And yes, the drop rate on phones/radios was greatly reduced. That's a nerf. Previous to the last update, collecting phones was a relatively simple matter. That's no longer true and it now takes days to make one call out.
@Shteevie I really don't care if you nerf luck out not as I have not spent any money on building a team. Nevertheless, it would be a great injustice to players who worked hard for building their teams. So I would request ng not to nerf luck. Second I am not into PvP . I would prefer killing zombies
I am the one and only Zee Black, climbed all the way to Level 75, part of SG Woot, the 3 million star guild
As in "PvP being the focus for the next round of improvements", yes, as we're seeing it needs some attention. As in "PvP being valued over PvE", no, not really. PvE content is more popular by far. We're not going to mess that up. All the big improvements in 2.2 are PvE focused.
And yes, the drop rate on phones/radios was greatly reduced. That's a nerf. Previous to the last update, collecting phones was a relatively simple matter. That's no longer true and it now takes days to make one call out.
GreenBalloon: We'd be happy to take a look at your CV if you are offering to come and fix these Day 1 Issues in a single day. You have the passion and the attitude to make a good game developer. You seem to want the best for the product and the players, just like we do. Sometimes the prioritization gets changed because we need all hands on deck for an important issue, or sometimes a dev puts a lot of work into a fix that introduces new issues. I'm sure you have heard similar stories from software development in other fields, or in other games. We've pushed back other features to allow more time for fixes like this, and we'll get it to you as soon as we can.
Everyone: I said earlier that I am a big backer to the Luck change, and that hasn't changed, but I do hear you all when you say you are unhappy about it. I don't like taking decks apart because of errata, or seeing my favorite player leave my FIFA team because they were traded in real life. [I know I can edit the teams, but then it's not a simulation anymore.]
From an objective standpoint, though, I wonder if you blokes and birds who don't like the change would be happy with those setups being the best in the game... forever? Any new traits we want to add that affect the results of hits would be poor in the face of dodge, so any kind of damage buff, stun, crits, bonus effects, etc - all basically blank in PvP. Any cool effects we want to give to walkers fall in the same barrel. We could sidestep the issue - maybe area damage or poison or other familiar elements, but then we're just reaching over your best strat - invalidating your purchases - with those new mechanics.
It's subtle, and nuanced, and not straightforward at all, but I personally think we can get more fun and more content into the game with a more balanced playing field to begin with. I think the team would rather fix a mistake than live with it forever, but it's not my place to speak for them all.
Not sure I have said this before, but the current plan we're exploring would still allow you to get benefit from using a Lucky weapon with a Lucky survivor. Stacking stays. Same with Dodge. But there will be other changes under the hood to bring the super ninjas more in line with other builds and trait combinations. There are other contenders for ways to solve this, but this change was thought up as a way to keep the builds you have put time and effort and money into to remain as they are, and not lose the benefit of either piece of gear.
The goal of any running system is to perfect it as you go. Some really great people put all this together and I'm thrilled to add on to it. I want you blokes and birds to enjoy the ride as much as I do.
[Seriously. "Blokes and birds"? Next, I'll be calling you all "strapping lads and lasses".]
Development Team Member - The Walking Dead: No Man's Land Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
@Shteevie perhaps you missed my question in regards to the bullet dodge being broken in outposts ? I'm not just assuming anything here , our guilds and some others have been testing game mechanics , drop rates , radio call data , and many other things for a long time now .. it's clear that bullet dodge does not work as intended in outposts. Any high level savior mission , bullet dodge stacks with luck the same as dodge and has similar results of processing .. in outposts it is overpowered. In the same aspect of swift strike not stacking with luck , daryl's leader trait , the new weapon charge trait not working against human enemies .. these are all very real mechanical issues in the game that have an effect on play (especially in outposts) if you are collecting data to make a big decision like changing the luck trait , I really feel that the game should be working as intended first to give players and devs a better idea what needs changing and why.
Not sure I have said this before, but the current plan we're exploring would still allow you to get benefit from using a Lucky weapon with a Lucky survivor. Stacking stays. Same with Dodge. But there will be other changes under the hood to bring the super ninjas more in line with other builds and trait combinations. There are other contenders for ways to solve this, but this change was thought up as a way to keep the builds you have put time and effort and money into to remain as they are, and not lose the benefit of either piece of gear.
Compare to this:
@Teeceezy said: In a future update after 2.1, the effects of the Luck trait will not stack when it appears both on a Survivor and their equipment. After that future change, only the higher-value trait will apply if a Survivor has more than one source of Luck.
