Super Cycle & Changes to Outposts Matchmaking - Official Discussion Thread

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  • Passive_MavPassive_Mav Member Posts: 40

    "We drastically underestimated the number of players that were looking to play counterintuitively, and the impact that this would have on the experiences of others."



    Wow! Way to insult your fan base! That's an interesting business model.

    First rule of game making. Expect that the gamers will game your system of gaming the gamers.
    DeadShotPig[Deleted User]mongo911
  • zbotzbot NML Legendary Moderator, OW Moderator Posts: 7,374
    @DrBOB , yes my response was to the extra TG. You know the class and type, if that's what you are looking for the extra 5K is cheap, the traits are a gamble but it would have been a gamble regardless with leg crates. If you don't think it's worth it for you, the choice is yours to make.

    The easiest way to explain it is by this example:

    The chance of getting what you want (class and type) out of leg crate is about 8%. the traits are still random so that doesn't change anything.

    The chance of getting what you want (class and type) out of leg item is 100%, the traits are still random so that doesn't change anything.

    If you like the 8% chance of getting what you want then you are free to gamble. I like my 100% chance. Even if the traits are "bad" it's still usable.

    Also TGs are free with guild challenges and raids (well it still costs gas and heal time). If you want guarantees, I suggest the $ bundles with known traits.

    Again this is just my personal preference.

    DLichrgerkmanMadPuppyacb
  • DCBMETDCBMET Member Posts: 392
    The map selection issue (everyone using double sandbag rural fields) can be improved by lifting the "defender slot allowance" on lakeside, warehouse and town. There is no sense in limiting what can be done in any particular map. 3 slots on both segment 1 and 2 should be adequate and would open up dozens of new viable map combinations.
    Why were the first available maps limited anyway? To encourage outpost building upgrades? The extra tg generation and map options would be capable of that, and don't forget the additional building points. All the special defender allowance has done is make the other maps unviable for any strategy except for influence tanking, especially with the map overhauls (no more smash and dash).

    I am currently experimenting with the quarry just to see if I can create a viable defence there for the sake of visitors' desire for a change of scenery.
    [Deleted User]Pig[Deleted User]
  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    5 turns after opening gate really rush us to attack. I don't like it. If defenders dodge shot 2 times in a row then it's impossible to kill them.
    I'm sure 2 more turn will improve it a bit...
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
    HaiyanDeadShot
  • nickc25nickc25 Member Posts: 309
    Shteevie said:

    This is what we [I] were talking about when we [I] said that things would be rocky.

    A lot of high-level players who were purposefully tanking their influence are in the wrong matchmaking cohort. This has made it so that lower-level players will be matched with them more often, which is what I see happening on this thread. We need those players to play and win more matches so that they rise in influence to where they belong and get out of the way of the lower players.

    You can see the rarity of the survivors your opponent will be using. Use that info as a 'fuzzy' difficulty indicator.

    We'll be running this cycle as-is with the increased rewards for players who have more than middling influence in order to entice them to come play more and sort themselves out. After the event & cycle, we'll analyze the data and plan the next move.

    If you are only able to play an outpost at the end of your session with your last Gas, that should still see you get some good rewards now and then, and not reduce your session length if you weren't coming back for a few hours anyways.

    As I mentioned earlier [maybe in this thread, I dunno], we're looking at modifying healing times permanently, have already changed that particular defense map, and are strategizing on further changes that might be needed in different outcomes. Thanks for giving it a whirl, please consider trying again, and as always, I appreciate the feedback.

    I actually really enjoyed the new outposts as it added a better challenge. I quickly went from 1800 to about 3400 influence as I saw the incentive of moving up finally. But there is one major issue. I played 87 matches yesterday and 76 of them were the same map with the same defence format. It became very boring and kinda like a job so I stopped playing. I think that most PvP games have a matchmaking system where players can choose the map / race course etc. and I think that should be the case here. Either that or remove that particular map.

    In the end, I would collect the flag and then complete so I'd finish with zero / zero instead of fleeing. Usually I could do that in one move with a scout. I've stopped playing outposts for now but might do a few over the weekend.

    Everyone knows which one I am talking about, it's in a field :lol:

    Screenshots provided though :smile:



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  • nickc25nickc25 Member Posts: 309
    edited September 2016
    Sorry, I picked the wrong log screenshot. This is it.


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  • MrsScattercushionMrsScattercushion Member Posts: 120
    Some feedback from a newbie to outposts. I've lvl 17 players but rarely raided, so my starting point was only the bronze tier. My priority in the week is getting 260 challenge stars minimum for my guild, so as a generally f2p player, I don't have much time left over for other things until the challenge is over.

    I used odd free gas at the end of a playing session so if I landed with 2hrs + healing time, it didn't matter so much. probably done around 15 raids now. To start with, matching was against players of a lower lvl than mine prob as my influence is was v low) and raids were generally pretty easy. As have got up to the 2400 mark, matching against player lvl is generally still in par, although am seeing a lot more lvl 19 tanks/armoured, esp right near the beginning of some maps. Real mix of maps too, rather than just RF 3, although again may change as get higher,

    Is it worth it? As a newbie, I made quick progress for little effort and a healthy amount of TG for minimum hospital time. It also made a change from the grind of challenges and with doing them at the end of a session means hospital time not so much of an issue. Opening up a map to find a herd of lvl 19 tanks and armoured right in front of you does mean I know I'm sending my guys for a long lie down...and I've only had one or 2 of the super ninja Neos

    So in that respect, you've got me giving it a go for now. I'll be interested to see how it continues now I'm at a somewhat higher influence lvl.
    zbotMizTy
  • MarsOneMarsOne Member Posts: 65
    edited September 2016
    Today's.




