Topic: Kongregate /
Why make impossible badges for luck-driven games?
Hey Greg and Kong staff,
Can you please explain why Pandemic 2 got its impossible badge?
To me, an impossible badge should signify the highest degree of skill and be fun to shoot for. Even though I haven’t gotten the impossible badges in Streamline, Desktop Tower Defense, or Hexiom (and might never), I think these are great badges because they’re fun games and achievable with practice.
The current Pandemic 2 impossible badge is a small amount of strategy and a TON of luck and restarts. Why promote hours of restarts because of Pandemic’s poor infection algorithms? It’s pretty much a lottery every five minutes; we had a dozen people spend 5+ hours on it last night to no avail.
I’m okay with some measure of luck and endurance in badges – for example, Dino Run – but Pandemic 2 has too many flaws and requires too much luck. Here’s a vote for future impossible badges to be more skill-based and fun.
To below replies:
I don’t think people are opposed to badges being hard or taking time; it’s badges that are mainly luck. If you think it’s fun to wait for the 1 in 500 chance when the win condition happens, then we have different definitions of fun and what impossible badges should be.
If you think Pandemic 2 isn’t luck-based, I respectfully disagree. We’ve had a lot of sharp players studying the game for days and even with optimal strategies, winning comes down to things out of the player’s control: boat generation, the order of countries being infected, random death rates. Why is that fun?
(I do like the Hard badge of winning in relaxed mode. That’s definitely achievable in a reasonable amount of time.)