Does this mean that Luck will continue to stack after updates that follow 2.1, or are you saying what @Teeceezy did with different wording? That was left very ambiguous. I could interpret that as "Luck will continue to stack," or "Luck will stop stacking after 2.1," or "Luck will continue to stack, but it's effectiveness will be reduced."
Felio: 2.2 is planned to include a bunch of PvE content for players of all levels. As OldGoth said, we'll be adding to both as we go, and neither will be left behind. When we can, I'd like to add PvE in big chunks, and I hope you'll agree that the 2.2 PvE is a big chunk.
Japes: Yeah, bullet dodge was a facepalm moment for us, as it only piles on to the same kind of imbalance we're trying to correct. I think the code to fix that is already written...
BrentP17: This is what I meant when I said that player feedback has led to us revisiting plans for decisions and trying to make them better. Well, one case of it, anyway - there have already been many. This will be on my rally flag until I'm buried in a mound of unrelenting, voracious commenters.
Development Team Member - The Walking Dead: No Man's Land Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
Not sure I have said this before, but the current plan we're exploring would still allow you to get benefit from using a Lucky weapon with a Lucky survivor. Stacking stays. Same with Dodge. But there will be other changes under the hood to bring the super ninjas more in line with other builds and trait combinations. There are other contenders for ways to solve this, but this change was thought up as a way to keep the builds you have put time and effort and money into to remain as they are, and not lose the benefit of either piece of gear.
How would this be implemented in practice? I understand that you might not have all of the answers right now, but I imagine a large chunk of the user base here would be curious. Would the Luck/Dodge on weapons and characters be reduced from their current levels so they can still stack but would effectively have less impact on the game? Or would affected traits (e.g., Bullet Dodge) be bumped down?
Assuming 1 council update (currently at 18) to 19 here's what can be upgraded
----- Upgradable with 1 council ----- Hospital lvl 9 to 10 Walker Pit lvl 9 to 10
----- Upgradable with 2 council ----- Radio Tent to lvl 10 requires council lvl 20 Training Grounds to lvl 19 requires council lvl 20 Workshop to lvl 17 requires council lvl 20 Mission Car to lvl 10 requires council lvl 20
----- Not Upgradable ----- Farm Plot lvl 10 is maximum Outpost lvl 5 is maximum Storage Supplies lvl 10 is maximum Tents lvl 10 is maximum
Nothing of significant importance can be upgraded with 1 council level update as per seeing what's able to be upgraded with 2.0 version so... Maybe 2 council upgrades in 2.2? idk but upgrading a council will reduce hospital time and allow more/stronger walkers in my outpost... nothing too exciting to write home about lol.
| OG | NOC | USA | UK | CA | CQR | UC | RAD | ZEN |
Yeah, but one update brings us 1 step closer to upgrading our peeps and weapons. Plus, gives time for us F2P/non-challenge mission guys to save up TG for Walker Upgrades before worrying about needing TG for other stuff.
Also: if they just delayed the Training and Workshop 2 levels just to have 2 Council updates in a row, that would be REALLY f'ed up, because basically it means they just wanted to combine 2 updates so that we'd have to pay for 2 council updates for the same results as 1 update would previously give, AND the Training Grounds/Workshop will "jump" a level cost-wise. If they did all the buildings at Council 19 (or at least kept the same ones at odd/even levels like before), they would cost ~5M tomatoes. If they release 2 Councils at once, suddenly we're paying ~6M tomatoes for the Workshop/Training Grounds et al, with no real time to recoup losses from the prior upgrade.
So what I'm saying is: I'm okay with there being a gap for Training Grounds & Workshop, so long as they don't do both Councils in one update.
@Shteevie Offering up the offices? How kind. Unfortunately, I'll have to pass on the 4,400 mile trip. I didn't realize that after almost a full year, such details were so complicated that any help would be required. But what do I know? I'm just a bird.
(WTF is a bird, anyhow?!! Pretty sure I don't care for it since I hate being called a chick.)
The costumes have been recreated from specific show moments, as signified by their season tags. Rick has multiple outfits available from different seasons. We not only watch the episodes, we take a ton of screenshots and dissect them for new gear, locations, walkers, signature lines, etc.
Well, if I were playing NML - Fashion Designer Addition that might be a selling point....
The costumes have been recreated from specific show moments, as signified by their season tags. Rick has multiple outfits available from different seasons. We not only watch the episodes, we take a ton of screenshots and dissect them for new gear, locations, walkers, signature lines, etc.
Well, if I were playing NML - Fashion Designer Addition that might be a selling point....
