Snow Globe

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  1. Snow Globe

    5th Column....

    Quote:
    Originally Posted by Forsaken_Empire_EU View Post
    well i think you find that be bloody hard for any villain to get >.>
    Villains have the council base in Sharkhead for Wolves, Nerva Rooftops for Vamps, and a lot of council missions for both.
  2. Quote:
    Originally Posted by enderbean View Post
    Easy way to get Toxics and Mus: get 7 people to help you start an STF and farm the first missions. Of wait until your server has a mothership raid in the war zone and hunt in the zone there. More people in the zone will mean more bosses spawned.
    The Dr. Kahn TF has a lot too.
  3. Quote:
    Originally Posted by Kheldarn View Post
    I'm not sure if there's a farmable mission for this (outside of the... Valentines Day event, I think), but if you go to Thorn Isle in the North East of Nerva Archipelago, you should be able to find Level 37-40 CoT there.

    I'm not sure if they also spawn on Primeva, the large island in the north of the zone. If they do, they should spawn at Level 31-37.
    Ironically, the worst place to hunt is the one place the badge placeholder suggests: Thorn Isle in Nerva.

    As others have suggested: Cap au Diable hordelings along the PTS or the hellfrosts in the lower part of Sharkhead. Either is preferable.

    Hordeling Bezerkers rez and count both times (if you defeat the rezzed hordeling before it explodes). You can find multiple hordelings per group, and they are lower levels so my usual preference is hunting them in Cap.
  4. Quote:
    Originally Posted by Master-Blade View Post
    According to the Wiki:
    * Heroes at Security Levels 5-15 will need to complete three (3) Police Scanner mission in order to get assigned to a Safeguard mission.
    * Heroes at Security Levels 16+ will need to complete five (5) Police Scanner mission in order to get assigned to a Safeguard mission.
    Verifying that this has been my experience as well.
  5. Quote:
    Originally Posted by nexxus898 View Post
    Anybody know which red name would be the best to send a pm about the badge not awarding?
    Synapse.
  6. Quote:
    Originally Posted by Friggin_Taser View Post
    It's funny that I still don't have all the infamy badges even after these changes.

    Stupid playing in SG mode for Prestige!
    I'm about 52% of the last. I agree about the prestige in sgmode
  7. Quote:
    Originally Posted by PsychoPez View Post
    Alright, logging in on my empath earned me the Empath badge, and I never had to do any afk healing farm of any type! WOOOOOOO!

    Anyone else there like this, or am I the only person who played an emp long enough to get this without any farms?

    edit: not posting this to say blah blah blah I'm a better person for not farming, far from that. Rather, just curious who else benefited from the badge requirement adjustment without having to use healing farms, is all.
    I had between 11-12 million HP healed yesterday, and my Empathy/Illusionist is about 4.5 years old.
  8. Quote:
    Originally Posted by macskull View Post
    *shrugs* There's still many bugs that need fixing and much player input that's gone unanswered.
    This is S.O.P.
  9. Quote:
    Originally Posted by Ignitros View Post
    cool... ty then. I guess I'll not work hard to get it. Just let it come over time.
    With Issue 16, the requirements have been reduced from 10,000 to 2,000 crafts.
  10. Quote:
    Originally Posted by Cappy View Post
    I know that on the villain side of things, the mission owner has to remain outside of the mission for this to work. I had the mission owner outside on mine as well, but didn't test to see if that was a requirement.
    It is a requirement for safeguards too. This info has been posted before, but the forum purges have deleted the posts.

    All the information you have given was already available on ParagonWiki, dating back to December 2006.
    http://wiki.cohtitan.com/wiki/Safegu...ssions#Farming
  11. Quote:
    Originally Posted by Kheldarn View Post
    And when that happens, the forums will be filled with nerdrage because, "Back in MY day we didn't have a stinkin' progress bar! We had to keep track by making incisions into our palms! You kids have badging so easy, and it's now so worthless!".
    The only nerdrage I think would happen would be why the heck the gladiator badges were not given progress bars in the first place. I blame Statesman and the original Lord Recluse (the developers, not the npcs). I am still somewhat annoyed with Positron for leaving them without progress bars with the lame excuse that "They are not really badges, but only use the badge system."

