns while the first is being fought, and the Ghost of Scrapyard has been known to spawn every 15 minutes. Perhaps all zone event spawn times need to be examined? (Do we have any real info on average times between spawns? I know some were given out when Sally was being fixed.)
[*]Can total badge count be easily readable somewhere? Preferably in Personal Info and on Kiosks.
[*]Lanista requires 1 match, rated or unrated. Grand Lanista requires rated matches. Why the inconsistency? Should Grand Lanista force players to have an Arena record just to earn a badge?
[*]Master of Olympus has been earned by some Villains in Warburg. Without explanation, the Kronos seems unable to spawn in that zone now. Why was this changed? Can this be changed back so other villains can gain the badge? If there's an issue with the triggered spawn, can Kronos be a zone event in Warburg to offer more villains a chance at this badge?
[*]Some groups provide no badge content, making them less interesting to fight. Including: Void Hunters, Luddites, Mooks, Spetsnaz, Wyvern, Axis America, and all the Rogues in Warburg. Any plans for badges for those?
[*]Awards from a Task Force (which include badges) are keyed to the last mission, not to the TF as a whole. This causes numerous problems.
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City of Villains Badge Contacts Quality-of-Life issues
<ul type="square">[*]Can badge contacts be hinted at in-game? Since all other contacts in the game are referred, many players have no idea they can pick up contacts that they see around the zone. (They do not have to be directy referred by a contact, there is a delivery mission to Tarixus. Or somehow communicate to player that they should talk to anyone they see with a yellow circle under their feet.)
[*]Veluta Lunata has 2 arcs of 3 missions each. The first is levels 5-10, but requires killing level 10-12 ghosts to unlock it, further complicated by level 14-16 ghosts springing from traps. The second arc appears to be given out twice, one within the 10-15 limit, the second time with no upper limit but the mobs cap at level 15. (Scheduled to be addressed in an upcomming patch by greatly lowering the number of kills needed for the Pirate badge.)
[*]Doc Buzzsaw only really offers missions during 1 level, given the level 30 maximum and the usual level you acquire the Bling badge. This seems limiting, and can not be overcome since you can't really work at getting infamy the way you can work for kill badges. (Which begs the related question: is it fun to unlock a contact with a badge that's an inevitable by-product of leveling and not really an earned achievement?) Can the requirement be changed, or the level range shifted to 30-35?
[*]Slot Machine is unlocked by Marcone Family. Prior to level 35 (the Machine's maximum level) Family missions have non-Marcone bosses, which count for Untouchable and not Gangbuster. So the only way to unlock the Slot Machine is to hunt grey-con Marcone in Port Oakes. This is not a challenge, and not fun considering how many you need. Can the requirement be changed, or can the level range be shifted to 35-40?
[*]Arbiter Leery was previously bugged in that he only gave missions if you had earned but not used the first respec. Currently, he only gives missions if you have used the first respec. (Scheduled to be fixed in an upcomming patch so that either badge works.)
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The Not-a-Current-Issue list
This includes items that are not bugs, and issues that will not be discussed in this thread because the Devs have addressed them and we will not continue to debate them here unless new information arrises. Please take discussions about them to their specific threads. Currently unaddressed QoL issues are listed elsewhere in this document.
(Most of these are paraphased from the original Dev response for clarity.)
<ul type="square">
[*]Time badges for PvP zones only award when you log out and log in again while standing in that zone. Because this does not ultimately prevent badge awarding, it will likely not be patched any time soon. (Statesman)
[*]The badge window, while out of order, has a method to its madness based on a number of internal coding issues. Changes to this window will not be made at this time. (Positron)
[*]Low-level badge missions can be obtained by Exmplaring to a lower character. There are no current plans for a system to go back and do your own low-level missions. (Positron)
[*]There are no current plans for a way to go back and get the Isolator badge. However, Statesman has stated that that badges with only 1 opportunity to acquire them will never be included in Accolade power requirements.
[*]Some kill badge targets are almost impossible to find, but there are no specific* plans to make them more available. (Postiron) ( * Considering there are always plans for more missions with every expansion, one hopes these will turn up eventually in new content.) This affects...
- Villainous kill badges requiring farming of specific missions. (Unveiler, Weatherman, Banisher, Infiltrator, Zookeeper, Illusionist.)
- Badges only avaible thru the Valentines Event missions (Hero: Coldhearted, Weed Whacker, Hellfrost, Hordeling Lasher. Villain: Cap Buster)
- PvE Kill badges only available by hunting in PvP zones. (Hero: Arachnos-related badges, Man in Black. Villain: Monkeywrencher, Legionnaire.)
[*]Unlike Temp Powers, Accolade Powers are not always available when you exemplar. They are availble back to the level at which they were awarded. There are no plans to change this. (Positron)
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Answers to Frequently Asked Questions
<ul type="square">[*]Bug-Hunter is awarded by the Devs for finding major, serious, gamebreaking bugs. There have been discussion about this badge being for Beta testers, that may still happen, or it may not. (Positron)
[*]Epic Debt Badges award for Debt, not for number of deaths. (CuppaJo)
[*]Passport is not obtainable yet. Though originally designed for server transfer, that design has been abandoned and there should be no expectations for how this badge will come to be used. (Positron)
[*]Time badges for PvP zones do not reset if you leave the zone - that was a bug at one time, but was fixed long ago. (Statesman)
[*]Wandering Giant Monsters award badges to anyone on a team that does 25% of the monster's HP in damage. (Note: it is uncertain how this accounts for people leaving a team, or joining a team late in the fight, or for HP regenerated by the Monster.) The Devs are satisfied with this system for now, and it is consistent with awarding kill credit for any other mob in the game. (Positron) This system will change from 25% to 10% in an upcomming patch.
[*]Monsters inside missions (such as Adamastor in the Portal Corp mission) do not award badges like their zone-event counterparts. This is by design. (Positron)
[*]The Holiday event from 2005 will likely repeat in 2006, for those who did not get Toy Collector. (Positron) (Note: There has been no comment one way or another on repeating the Halloween event, or about making Frozen Fury available again.)
[*]Caleb is the only Zone Event that can be spawned by players. (CuppaJo)[/list]-----------------------------------