    The defenders survivor 'Andrea' dodged three times, only hit her in the second round. Seems legit.
  • BigFellaSteveBigFellaSteve Member Posts: 107
    with the new update taking away any realistic chance to gain influence (and as nearly everyone has the rural field location very little chance to grab the TG) by continually being matched against opponents who are much stronger and therefore resulting in you having lengthy hospital time...outpost raiding has for me basically become a cheaper way of getting xp for 1 gas rather than exploration missions that cost 6

    DeadShot
  • MadPuppyMadPuppy Member Posts: 2,831
    @BigFellaSteve
    Feedback is very welcome. I'm merging this to the big outpost discussion thread.
  • Shut_UpShut_Up Member Posts: 2,295
    edited September 2016
    @MorpheusOfZion I hope you're not trying to insult me by saying "you know this if you've been there" because I have had the top spot before and I stay near the top now and I don't spend a lot of gold to do it either. I'm happy right now being near the top without being number 1. For me outposts were already losing their fun before the update because it's the same thing over and over. Shortening the maps for me was a nice move because you don't have to spend so much time killing walkers over and over but I've been into getting more stars and producing more for my guild.

    I also don't know what was in the screenshot you posted of a past leaderboard. I know you were trying to show your rank but I didn't see your name or see it highlighted. It doesn't matter though I believe you that you've been at the top. I can't speak for other obviously but I'm not the kind to make people prove their outpost position!
  • MarsOneMarsOne Member Posts: 65
    What's with the 1 influence gains. Why am I hospitalising survivors for one influence?
  • AmigaAmiga Member Posts: 3,770
    Just don't ride if you see low influence as reward
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
  • Shut_UpShut_Up Member Posts: 2,295
    edited September 2016
    If you check the bug section you will see the 1 influence problem has been reported by others already and Teeceezy said they are aware and looking into this. Very bad start to Friday.

    I wonder how many of these posts we'll get.

    Edit bug section bug bug not big stupid keyboard!
  • MarsOneMarsOne Member Posts: 65
    edited September 2016
    @Shut_Up thank you matey. Add that to no ads after challenges or missions. Working as intended. They are on a winning streak this week aren't they?
    Shut_Up
  • KelvSGKelvSG Member Posts: 277
    I enjoy doing outpost as i need lotsa TG, but the bug is really a huge burden. Will NG compensate me all the influnce loss due to the bug ? I should be in 4k range by now :(
  • Shut_UpShut_Up Member Posts: 2,295
    They have never replaced lost influence in the past. If you care about influence you should wait. If you care about TG then go for it.

    This bug is about to derail this thread lol.
  • BerndErwinBerndErwin Member Posts: 69
    Where did that bug come from? It cost me 150 influence today???
  • MarsOneMarsOne Member Posts: 65
    edited September 2016
    Just checked the results from being raided, got fisted by a level 19 survivor team. Lost 5 influence. That seems in line with how skewed this apparent match make improvement is supposed to be.
    Friday office party must of been a hoot.
    GrimGael
  • Shut_UpShut_Up Member Posts: 2,295
    @MadPuppy I know I told someone the same thing!
  • MarsOneMarsOne Member Posts: 65
    I see the post now. Still relevant here though.
  • DisasterDisaster Member Posts: 28
    I never had to flee before while riding another outpost, carefully I thought every move to prevent the survivors were injured, but since this new update....












    HAHAHAHAHA, too many efforts for nothing F**k my life..
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    MarsOne
  • InvaderInvader Member Posts: 2,066
    zbot said:

    If you want to gamble with leg boxes, it doesn't stop you. Just pass on purchasing this and wait for the leg box.


    It is still gambling when you´re not able to see the traits before purchase!

    After two disapointing weapons I´ll pass this option for sure...
    mongo911
  • AmigaAmiga Member Posts: 3,770
    @Teeceezy
    I have 3540 influence and I get around 10 per raid ;( I will never hit higher tiers with this amount for winning...
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
    DeadShot
  • zbotzbot NML Legendary Moderator, OW Moderator Posts: 7,374
    Update 1 inf issue should be fixed.
    MarsOne
  • AmigaAmiga Member Posts: 3,770
    Cool ;) now instead of 1 is 10 ;)
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
    [Deleted User]
  • PoppyPoppy Member Posts: 1,146
    Why we need the skip back getting a tonne of these, super cycle my bum!









    .



  • ShteevieShteevie Staff Posts: 1,335
    Yeah, that should be fixed already in the game database, and as players log in to get the new game data, you won't see it any more. Sorry for a couple of hours of weirdness.
    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.
  • rgerkmanrgerkman Member Posts: 2,465
    edited September 2016
    @Shteevie

    Those that were getting only 1 Inf are now only getting 10 Inf & my Guildie is only getting 5 Inf

    Are you saying that will change within a few hours too?
    There Are No Such Things As Stupid Questions.!!
    There Are However.. Plenty of Stupid Answers!!

    Rhonda
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