@blynknz won't say anymore but it's nothing players can take advantage of & agree that would be an unfair advantage, for instance walker week was 1 of them since it's already been announced. But I'm still scrapping gear like the next guy lol
@jester@PimpOfTheDead That's fine, but I think it is something to be aware of in future if any information does get released. Obviously if you get a couple of days advance notice then that is fine. The content creators (used to) get that.
@PimpOfTheDead, I believe you if you say you have seen this happen. All I can tell you is that I have seen 12-15 very active players quit my guild just because of spending loads of time grinding out meaningless stars all week, every week. Not once has anyone said, "I can't level up my new Abraham fast enough, I quit!".....they have all said, "I don't have the time to invest in challenges" or "this has ceased to be fun and is more like a chore" or "this game has become too boring"
@Sleestak most of the people quitting in the game that I've heard of & the same reason members of our guild left is due to the 14 types of tokens being way to overwhelming & feeling that not only was NG trying to suck the $ out of us but the life as well. It's also the reason I almost quit myself, being a maxed player the grind doesn't bother me so much, as I think of the low lvl players who struggle with lvl 10 walkers still, but I could have more tokens then I currently have with my 700+ radios, but it doesn't seem worth wasting them, but feel really bad for some f2p players that will take years for them to get a max hero, as right now the heroes are even useless & pointless for the p2p players.
The guild to which I'm an elder (75th Rangers) have had no player leave as of yet, we're all eager to see positive changes as no one seems to be happy after the recent changes. We only seem to have difficulties keeping our last spot which is usually filled with a new low lvl player. I think the main reason for this is we only have an 80star goal for players lvl40+ (an easy target) and while many of us do more that is comletely voluntary(3 or 4 alsways challenging for bragging rights). Our strength seems to be with friendly chat about the game and beyond, we've a hard core group who chat regularly and some who just add something when relevant. It is extremely unlikely we'll ever rate highly on global leader boards and if we pop up high on a local one we take it more as a joke than something serious. Heck, we haven't even taken a guild stance on boycotting purchases, most seem to agree to stop purchasing but a couple gave their reasons for why they reserved the right to spend and we respected that.
While i won't despute grinding on challenges can wear thin on occasion, tokens seems to be the big issue in our guild and accross the forums. The game does offer more than just challenges and everyone in our guild still has many upgrades to survivors and equipment to keep us all busy until the game changes in a more positive direction and we start to drop the coin again. As i have said before on these forums, the majority of players are sticking in there because of our guilds and the forum community and waiting to get the positive changes hoped for. Big thanks to the guild council for helping to make that happen.
Leader - The 75th Rangers
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I think a lot of us...especially the long time players...can agree that low level grinding has contributed to burnout and ultimately quitting by friends and players we know.
I also believe the new token system/structure has also contributed to problems...and probably in many cases was a "final straw" for some players who were already disillusioned with the game.
It's not always a black and white thing with someone quitting or even just getting fed up...it is probably a combination of many factors snowballing over time.
Hopefully our message has been heard as I truly believe it has been and both of these issues (among others) will be addressed in the future by NG!!
Have patience and keep the faith
You better check yo self before you wreck yo self...cuz I'm bad for your health, I come real stealth
Pray NG comes to their senses and doesn't destroy one of the great intellectual properties in the World. #hopefulcynic #laststraw #contentdrivesspending
@SlickRick, we lost at least 4 or 5 really good players before 2.0. All because grinding had sucked the life out of them and the game. We lost only one after 2.0 and many are on the fence.Token economy is the cause now.
Well I'm a mid range player and don't mind the early challenge levels it's nice to have some easy rounds before they get too hard with walkers lvl above my survivors and I love getting stars for my guild, I even have 2 profiles and am in a 2nd baby guild - the lower and mid range players need to be remembered in any changes to challenges , too many tokens types and the radio calls are not sufficiently aligned for hero tokens, go back to upgrading normal survivors with XP, allow XP for rejecting survivors, update XP tent for more XP production, align heroe tokens correctly for radio calls and offer more heroe tokens in gold crates, don't change my weapons in my inventory after I've purchased or received from a crate because their mine, if NG wish to rebalance it should only affect future weaponry, auto centre mildy annoying but not a game changer the above issues I see as requiring urgent review IMHO
Biggest risk of burnout imo is not only low level challenges, but also having multiple repeatable maps. Combined with a 30 minute timer it puts too much pressure on people in competative guilds.
