First of all, the new visible kitchen tool wear and predictable breakage behavior is a welcome change. I've been devoting my Glitch life to breaking kitchen tools for the past couple of weeks, because there is that stoopid badge.
Now, clearly it's my fault that I'm insane and therefore need the badge, but there's some logic involved in that those friggin' kitchen tool toughening cards have been glutting up my queue. If I want to pursue that aspect of the game, I have to deal with this grind issue first.
Anyway, I just wanted to call attention to the general design issue involved. I'm pretty sure it's been mentioned before, but I was asking questions about how the new mechanics work in the Help channel, and they suggested I post.
More broadly, I suppose, it's worth noting that no matter how ridiculous a badge is, there is some loon out there who will dedicate their play to getting it. I'm pretty sure you guys made a number of those badges as sadistic (but friendly) jokes, or maybe just out of curiosity to see if anyone was actually nuts enough to bother. Well, we are that nuts.
I don't make excuses, but would make the general plea to take that kinda thing into account, so things which are meant to be benefits don't turn out to be hindrances for the insane.
As a concrete example of what you're motivating the players to do, I've listened to hours and hours of podcasts, cooking one rice at a time, trying to break my kitchenware. Again, totally my fault for choosing to spend my time this way, but won't you please think of the poor mentally ill and consider what new changes are incentivizing? Sadly, there are more of us out here than are immediately apparent.
A positive example is the choice to increase the quoin values in the new jumpy tree lands. This encourages people to visit and to jump, so hopefully fewer people will spam the space bar in the Cebarkul log for hours.
Well, maybe not, but at least there's a "productive" outlet for the compulsive collector in that case.