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iBookGuy000
#202097340Monday, November 21, 2016 8:33 AM GMT

If getting a badge is pretty straightforward, then why would a badge be as "challenging"? If a badge isn't really impossible to get but why would it be "impossible"? The solution: Simply remove them. They don't make any sense.
Sinthis
#202099768Monday, November 21, 2016 9:26 AM GMT

you should research more into the idea you're trying to push roblox calculated the number of people who have the badge in total and how many people got it recently to make a level of rarity for the badge
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#202100154Monday, November 21, 2016 9:35 AM GMT

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iBookGuy000
#202251509Wednesday, November 23, 2016 5:57 AM GMT

@Sonic I think this feature can be abused, so I agree but must not use any "points" system for this.
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#202255825Wednesday, November 23, 2016 7:35 AM GMT

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etho35
#202264013Wednesday, November 23, 2016 11:23 AM GMT

Why would you like it removed? I mean it's nothing bad or wrong with it i think it's good..
Enrxq
#202264510Wednesday, November 23, 2016 11:41 AM GMT

roblox calculated the number of people who have the badge in total and how many people got it recently to make a level of rarity for the badge (2)
B00FI
#202264565Wednesday, November 23, 2016 11:43 AM GMT

What if nobody tries to get the badge?
iBookGuy000
#202282011Wednesday, November 23, 2016 5:36 PM GMT

I meant badges are not meant to be removed, just the rarity system. A limited time badge would be a 0.00% rarity, which is pretty accurate as it was not obtainable. Just for an easy badge that heaps of people get everyday, it would be "challenging". And it had a million people all time who got this badge.
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#202289948Wednesday, November 23, 2016 7:13 PM GMT

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IthacaMedia1
#202295990Wednesday, November 23, 2016 8:20 PM GMT

Half-support, half no support. I like the idea of developers being able to choose the difficulty instead of algorithms, as this allows you to set the difficulty as soon as the badge goes live. Also, when you first upload a badge I think the difficulty is the highest one, which seems odd. However, the current system is useful for letting devs know how difficult a badge is to obtain, which could have been miscalculated on release. I think the solution is maybe having both, and making the current one only accessible by the dev, so they can change the public badge difficulty according to what's going on.
iBookGuy000
#202343398Thursday, November 24, 2016 5:00 AM GMT

For example: this badge from Miner's Haven. roblox.com/library/258262122/Getting-Started This is a pretty straightforward badge as it takes a single step. But its rarity is 21.5% (Challenging). People may end up commenting about how this is easy and does not match to the rarity calculated. I like the idea of keeping it, but its rarity may be calculated/or set by the developer.
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#202347230Thursday, November 24, 2016 5:48 AM GMT

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Guest_5612
#202348081Thursday, November 24, 2016 6:01 AM GMT

Keep MLP rarity.
iBookGuy000
#202415201Thursday, November 24, 2016 8:20 PM GMT

####### I agree with you. It could be based on the TOTAL amount of players that have gotten the badge. But, it can also be based upon the number of players who gotten it recently.
iBookGuy000
#202562367Friday, November 25, 2016 10:42 PM GMT

Anyone give support..... Bump
iBookGuy000
#202752706Sunday, November 27, 2016 5:06 AM GMT

Bumpity bump
DreydenTheKing0901
#202761249Sunday, November 27, 2016 6:33 AM GMT

What's wrong with the system is that it's based on how many people got it total and how many got it yesterday. Making limited-time badges impossible after time is up. Yes, when limited-time badges are no longer ########## they are impossible. New games (if they have a badge for joining them) have their badges listed as 'challenging'. It should be counted by game release date, and total people who got the badge.
iBookGuy000
#202857760Monday, November 28, 2016 12:16 AM GMT

Often, "you visited" badges may have a 100% rarity, but some aren't. This is because of the total to recent ratio.

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