Biggest risk of burnout imo is not only low level challenges, but also having multiple repeatable maps. Combined with a 30 minute timer it puts too much pressure on people in competative guilds.
How bout for future challenges every time we play it's a random new map from the hundreds NG must have accumulated over the year now from both Challenge AND Old story missions
New location tilesets should have a debut week but if it's not a new map week we should be able to mix it up location and mission wise to get stars like this mission set this week is very fun because it's from many different tilesets
I.e. If we beat six random tilesets in one go, once the countdown ends a new six gets randomly generated from old archives
Every time we beat a mission it changes to a new mission from the archives randomly....I would die if I have to play the same map 6x before I get anything of value from the challenge boxes. At least this alleviates boredom
A simple solution would be to tier the weekly challenge much like we see in other parts of the game. Bronze/Silver/Gold. If you do well enough in one tier you get to move up to the next. If you continue to do well and don't miss a week then you stay in the tier you have earned or possibly get promoted. If you miss a week and/or fail enough missions then you move down into a lower tier.
- Rules:
- Players can only play one tier per week so any demotion/promotion will take affect and remain in affect the following week. - Each progressing tier will present a more challenging mode of play.
- Structure:
Bronze - Regular Mode - 1 level each grind - Fail a mission stay where you are Silver - Hard Mode - 3 levels each grind - Fail 3 missions or more, get demoted - Lose 2 missions or less move up get a medium crate bonus. (So that the people in the bronze tier don't end up with more crates than people in silver tier) Gold - Nightmare Mode - 5 levels each grind - Fail 2 missions or more, get demoted - Lose 1 mission or less stay and get a big crate bonus (to make up for the fact that players didn't earn crates from the missions they skipped)
See simple. It's balanced so that if a player doesn't want to move up its easy not to without losing a lot of gas and it will discourage higher level players from trying to farm higher level rooms for gear. Will it happen? Who knows and if it does it most likely will happen in such a twisted and unintended way that it will be hugely unpopular, but you asked so there it is.
@DarkFae That might help. After playing this game for 8+ months, I think I have reached the point of burnout(again) with running all of theses missions I have done before. The 1 gas challenge missions and bonus gas dropped in exploration missions now actually is making it worse because I am doing missions that I have done so many times already. While the format of this weeks challenge may be different, they are still the same missions I have done many times before. If I take advantage of the bonus gas, it just makes me more burnt out. The exploration missions are a total snooze, and outposts doesn't work well. It is getting to the point that I need to take a break from this. The next update really needs to address the issue of introducing new content, or I may be done (at least for a while).
We just lost two more members of my guild just today alone (we have lost 6 total on or before 2.0!). Both have said they are burned out by the game. Sad, they were both good contributers.
I'm curious of how many of those that are burned out playing have maxed camps. Meaning im Lvl 53. I'll soon be Lvl 55. At that point tomatoes are worthless to me.
So it's either grind XP, find radios in hopes of getting better or upgrading current survivors (who I assume are Lvl 19) and have many of them.
This game isn't meant to have an end game but I assume once everything is built its either farm XP, play outposts or do challenges.
There's literally 4 things to do in this game. If one of them becomes useless (farm or earn supplies) and one of them is worthless/difficult (outposts currently with hospital time if attempting to successfully complete them) it puts much pressure on the other 2 parts. XP is great but again useless if you're rocking maxed gear and survivors which leaves challenges.
I'm not a maxed BP player yet. But I will be soon. When there's nothing to build people complain and when they upgrade council and you can then upgrade weapons and survivors people complain so it's hard to satisfy everyone.