    Quote:
    Originally Posted by Positron View Post
    Quote:
    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.)
    By design. I will investigate why this decision was made though.
    With the follow up response:
    Quote:
    Originally Posted by Positron View Post
    Quote:
    [*]All kill-count Gladiators have no placeholders eg, Bladegrass, Ancestor Spirits, Fortunata. (Positron stated this was a conscious design decision but would look into why that decision was made - if we get an explanation I'll move it to the not-an-issue list. It would help relieve certain problems if we had meters.)
    I inherited the Gladiators with Zeb's departure. Glad's are not really badges, they just use the badge system to unlock (hence why you are not supposed to be able to use them as a title). Yes they don't have kill counts, and most likely never will. (They are all consistent in that way, though)
  12. Quote:
    Originally Posted by Master-Blade View Post
    Yep.. good times. It still didn't help with gladiators of course, but I just farmed the first mission of the STF for the Toxics and Guardians until I got it. It went by fairly quickly.
    Guardians I got in an hour with a full team doing level 15-20 pvp missions in bloody bay. It took an hour to get that and the spider smasher (before Faultline revamp).

    Toxics I finished up with multiple Khan TF runs and a single radio mission. I still endorse the reduction to 50 from 200.
  13. Quote:
    Originally Posted by Catwhoorg View Post
    No gladiator category defeat-X badge has a progress bar
    Unfortunately this is fully correct since the introduction of the gladiator badges.
  14. Quote:
    Originally Posted by Surma View Post
    I wish they would get rid of some near useless badges. The whole "held" sequence is crazy. The last in the series, jailed, is what you get if you are held for 80 hours in the game. 80 Hours?! Heck even if they reduced it to 8 Hours, I doubt even the most dedicated players would ever reach that level. That's not a "lack of date" working when they created this series of badges. That was a lack of common sense.
    FYI, the changes for the mezzed line will be:
    • Restrained/Slacker: Reduced this badge's requirements from being mezzed for 30 minutes to being mezzed for 10 minutes
    • Entangled/Sleepy: Reduced this badge's requirements from being mezzed for 120 minutes to being mezzed for 30 minutes
    • Imprisoned/Dazed and Confused: Reduced this badge's requirements from being mezzed for 600 minutes to being mezzed for 60 minutes.
    • Confined: Reduced this badge's requirements from being mezzed for 20 hours to being mezzed for 3 hours.
    • Caged: Reduced this badge's requirements from being mezzed for 40 hours to being mezzed for 6 hours.
    • Jailed: Reduced this badge's requirements from being mezzed for 80 hours to being mezzed for 12 hours.
  15. Quote:
    Originally Posted by Techbot_Alpha_EU View Post
    Maybe the Rularuu weapons badge isnt the best example.

    But I don't think anyone can deny the likes of the PP and Redcap badges. An unlockable that means you HAVE to be online for the valentine and winter events? What if you can't? You're out of luck?

    Hardly a good call on that one. And Crey PPs are a devil to fine. As are Fake Nems, unless you farm the likes of 'Battle for Telivision' with a team.
    Fake Nems can be found on the main island of Grandville, in several RWZ missions, and in the RWZ.

    As for Paragon Protectors: Crey missions level 30+ (you can now set mission to think you are a full team for more bosses), the demon PPs, and the PP elites (both in the Fab or in missions). Sorry, but PPs are accessible. The only 2 missions that cause an advantage for heroes are the 7th Gen PP missions.

    Finally, I'll repeat myself since you seem to have ignored this the first time I posted:

    Synapse fixed the requirements only, and only those requirements that did not affect any other department.

    So none of the following changes were looked at for these changes:
    • Mob placing
    • New missions
    • Technical fixes
    • Artwork
    Any mob changes, new missions, technical fixes, or artwork (or any other change requiring anything more than changing numbers on a table) will have to wait for a future issue.


    Any complaints that involve those four points is fruitless at the moment.
  16. Quote:
    Originally Posted by Techbot_Alpha_EU View Post
    Still need to address the likes of Unveiler and Cap Buster redside.
    Y'know, those horrible horrible, defeat X ones, which happen to be for unlockables....which are, sort of, nigh on impossible to achive?

    Oh, and the ones for Rularuu weapons? Which are two arcs in the entirety of CoV?
    Seriously, Heroes got enemy proliferation in the Hollows, and they have access to all the enemies they need. Villains? Fake Nems and Paragon Protectors in better numbers outside of missions, redcaps, Family bosses and Overseers in ANY numbers.

    Please, kay, thanks.
    1. The Rularuu weapon unlocks sooner and easier for villains than heroes. Try again after research.

