Although I agree with you @Amiga that a few more turns would be handy, I'm leaving the defenders alone if I can grab n bail. Made 10k TG in the last couple of hours by this method - would have been more if not for the huge profileration of flippin' RF3 maps! It's amazing how so many peeps have so little imagination.....
“You never know how strong you are until being strong is your only option.” (Bob Marley)
Many times I choose TG instead of influence if 1 TURN left. Shame - because sometimes 1 TURN make big difference. 2 more turn would be better than current 10% attack boost ect
@zbot im at 4k range but all of my raid only give me 10 influence. Only once i receive 16 and that the highest.
2ndly what happen to my report bug regarding influence loss even after grabbing flag. 30 seem alot to me now as i required to raid 3 time successfully lol
Yes, the influence rewards drop as you go up. The amount you earn is based on the amount the defender has. Since we fixed the issue that allowed for defenders of 3+ levels above your own, that means that many more of your opponents will be below your influence range, and therefore you'll get the minimum.
The formula needs some tweaking, and that is what this cycle is for. I hope to improve things on Monday or Tuesday, depending on how long testing takes.
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 @Teeceezy I just would like to apologize for my complaining the first couple days of this cycle. My match ups the last 2 days have been quite even and fair and for the most part challenging. Good job guys
I'm not a fan of the outposts in general, not since they took away the ability to attack lower tier players. The cost is too high to go against higher tier players and I'm in the hospital for too long and at times not winning at all. Let's face it, if this was real life (which I know it's not ) we would scout out the weakest outposts and raid those ones. Not go against extremely tough opponents. If the lower tier players don't want to be attacked they can spend their trade goods on upgrading their outpost. His new version is even worse, the only thing you are told is what kind of weapons you will be facing. I have now gained more experience points simply doing nothing and just allowing my outpost to be attacked. So it is not worth it for me to attack anymore and until this changes my outpost will just sit there.
I just would like to apologize for my complaining the first couple days of this cycle. My match ups the last 2 days have been quite even and fair and for the most part challenging. Good job guys
-Thank you for sticking with it! It's not perfect yet, but I really appreciate that you are still playing and hopefully enjoying the Outposts. We're doing this for you!
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.
I had match where my survivors were 12 levels higher than the other guy's. Twelve.
Then I was matched with 10 outposts that had survivors several levels above mine that I had no chance of beating.
-For the former, we're selecting opponents right now based on influence level and other factors, but we can't force players to put their high-level survivors in defense. Maybe you saw someone who never swapped in survivors to replace the free ones they got when they built the Outpost?
For the latter, this shouldn't be the case unless you a re very far behind on leveling your training grounds. If it keeps happening, we'd really appreciate a screenshot for use in debugging and solving the problem.
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 - at the higher Influence ranks, oftentimes it's a shootout between all purple-star fighters on both sides. I can still prevail most times against those defenders, but would it be possible to allow us a few extra turns after gate opens? It shouldn't affect NG's 'bottom-line' at all with regards to outposts. A few extra turns would afford opportunity for better strategizing, and possibly result in defensive-stance being a less worthless trait, and sometimes it just takes a few more turns to take out the 7-8 star defenders (even when I'm using a full team of legendary 8-star raiders myself). But I would assume the principle benefits of a few extra turns would help at any Tier level, proportionally speaking. At the end of the day, either we have capability to kill all defenders, or we don't. We shouldn't be contrained by a hasty 7 turn limit, in my opinion.
Thanks @Steeleman@Reeconn@TheLostOnes@Neil_J for sticking with it. Good to hear you starting to find a way to enjoy it. I will merge this with the rest of the outpost discussion.
I had match where my survivors were 12 levels higher than the other guy's. Twelve.
Then I was matched with 10 outposts that had survivors several levels above mine that I had no chance of beating.
-For the former, we're selecting opponents right now based on influence level and other factors, but we can't force players to put their high-level survivors in defense. Maybe you saw someone who never swapped in survivors to replace the free ones they got when they built the Outpost?