Challenges do need restructuring. Once my squad hits 3060 it's nearly impossible to hit 5280. Asking everyone to do 100 more stars when they've already did an average of 150 isn't impossible but hard when people have personal goals too (supplies, XP).
The extra 1200 TG hardly warrants the extra 200 gas required for 100 extra stars.
People shouldn't feel burned if they can't "keep up" in a guild but I can see how they feel burned when gas goes to getting 15K TG's for some crap bruiser legendary crate pull.
The reward doesn't warrant the risk.
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@DLich, the two that left today were 48 or 49. I'm a 51, and stay in hopes of some new content. I personally don't expect to max out (I won't spend the funds), but there has to be more to keep me coming back. Something needs to happen sooner or later, or just I might have to break out some old games: Medal of Honor, Final Fantasy or Sonic the Hedgehog!
@Dlich I am level 51. Still have some nightmare missions left, but can only do a few at a time after I grind for weeks to upgrade my survivors and camps so I can move my guys up one more level to do 4 missions. The exploration maps are the same maps I have been doing for months. The challenge maps are the same maps I have been doing for months, and I get to restart at level 3 each week with my lvl 18 survivors; I no longer look forward to them or am excited by them. I can only do one outpost raid and then have to restart the game since it crashes so much (even then the raid can crash and I lose it); I think I will drop to gold 3 next cycle so I don't have to care if I go up or down. I only lose 1k tg for the reward. This isn't fun. New mission content is needed to make it fun again and not tinkering with the content for survivors or heroes.
I really wish they created some different events. They can cycle through the events. They could be 5 day events. Each event has prizes and scoreboards.
Kill the walkers. This is where maybe 2 or 3 times a day, you go up against another guild for 1 hour. Each member plays. They have to kill as many walkers as possible until their last survivor falls. Get points for the number/level or walkers the guild kills + points for beating the other guild.
Strongest guild. Similar to above, where 2 times a day you go up against another guild, but its guild versus guild and survivors vs survivors. Real time (but still turn based), in a random map Defeat the other team to win.
@blynknz those sound like good ideas, I've been thinking this game needs a better type of pvp besides the outposts, real time would be great. I do think your second idea would be better suited for player vs player rather than guild vs guild though. Mostly due to the fact that it would be next to impossible to get everyone in the guild on at the same time for a real time pvp situation. Even in the tightest, most active guilds, schedules vary too much and someone would be left out. An individual real time pvp arena, would be great though, each players team is dropped into an arena with a bunch of walkers, and fight each other while dealing with walkers until only one players survivor(s) still stand....
@Baggywrinkles, maybe you are right. That doesn't have to be guild. I have played other games that are at a guild level, and you can attack non active players. But of course the game dynamics were different.
The guild I am in "Anyone" stands with the council. We took part in the spending freeze and movie avoidance. Thank you for doing this and for the updates. We stand ready to again support the freeze and avoidance should that become needed.
Comments
That's fine, but I think it is something to be aware of in future if any information does get released.
Obviously if you get a couple of days advance notice then that is fine. The content creators (used to) get that.
It is extremely unlikely we'll ever rate highly on global leader boards and if we pop up high on a local one we take it more as a joke than something serious.
Heck, we haven't even taken a guild stance on boycotting purchases, most seem to agree to stop purchasing but a couple gave their reasons for why they reserved the right to spend and we respected that.
While i won't despute grinding on challenges can wear thin on occasion, tokens seems to be the big issue in our guild and accross the forums. The game does offer more than just challenges and everyone in our guild still has many upgrades to survivors and equipment to keep us all busy until the game changes in a more positive direction and we start to drop the coin again.
As i have said before on these forums, the majority of players are sticking in there because of our guilds and the forum community and waiting to get the positive changes hoped for.
Big thanks to the guild council for helping to make that happen.
Next Games - Quality Freemium Butchers - Purveyors of Fine Fresh Nerf - We Take the Luck Away From Choice Cuts
Next Games - Great Leaders in Redefining Value in a Virtual World
I also believe the new token system/structure has also contributed to problems...and probably in many cases was a "final straw" for some players who were already disillusioned with the game.