    2. Family bosses for CoV has gotten a very nice fix:
    Quote:
    Originally Posted by Blondeshell View Post
    According to the testing I did tonight, these are specifically which critters count for which badges:



    Untouchable definitely looks better, but the badge text is confusing because the "Marcone" versions refer to the bio text and not the mob names (like in St. Martial). Gangbuster can be a little tricky, too, because the "Don" versions don't count. However, considering how infrequently those versions spawn, it shouldn't be too noticeable when hunting.
    The first line should be "marcone capo" not "mook capo". The tommy gun unlock will be plentiful.

    To be clear: Synapse fixed the requirements only, and only those requirements that did not affect any other department. So mob placing, new missions, technical fixes, and artwork was never considered in these changes. Any mob changes, new missions, technical fixes, or artwork (or any other change requiring anything more than changing numbers on a table) will have to wait.

    We will likely get Going Rogue before any of those happen, and they might consider that the solution to limited mob opportunities for either side.
  17. Snow Globe

    New badge tech

    Quote:
    Originally Posted by Sardan View Post
    For example, let's say they want to create 3 badges for a TF for beating 3 levels of time challenge, another badge for not using insps, yet another for picking "buffed enemies" and another for "team is debuffed", etc. It gets to be too much.

    What'd be nice is a standardized way of decorating a badge for various challenges and have the challenge decoration show up under a given badge. Each challenge would increase your badge count by one but the devs wouldn't have to come up with brand new names and artwork for every single challenge.

    So let's say you get the badge for TF X. You'd see that name/badge in your badge list. Then you do the TF again with enemies buffed. You'd see a standard little glyph for buffed enemies appear under the TF badge and your badge count would go up by 1.
    YUCK.

    This suggestion would only put the grind back into badging.

    Completely /UNSIGNED.
  18. Sadly, I lack a passport or enhanced driver's license. So due to U.S. Customs rules, I cannot attend.
  19. Quote:
    Originally Posted by Southern_Comfort View Post
    If they were to add new badges to meet the reqs of the old badges that wouldn't be fair. **** the people that got em the hard way. Those players should have been smart enough to realize they could wait a bit and get something for nothing,huh?Kinna like government cheese. Dayum that stuff tastes great!!!
    Those who complain of the amount of their time "wasted" arena farming didn't need to be very smart. All the signs pointed to it being an eventual nerf bat target.

    * The proponents did everything possible to hide the activity on these forums. Including warning others not to organize on these forums.

    * A large amount of testing went into various means to get the best possible return for the least effort. This testing revealed an aberrant pattern, namely arena targets at full health counted for the badge. At this point the previous method was dropped as being too difficult (having mesons was popular at one point).

    *The developer stance towards AE farming. At this point I think we're lucky to still have the badges.

    * No one forced them to be impatient and get the badges through farming.
  20. Quote:
    Originally Posted by Southern_Comfort View Post
    If I understand this post and SnowGlobes then even though playerA paid 15.00 but chose to play 40 hours of a week and accomplish the "Ungodly reqs". PlayerB chose to use their 15.00 and play for 10 hours a week yet playerA should get the same reward as playerB after having invested 8 fold the time for the same badge? No offense... this is why we have pvp 2.0 and the merit scaling with tf/sf/trial's. Why ?
    Because your "PlayerA" type is not a long term subscriber. They burn out quicker than the others. Many of the same players are leaving the game and had made the decision to do so before this was announced.

    Those requirements should never have been put in place without determining if the requirements were achievable through normal play. The Developers guessed. They didn't know what it would actually take to get the badges. Players were never meant to get the badges through farming. That people got the badges through farming isn't the developer's or the casual player's fault. The blame for any time "wasted" lies only with those who chose to farm the badges. No one else. They were rewarded: they got the badges earlier than others.

    Quote:
    Originally Posted by Southern_Comfort View Post
    Editing to add: Alot of people earned the badges legitimately and through no "exploitive" behavior. Your use of an "exploit" as an example for all badges with high reqs is out of line, Snow Globe.
    Not the epic Damage or Healing series. Call it meta-gaming or whatever, it is still outside the intended ways of getting the badges. The Healing series just has a clear-cut example. I know that, given extremely ideal conditions, Empath would have been earned only in 30 years. Even reduced to 100 million would require over 1,000 level 50 ITFs as the only healer on bad pick up groups. That alone would have made a lot of people quit before getting the badge.

    I would say that the INF badges were not exploits, but encouraged exploitative behavior. We might not have the Rikti Comm Officer nerfs without inf farming in the RWZ.

