How is this reward for you?

In the rewards section right after completing the mission (recommended survivor lvl is around 8 or 9 i think), i got a silver ticket, but got these: a common cleaver and a pistol, each amounting to around 400 xp.
AND... After i watched the video to get 3 more chances, i received a regular ticket with 1000 xp in it.
How in the world did a regular ticket get a higher value item than the silver one? One kind of math does NG use to calculate rewards? I'm usually not not to complain but things like this just don't make any sense and kinda really ruin the experience.
AND... After i watched the video to get 3 more chances, i received a regular ticket with 1000 xp in it.
How in the world did a regular ticket get a higher value item than the silver one? One kind of math does NG use to calculate rewards? I'm usually not not to complain but things like this just don't make any sense and kinda really ruin the experience.
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Freemium... the "mium" is latin for 'not really'
I lol-ed at these two, wishing they'd been lvl 16 or something thereabouts.
Links to threads that are useful for beginners (and in some cases even for veterans)
ngo's stab at logic:
The range a weapon's base level falls into is determined by the recommended survivor level of the mission a player completes successfully in order to win the chance to get it.
the truth:
Welcome to the rabbit hole where up is down, down is up and side ways is inside out. This game plays like the book Alice in Wonderland reads. And Alice in Wonderland was written by a junkie who was under the influence when he wrote it. I'm not accusing ngo of being under the influence, just of suspending the rules of basic logic and of inducing a chaos like environment within the game and the forum far too frequently for it to be healthy for anyone involved.
Have fallen sloppy dead
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Instead of crappy gear give us more gas, gold or phones in gold tickets crates.
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There has been a lot of conversation about the new system, and it fixes a whole host of issues you and we have with the current challenge structure. Repeatable challenges won't be a problem any more. Hard content will be hard again. Easy content will be more interesting to new players. Most active and dedicated guilds will climb the leaderboards based on skill and power, not tolerance for tedium. I think it's a great system, and most of the improvements are aimed at the highest level players.
Just a matter of when we can get it in the game, which is a matter of scheduling and setting aside the development time.
In the meantime, I'll be over in the corner failing to complete reverse escape without killing a walker over and over. More stuff I will fix as soon as I get the chance.
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.
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MAVERICK'S 1 Million Star Club | OG | USA | NOC
Analyze This with ALF4reals | v1 | v2 | v3 |
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Freemium... the "mium" is latin for 'not really'
Stick to Main Gate for that quest on this challenge...you might still be in the corner but you'll be failing less
I thought problem with grinding low lvl challenge missions will be solved in update 2.2 ;( is it mean everything will stay the same? Only rewards will be modified?
You said (maybe this year)
I thought it was set for 2.2
The senseless low level grinding is killing my love of the game...in thinking the change was in sight, I've held it together...please don't move the goal posts again...it's too much for this lil zombie killer
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I think many are now in this cycle, which leves only a few days of entertaining game play:
Monday - Wednesday is boring grind. Then Thursday it starts to get interesting, peaking on Friday. And then Saturday and Sunday when the challenge is over, it's the same old boring exploration maps (if you're done with story missions and don't play outposts).
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He seems to imply there are some changes upcoming in 2.2 that he will not go too deep into before the release of 2.1 , and hints that these changes include "plans [to] see the amount of missions played to reach the top difficulties and therefore the amount of gas spent there to be reduced."
He's obviously not making any hard promises there though as to update 2.2.
In the above post he says they will be "changing the challenge structure altogether in a future update". This seems way more extensive than reducing the amount of missions.
So I'm hoping that both is true:
1. Reduction of grinding time in 2.2
2. Complete overhaul of challenges under the Christmas tree (timing is just my phantasy running amock)
Links to threads that are useful for beginners (and in some cases even for veterans)
How will these changes effect newer players? The lower levels is were i get most of my stars. If I'm not able to get get rewards or meet guild requirements this would be a huge issue.
The scoring and rewards systems are being changed in order to keep things fair and lucrative, and also to make that leaderboard race compelling. It'll take some time for guilds to see what is possible and therefore to set their 'quotas' appropriately. I would expect a period of adjustment for everyone.
The team holds this change [more an 'overhaul' really] as both a very high priority and a very impactful and beneficial change to the game. That means that it's quite large, and therefore a lot of work will go into it. All of that adds up to being awesome, but also harder to squeeze into the end of an update development cycle. This is why the earlier posts said "planned for 2.2" and yesterday I said "maybe this year".
I'm sure that this is a bit disappointing to some. It's not as simple of a situation as the "maxed food" issue, where we can make a short-term change to hold everyone over until we get the permanent solution in place. We know that Challenges are where a lot of our players spend a lot of their time, and so we have to do this right. Sorry for getting everyone's hopes up.
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.
Happy with the updated timeline inasmuch as it's good to know what to expect, and what not to.
And in fact, actually very pleased to hear that all this challenge improvement is coming together all at once instead of bit by bit.
Links to threads that are useful for beginners (and in some cases even for veterans)
What about lowering gas cost in challenge or letting us play higher rec lvl for 6 or 9 stars to jump through low lvl walkers map? isn't simpler solutions for now until you remap challenge?
Honestly I started to enjoy challenge today... When I hit walkers close to my lvl... Monday - Wednesdays were booooring.
Like you said challenge is a main part of the game for 90% of players so it supposed to be priority
I hope that NG get's soon that Number Cruncher from the Facebook AD to find out that this is the #1 player motivation killer if they don't believe comments in forum or GC Letters.
Remember to use your charge abilities
As I read it this is in fact (and I quote) "a very high priority".
But because it is also "quite large" it takes a lot of time to do right.
Clearly the idea is to take longer to please better.
Hang in there!
Links to threads that are useful for beginners (and in some cases even for veterans)
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