It's not always a black and white thing with someone quitting or even just getting fed up...it is probably a combination of many factors snowballing over time.
Hopefully our message has been heard as I truly believe it has been and both of these issues (among others) will be addressed in the future by NG!!
Have patience and keep the faith
Yes, the challenges are really boring, but I can wade through that
Did NG give any indication that they are considering simplifying the token system so that there are not so many different types?
New location tilesets should have a debut week but if it's not a new map week we should be able to mix it up location and mission wise to get stars like this mission set this week is very fun because it's from many different tilesets
I.e. If we beat six random tilesets in one go, once the countdown ends a new six gets randomly generated from old archives
@Teeceezy @jester @SlickRick @SpacemanSpiff @DarkFae @masmith93 @eetu @Boruto
- Idea
A simple solution would be to tier the weekly challenge much like we see in other parts of the game. Bronze/Silver/Gold. If you do well enough in one tier you get to move up to the next. If you continue to do well and don't miss a week then you stay in the tier you have earned or possibly get promoted. If you miss a week and/or fail enough missions then you move down into a lower tier.
- Rules:
- Players can only play one tier per week so any demotion/promotion will take affect and remain in affect the following week.
- Each progressing tier will present a more challenging mode of play.
- Structure:
Bronze - Regular Mode - 1 level each grind - Fail a mission stay where you are
Silver - Hard Mode - 3 levels each grind - Fail 3 missions or more, get demoted - Lose 2 missions or less move up get a medium crate bonus. (So that the people in the bronze tier don't end up with more crates than people in silver tier)
Gold - Nightmare Mode - 5 levels each grind - Fail 2 missions or more, get demoted - Lose 1 mission or less stay and get a big crate bonus (to make up for the fact that players didn't earn crates from the missions they skipped)
See simple. It's balanced so that if a player doesn't want to move up its easy not to without losing a lot of gas and it will discourage higher level players from trying to farm higher level rooms for gear. Will it happen? Who knows and if it does it most likely will happen in such a twisted and unintended way that it will be hugely unpopular, but you asked so there it is.
So it's either grind XP, find radios in hopes of getting better or upgrading current survivors (who I assume are Lvl 19) and have many of them.
This game isn't meant to have an end game but I assume once everything is built its either farm XP, play outposts or do challenges.
There's literally 4 things to do in this game. If one of them becomes useless (farm or earn supplies) and one of them is worthless/difficult (outposts currently with hospital time if attempting to successfully complete them) it puts much pressure on the other 2 parts. XP is great but again useless if you're rocking maxed gear and survivors which leaves challenges.
I'm not a maxed BP player yet. But I will be soon. When there's nothing to build people complain and when they upgrade council and you can then upgrade weapons and survivors people complain so it's hard to satisfy everyone.
Challenges do need restructuring. Once my squad hits 3060 it's nearly impossible to hit 5280. Asking everyone to do 100 more stars when they've already did an average of 150 isn't impossible but hard when people have personal goals too (supplies, XP).
The extra 1200 TG hardly warrants the extra 200 gas required for 100 extra stars.
People shouldn't feel burned if they can't "keep up" in a guild but I can see how they feel burned when gas goes to getting 15K TG's for some crap bruiser legendary crate pull.
The reward doesn't warrant the risk.
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They can cycle through the events. They could be 5 day events. Each event has prizes and scoreboards.
Kill the walkers. This is where maybe 2 or 3 times a day, you go up against another guild for 1 hour. Each member plays. They have to kill as many walkers as possible until their last survivor falls. Get points for the number/level or walkers the guild kills + points for beating the other guild.
Strongest guild. Similar to above, where 2 times a day you go up against another guild, but its guild versus guild and survivors vs survivors. Real time (but still turn based), in a random map Defeat the other team to win.
I have played other games that are at a guild level, and you can attack non active players. But of course the game dynamics were different.