@SteveSS No limit to how many badges you have. It may seem confusing but give it time and perhaps search for info in the forum. You should be able to find many answers to your questions. Goodluck!
It may seem confusing but give it time and perhaps search for info in the forum. You should be able to find many answers to your questions.
Goodluck!
Incorrect. According to the original Badges announcement: - The number of badges you can have is equal to six times the number of survivor slots that you have plus and additional 100. This is including the Badges equipped to your Survivors. If you reach this limit, You will need to select and scrap some Badges from your inventory before you can make any more Badges.
If you compare the first and second picture you can see that his damage is different... 3263 vs 3889. I just noticed while playing the distance that the glitch is the same as the one I saw for the outpost. Unless I refresh the character by taking out and putting bag on him/her, his damage and defense are not updated.
At least now I know since you told me that badges do apply to outpost. I don't understand why there is this glitch in my game specifically.
Let me know if you have any suggestion or advice, much appreciated.
@ZackClan I've also noticed this. I moved the survivor into a position for a scavenge mission then back out and the numbers returned to how they should be. Not sure if it's just a visual glitch or what. I only noticed it once so I'll have to keep an eye on stats and take screen shots
I like the badge system and I know people have remarked that the components don't come in often enough, but at least The Distance gives you some guaranteed drops for those. My one complaint at the moment would be that badge fragments are too rare. For example I've got a ton of common and uncommon components... but so far I've had hardly any badge fragments. As of right now I've got an epic badge fragment and a legendary badge fragment and that's it. I spent my common fragment already and my badge count is only 7 so far (that was after I made some more during The Distance). A little more common spawns of the badge fragments would go a long way.
I'm experiencing the same issue as ZackClan and TJS! I equipped Rosita with a +515 health badge, and she is stationed at my outpost. After logging out, the next time I logged back in to play, I noticed that her health was back to what it was before the badge. If I take her out then put her back in she gets her health back. In all other missions including scavenging the badge works. So I was also wondering if it is a visual glitch, or if certain badges are not honored at the outpost?
I hate the part where if I'm mixing all epic parts I can get minimum rare badge instead of minimum blue. Okay, add a small chance of legendary, but keep the "rare" results for the rare green parts! Just what the actual hell?
I've crafted a bunch of badges so far and nearly everyone has been at the lowest end of the range. 2/10 were middle. None higher. Finally pulled all legendary components and... epic. I can't imagine anyone spending real money with these odds. Go to the casino, they're better there.
I agree, most of the badges crafted are on the lower end of the possible range. And I've only ever created badges with ALL the same rarity among the fragment and components.
I agree with most of the people here, that if you use a certain class of component then that should be the minimum that you get as a badge. If you have 4 legendary components and 1 epic then there's a chance you'll get an epic component or a legendary. If you use 5 epic then there's a chance that you'll get a legendary. That's something that I could get excited about and get behind. To get less than what you put in only leads to disappointment. The randomness should only work in favour of the player.
I do like the concept of the badge system, I really do but the chance at getting less than what you've put into it negates the positive buzz you want to create.
I am still trying to understand the point of the badge groups, besides the 1 in 6 chance of matching shapes for a bonus. Gambling for a few traits on survivors/equipment is one thing.
The badge trait seems to have no correlation to grouping. The component rarities have little correlation to resulting badges, except that most seem to hit the lower end of the scale. Materials have little correlation. It's too much! And we are supposed to see this as semi-permanent? Eventually everyone hits the jackpot if they play enough. And that bonus sure is tempting. It's a guarantee players will want to swap badges at some point.
Shoot with a blindfold, but you only get one shot. But wait! You can try again, or trade up for the better prize...for more gold. Did I step into a carnival?
Loving the people who want the chance to get a better badge than they put in but not a worse badge! Maybe I've been lucky but I've had a range of lower same and better! Particularly love my rare badge from all uncommon stuff! And I'm basically ftp in case people wondering!