I did in fact miss the ONE other outfit. Though it wasn't the one recently on sale for $15. Or was it $14.99? Details get fuzzy when you aren't actually buying.
Oh, right now you fell it needs fixing? Is that because NG finally hired some ppl with a sense of reason or was it yet another thing you let us beta test for you in the first place?
I didn't mind the luck and bullet dodging, that could be handled with strategy adjustment. I came to hate the outpost because NG didn't "feel" like fixing the matchmaking. Getting raided by players 4 levels above me and having to spend at least 100 crates to finally get a matchup that is doable is what sucked. In fact I postet this two months ago in the outpost forum and got a response from you @OldGoth. I just hope you don't forget this issue when adressing outpost changes in general.
@Shteevie Concerning your empathie for the players who invested money to build their team based on luck and dodge: You seem to be a nice and decent guy, but we have heard that so often. How about a proof from NG that they care like having a day or two playing with unlimited gas or so? In the end the players will be compensated with 10K XP or 5 tokens of their choice. Please stop telling us how sorry you are, instead tell your bosses to come up with a compensation that really makes up for the nonsense they have produced.
I'm just happy someone from NG will talk to us. With that said..
- Guild challenges should start @ 1 tank of gas and max at 5 or 6. I'm tired of scrapping lvl 1 gear.
- Daryl's Trait needs addressed
- Make tokens available in crates
- The "Special" 10 radio call during 8 days of heros is a scam.. ripoff.. a joke.
- NEW MAPS
Notice none of those issues have anything to do with "Outpost"
Please stop telling us how sorry you are, instead tell your bosses to come up with a compensation that really makes up for the nonsense they have produced.
The bosses don't listen to staff in this regard because the mission of the company is determined by the bosses, not the staff. The staff love games and making games. The boss(es) at NG are clearly different and making a game great (for players) isn't the highest priority. It's great if you can do both, but the business of games doesn't require making a high-quality top-tier game to make a profit. Controlling expenses, smart marketing and analytics will do it well enough, and is a cheaper and SAFER route to take.
The ONLY influence to the bosses is the threat of having their licenses pulled by AMC. And AMC really isn't very concerned with the quality of the game or its popularity just so you know. All they care about is that it isn't a disaster.
So I am holding on to two different survivors right now, and I really need to scrap one, but seeing as this whole "luck nerf" thing is still up in the air I can't decide on which. Whatever happens is going to directly affect which of my two survivors is better.
Here is my question: You want to nerf luck, fine, why not just lower the percentages on each, say 10% instead of 15%?
WHY IN GODS NAME BREAK THE ENTIRE STACKING MECHANIC PEOPLE HAVE INVESTED IN INSTEAD OF SIMPLY JUST REDUCING THE RESPECTIVE AMOUNTS???
The only reason I can see is dishonesty. If it still says 15%, then those that would be ignorant of it suddenly no longer stacking don't push back on you at all do they. If it suddenly said 10% they would notice.
For the record, I am completely against this either way in either form. You've caused me a huge inconvienence already just having this whole "luck nerf" as a hypothetical possibility.
I reported a problem on a long list of purchases with the explanation that the radio bundles, the gold, the weapon packages were all in pursuit of "perfect builds". I also included information from the forums about the upcoming changes.
Apple gave me a healthy chunk of refunded money for purchases as high as $99 and as low as $9.99. I did not request refunds for boosters.
I'm far less upset now. But I'm also no longer a paying customer.
While you are making these changes, I only hope you don't find someway to dig up my outpost. I've thoroughly enjoyed the last 85 days since I was last raided. Outposts were interesting before the reward structure was changed to its current state. At this point I'm perfectly happy not to raid and happy not to be raided. Perhaps this should be a toggle. Turn off outpost and it is off. Conduct a raid and you can't turn it off again for X days.
DeadFamily Guild Elder, a Top 20 Global Guild
The Undying Suvivalist--Founding Member and Prezident of the Empty Memorial Club
2725 Deadly Missions Completed Prior to the End of The Deadly Era
Nightmare Club Member--All 14 Episodes of Story Complete on Nightmare Mode (lvl 19 survivors)
The costumes have been recreated from specific show moments, as signified by their season tags. Rick has multiple outfits available from different seasons. We not only watch the episodes, we take a ton of screenshots and dissect them for new gear, locations, walkers, signature lines, etc.
Well, if I were playing NML - Fashion Designer Addition that might be a selling point....
I was just replying to the claim that the outfits were not faithful to the show. They are indeed very accurate. Whether that's something you care about or not is of course up to you.
Comments
Wassup with Daryl?