    The writing was on the wall with the AE badge removals.
  21. Quote:
    Originally Posted by _23X_ View Post
    I have to agree with snow globe. Players that already have the badges that are being reduced shouldn't in any way be recognized or shown to have anything that players who didn't achieve the same badge requirements.

    If they were to add new badges that were hard to get, well that wouldn't be fair at all would it?

    After all they paid the same monthly fee they should get the same badges.
    I sense... bitterness and sarcasm. No one had a gun to anyone's head telling them that they had to farm the badges.
  22. Quote:
    Originally Posted by Southern_Comfort View Post
    Why SHOULDN'T those players be rewarded?New badgers have lower requirements for the SAME badge. My apologies but I really fail to see who would be getting "something for no extra work" unless you are referring to new badgers.Old badgers paid their dues and new badgers get the badges required for accolades more easily with an option to attain the badges tied to the old requirements. How is that not a " win.. win"? Both player groups get an ingame reward and a kudo's for time invested.
    The reason they will never make "new" badges that equal the old values is that would put the developers in the exact same situation they are currently faced with: In an attempt to appease the few people that farmed the badges they annoy the rest of the player population.

    So it isn't a "win-win". It is a win for those wanting a e-peen, a lose to the average badge collector, and a lose for the developers that would have to come up with some excuse for back tracking on a promised fix for the requirements.

    Additionally. the statements made during Issue 14 show that they do not want to reward aberrant, unintended, or just plain un-fun game play. Making new badges at the old values does the exact opposite.

    Quote:
    I understand the dev's are moving away from "grind" but that doesn't change the fact that many people did, indeed,"grind".I feel that time spent should be recognized.I am one player. YMMV.
    In a lot of cases the "grind" was using known exploits (arena farming healing targets at full health).

    Quote:
    Why should the casual player have as much of an advantage as the player that's ingame 10 more hours a week than they?
    Maybe because the developers see the fringe behavior needed to get some of these badges as unhealthy both for the game (long term subscriptions) and for their fans? The numbers were, to be blunt, guess at for being reasonable. Now that they have had a chance to see through data mining what is possible, they can change the requirements to appropriate numbers.

    Quote:
    In my opinion... the player who logs in 5 hours a week should not feel slighted that another player who logs in 20 hours a week has something they do not.
    I am glad you are not a developer, because I would quit paying for the game.
  23. Snow Globe

    Extra Healing

    Quote:
    Originally Posted by Doctor_Kumquat View Post
    If you've run a respec trial at some point and used the Coolant Belt temp power to repair the reactor core, that would count, and bring up the badge progress bar.
    This is 100% false. Healing the reactor core has never counted.

    Quote:
    Originally Posted by Doctor_Kumquat View Post
    Pets like Amy would count too, if you've summoned them before. My blaster has around 40,000 points of healing progress on it, and has never taken any healing power.
    This is correct.
  24. Quote:
    Originally Posted by Nericus View Post
    Still, it's all for the best. Of course I'm not looking at this change with rose colored glasses either: AFK farming will be reduced for certain, but eliminated? Not likely. There will be those with the "gotta have it now" "gotta get em all" mentality as well as those with many alts who may want the badges on as many as possible.
    I hold no illusions that AFK farming will be eliminated. I agree it will still be around. However for the majority of the changes we will now be able to earn the badges with actual play time.

    The damage taken series is the notable exception. Immortal is 25 times what I would consider "reasonable". Of course that would require the earlier badges (non-epics) in the series to be reduced too.

    Quote:
    Originally Posted by Nericus View Post
    Still there is one set of badges I would like to see reevaluated and hopefully reduced in terms of time taken to obtain: the Day Jobs. 30 days was pretty lengthy, 21 is an improvement, but I've often felt that 14 was more suitable.
    And just think that Going Rogue likely means that, in addition to any day jobs introduced with it, that there will be six more day job badges for everyone to collect. There are six for each side that are exclusive to that faction.
  25. Quote:
    Originally Posted by GeneralHospital View Post
    Nice to hear they have been reduced for the newer SG's. Ours has been around for roughly 4 1/2 years ,so we have the majority of the badges.
    I would like to see some new badges however,something to add perhaps a WW interface,tailor,AE interface.That would be something useful that all SG members could use.Perhaps they could add in some history badges of some sort to justify the new items.
    There are some history plaques that already describe the super groups that were involved in the city,some concerning the rikti invasion.
    Just my 2 cents worth
    Keep in mind that these badge changes, just like the regular badges changes, were the ones with no impact on other departments. So no art or coding was included.