I would guess that each component carries a 20% to yeild a particular result. As @TransmuteJun said, edibles yeild health related bonuses, metals for damage, maybe cloth for damage reduction, and chemicals for critical chances (?) These are just guesses.
So when you mix 4 edibles together, you get a stacked 80% chance at health bonus, but there's still that last 20% for a random outcome. This would meet the conditions listed by both the Craftsman building (components affect results) and the official release notes, which state "outcomes are random".
The only other meaning i can derive is the obvious; selecting varying rarities of material affects the range of rarity for the new badge. Using more higher end components can eliminate the chance of common, uncommon, and even rare badges.
Comments
No limit to how many badges you have.
It may seem confusing but give it time and perhaps search for info in the forum. You should be able to find many answers to your questions.
Goodluck!
According to the original Badges announcement:
- The number of badges you can have is equal to six times the number of survivor slots that you have plus and additional 100. This is including the Badges equipped to your Survivors. If you reach this limit, You will need to select and scrap some Badges from your inventory before you can make any more Badges.
I wasn't aware of this. Not that I'll need to worry for a month or three
It would be great to know why it is that each time I log into the game the stats for my outpost defenders (who are fully badged) are not updated.
Some should have up to 500 more health and/or damage.
Do badges not apply to outpost defenders? Any help would be welcome. Thank you!
Badges work in outpost except for the teammate (Hero/Survivor) bonuses, those only work for missions.
Feeling Lost, Click Here!
So here are 3 pics of Daryl.
If you compare the first and second picture you can see that his damage is different... 3263 vs 3889. I just noticed while playing the distance that the glitch is the same as the one I saw for the outpost. Unless I refresh the character by taking out and putting bag on him/her, his damage and defense are not updated.
At least now I know since you told me that badges do apply to outpost. I don't understand why there is this glitch in my game specifically.
Let me know if you have any suggestion or advice, much appreciated.
I've also noticed this. I moved the survivor into a position for a scavenge mission then back out and the numbers returned to how they should be.
Not sure if it's just a visual glitch or what.
I only noticed it once so I'll have to keep an eye on stats and take screen shots
Just put "@" before the name
If I take her out then put her back in she gets her health back. In all other missions including scavenging the badge works. So I was also wondering if it is a visual glitch, or if certain badges are not honored at the outpost?
Feeling Lost, Click Here!
JSS
Remember to use your charge abilities
I do like the concept of the badge system, I really do but the chance at getting less than what you've put into it negates the positive buzz you want to create.
The badge trait seems to have no correlation to grouping. The component rarities have little correlation to resulting badges, except that most seem to hit the lower end of the scale. Materials have little correlation. It's too much! And we are supposed to see this as semi-permanent? Eventually everyone hits the jackpot if they play enough. And that bonus sure is tempting. It's a guarantee players will want to swap badges at some point.
Shoot with a blindfold, but you only get one shot. But wait! You can try again, or trade up for the better prize...for more gold. Did I step into a carnival?
Anyone have any idea what components makes what badges? I just seem to make crit/dmg and dmg/reduction ones.
JSS
Add your crafted items in this spreadsheet, and we might get enough datapoints to learn something worthwhile.
https://docs.google.com/spreadsheets/d/e/2PACX-1vT7BikDA7SklTutr1Mn4tWmzARyJTKVfmKlcmJBxXtk2VzVrnrQAG97jt8On5hAqGN-aqY9xVqJKbqP/pubhtml
When I craft with primarily food/edibles components (3 or 4) I get a health-related badge.
When I craft with primarily metal components (3 or 4) I get a damage-increase-related badge.
I have done this 3 times each, and it has been consistent every time.
So when you mix 4 edibles together, you get a stacked 80% chance at health bonus, but there's still that last 20% for a random outcome. This would meet the conditions listed by both the Craftsman building (components affect results) and the official release notes, which state "outcomes are random".
The only other meaning i can derive is the obvious; selecting varying rarities of material affects the range of rarity for the new badge. Using more higher end components can eliminate the chance of common, uncommon, and even rare badges.