It was just stated that PvP is the focus.
And yes, the drop rate on phones/radios was greatly reduced. That's a nerf. Previous to the last update, collecting phones was a relatively simple matter. That's no longer true and it now takes days to make one call out.
I am the one and only Zee Black, climbed all the way to Level 75, part of SG Woot, the 3 million star guild
We'd be happy to take a look at your CV if you are offering to come and fix these Day 1 Issues in a single day. You have the passion and the attitude to make a good game developer. You seem to want the best for the product and the players, just like we do. Sometimes the prioritization gets changed because we need all hands on deck for an important issue, or sometimes a dev puts a lot of work into a fix that introduces new issues. I'm sure you have heard similar stories from software development in other fields, or in other games. We've pushed back other features to allow more time for fixes like this, and we'll get it to you as soon as we can.
Everyone:
I said earlier that I am a big backer to the Luck change, and that hasn't changed, but I do hear you all when you say you are unhappy about it. I don't like taking decks apart because of errata, or seeing my favorite player leave my FIFA team because they were traded in real life. [I know I can edit the teams, but then it's not a simulation anymore.]
From an objective standpoint, though, I wonder if you blokes and birds who don't like the change would be happy with those setups being the best in the game... forever? Any new traits we want to add that affect the results of hits would be poor in the face of dodge, so any kind of damage buff, stun, crits, bonus effects, etc - all basically blank in PvP. Any cool effects we want to give to walkers fall in the same barrel. We could sidestep the issue - maybe area damage or poison or other familiar elements, but then we're just reaching over your best strat - invalidating your purchases - with those new mechanics.
It's subtle, and nuanced, and not straightforward at all, but I personally think we can get more fun and more content into the game with a more balanced playing field to begin with. I think the team would rather fix a mistake than live with it forever, but it's not my place to speak for them all.
Not sure I have said this before, but the current plan we're exploring would still allow you to get benefit from using a Lucky weapon with a Lucky survivor. Stacking stays. Same with Dodge. But there will be other changes under the hood to bring the super ninjas more in line with other builds and trait combinations. There are other contenders for ways to solve this, but this change was thought up as a way to keep the builds you have put time and effort and money into to remain as they are, and not lose the benefit of either piece of gear.
The goal of any running system is to perfect it as you go. Some really great people put all this together and I'm thrilled to add on to it. I want you blokes and birds to enjoy the ride as much as I do.
[Seriously. "Blokes and birds"? Next, I'll be calling you all "strapping lads and lasses".]
Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
Some of us like PvE and would like to see it grow too, or at least keep what we have.
Japes: Yeah, bullet dodge was a facepalm moment for us, as it only piles on to the same kind of imbalance we're trying to correct. I think the code to fix that is already written...
BrentP17: This is what I meant when I said that player feedback has led to us revisiting plans for decisions and trying to make them better. Well, one case of it, anyway - there have already been many. This will be on my rally flag until I'm buried in a mound of unrelenting, voracious commenters.
Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
Click here to visit our website and learn more about how you can join our guild family.
Youtube channel: https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg/playlists
Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
Line ID: jayztwdnml
Be careful with the word "Bird" please lol
calling a woman a "Bird" over here in US is very negative
I definitely would prefer Lass
There Are However.. Plenty of Stupid Answers!!
Rhonda
Can we assume 2.1 will NOT have a Council upgrade, then? What about 2.2..?
----- Upgradable with 1 council -----
Hospital lvl 9 to 10
Walker Pit lvl 9 to 10
----- Upgradable with 2 council -----
Radio Tent to lvl 10 requires council lvl 20
Training Grounds to lvl 19 requires council lvl 20
Workshop to lvl 17 requires council lvl 20
Mission Car to lvl 10 requires council lvl 20
----- Not Upgradable -----
Farm Plot lvl 10 is maximum
Outpost lvl 5 is maximum
Storage Supplies lvl 10 is maximum
Tents lvl 10 is maximum
Nothing of significant importance can be upgraded with 1 council level update as per seeing what's able to be upgraded with 2.0 version so... Maybe 2 council upgrades in 2.2? idk but upgrading a council will reduce hospital time and allow more/stronger walkers in my outpost... nothing too exciting to write home about lol.
MAVERICK'S 1 Million Star Club | OG | USA | NOC
Analyze This with ALF4reals | v1 | v2 | v3 |
| My YouTube Videos | My 1st Interview | Best Analogy Award!! |
Freemium... the "mium" is latin for 'not really'
Also: if they just delayed the Training and Workshop 2 levels just to have 2 Council updates in a row, that would be REALLY f'ed up, because basically it means they just wanted to combine 2 updates so that we'd have to pay for 2 council updates for the same results as 1 update would previously give, AND the Training Grounds/Workshop will "jump" a level cost-wise. If they did all the buildings at Council 19 (or at least kept the same ones at odd/even levels like before), they would cost ~5M tomatoes. If they release 2 Councils at once, suddenly we're paying ~6M tomatoes for the Workshop/Training Grounds et al, with no real time to recoup losses from the prior upgrade.
So what I'm saying is: I'm okay with there being a gap for Training Grounds & Workshop, so long as they don't do both Councils in one update.
Although if council upgrade comes there's nothing exciting to upgrade it is better than 2 council upgrades needed at once.
MAVERICK'S 1 Million Star Club | OG | USA | NOC
Analyze This with ALF4reals | v1 | v2 | v3 |
| My YouTube Videos | My 1st Interview | Best Analogy Award!! |
Freemium... the "mium" is latin for 'not really'
(WTF is a bird, anyhow?!! Pretty sure I don't care for it since I hate being called a chick.)
I didn't mind the luck and bullet dodging, that could be handled with strategy adjustment. I came to hate the outpost because NG didn't "feel" like fixing the matchmaking. Getting raided by players 4 levels above me and having to spend at least 100 crates to finally get a matchup that is doable is what sucked. In fact I postet this two months ago in the outpost forum and got a response from you @OldGoth. I just hope you don't forget this issue when adressing outpost changes in general.
@Shteevie Concerning your empathie for the players who invested money to build their team based on luck and dodge: You seem to be a nice and decent guy, but we have heard that so often. How about a proof from NG that they care like having a day or two playing with unlimited gas or so? In the end the players will be compensated with 10K XP or 5 tokens of their choice. Please stop telling us how sorry you are, instead tell your bosses to come up with a compensation that really makes up for the nonsense they have produced.
- Guild challenges should start @ 1 tank of gas and max at 5 or 6. I'm tired of scrapping lvl 1 gear.
- Daryl's Trait needs addressed
- Make tokens available in crates
- The "Special" 10 radio call during 8 days of heros is a scam.. ripoff.. a joke.
- NEW MAPS
Notice none of those issues have anything to do with "Outpost"
The bosses don't listen to staff in this regard because the mission of the company is determined by the bosses, not the staff. The staff love games and making games. The boss(es) at NG are clearly different and making a game great (for players) isn't the highest priority. It's great if you can do both, but the business of games doesn't require making a high-quality top-tier game to make a profit. Controlling expenses, smart marketing and analytics will do it well enough, and is a cheaper and SAFER route to take.
The ONLY influence to the bosses is the threat of having their licenses pulled by AMC. And AMC really isn't very concerned with the quality of the game or its popularity just so you know. All they care about is that it isn't a disaster.
Here is my question: You want to nerf luck, fine, why not just lower the percentages on each, say 10% instead of 15%?
WHY IN GODS NAME BREAK THE ENTIRE STACKING MECHANIC PEOPLE HAVE INVESTED IN INSTEAD OF SIMPLY JUST REDUCING THE RESPECTIVE AMOUNTS???
The only reason I can see is dishonesty. If it still says 15%, then those that would be ignorant of it suddenly no longer stacking don't push back on you at all do they. If it suddenly said 10% they would notice.
For the record, I am completely against this either way in either form. You've caused me a huge inconvienence already just having this whole "luck nerf" as a hypothetical possibility.
I reported a problem on a long list of purchases with the explanation that the radio bundles, the gold, the weapon packages were all in pursuit of "perfect builds". I also included information from the forums about the upcoming changes.
Apple gave me a healthy chunk of refunded money for purchases as high as $99 and as low as $9.99. I did not request refunds for boosters.
I'm far less upset now. But I'm also no longer a paying customer.
While you are making these changes, I only hope you don't find someway to dig up my outpost. I've thoroughly enjoyed the last 85 days since I was last raided. Outposts were interesting before the reward structure was changed to its current state. At this point I'm perfectly happy not to raid and happy not to be raided. Perhaps this should be a toggle. Turn off outpost and it is off. Conduct a raid and you can't turn it off again for X days.
The Undying Suvivalist--Founding Member and Prezident of the Empty Memorial Club
2725 Deadly Missions Completed Prior to the End of The Deadly Era
Nightmare Club Member--All 14 Episodes of Story Complete on Nightmare Mode (lvl 19 survivors)
I know something is coming regarding TG shop but what about current radios deal. Will it stay?