For the latter, this shouldn't be the case unless you a re very far behind on leveling your training grounds. If it keeps happening, we'd really appreciate a screenshot for use in debugging and solving the problem.
I use the "level everything" approach. Leveled everything. Upgraded the council, upgraded the training grounds. Saving up to get enough supplies to upgrade the workshop. Using XP to upgrade my survivors. So my training grounds should be good.
I just ran through another series of raids. We used to burn TG looking for an outpost to raid. Now, we burn through TG and gas and flee a lot, looking for an outpost to raid. I don't see how that is an improvement.
I'll see if I can get some screenshots. That could be difficult because the survivors are only shown for a few seconds and the walker strength isn't known until after that.
I always skipped the outposts that had maxed out walkers and maxed out survivors because I know I can't beat them. Now, I have to burn both TG and gas to find out that is the case and then flee.
My experience is that the amount of trade goods tells you the walker level. Over 500 tg, high level walkers. 300 ts low level walkers. I just press the X button anytime the tg's are over 500.
@Shteevie I'm not going to lie, raiding has actually been fun for me today. I've done about 30 raids and gained ~600 influence. I love the bonus influence paired with quick healing times.
A bit of feedback: It would really be nice for you guys to consider the whole "hide walker and player level" thing. I've started to cherry pick raids based on the influence/TGs/survivor rarity, which can usually proxy for walker and player levels. I don't think there's any distinct advantage to hiding this information. I understand that cherry picking is a negative externality and you guys want people to take the matches that they're given, but forcing people into matchups will likely just deter them from playing Outposts.
Like everything else in this game, it's important for players to have some degree of choice/free will when raiding. If you want people to take on tougher matchups, you should create positive incentives (i.e., higher TG and influence rewards) that justify the hospital time associated with tougher matchups.
P.S. This is what I've seen in the last 12 hours. I'm at about 3600 influence and am getting matchups with 1 influence, gaining NO influence after a successful defense, and matching up against peeps 6 levels lower than me.
Proud member of Mavericks OG, a top 3 global GW and challenge guild. Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.
My experience is that the amount of trade goods tells you the walker level. Over 500 tg, high level walkers. 300 ts low level walkers. I just press the X button anytime the tg's are over 500.
hehe im the opposite of u, skipping 300 TG reward raid as it gonna be a waste of my time (unable to charge my attack lol)
Just gained 102 inf against a 1.10.15 (yes a 1 lol) survivors....walkers were 10's n 11's. Then gained 10 inf against three level 18 and 19 walkers.... enjoying outposts more but the matchmaking and rewards are odd.
I just reached level 55 on Friday. I've been tanking my IP for a while and am at about 2400, down from just over 3000 ten days ago. I've pulled my pit walkers and dropped my defenders to allow for easier TG raids (because we all know that TG is now an additional, and soon to be rare and expensive commodity).
As I have been raiding this weekend (no hard data here) I'm seeing everything from lvl 16/17 epic/uncommon to a full compliment of legendary, lvl 19, three-each purple star defenders.
Please, nobody, including you @Shteevie (absolutely NO disrespect here) try and figure this one out. It's a complete and utter mess and I will NOT lose any sleep trying to figure it out.
Seriously, the Outpost is broken SO badly... Take the blackboard eraser out and start this one over from scratch. How much money, or how much time, or how much stress would you invest in an old car, a jalopey, before you bite the bullet and go buy a new car? I mean, really! Despite the format, it's linkage to internal monetization, and the never ending customer dissatisfaction, is this aspect of the game really worth keeping? If you, NG, think it is then suspend it outright now, restore the avenues for customers to acquire TG another way, then code it gain from scratch.
Speaking as a recently retired senior IT professional, I would never allow a failing application, one that is integral to my business, to allow it to diminish my customers' (other employees') work experience. Shut down customer access, take the foundation code and rewrite it from the ground up and, most importantly, include the historical feedback, both positive and negative, in your new design.
(BTW @Shteevie , if you intend at all to relpy to this with a quote, please don't insult me again by saying "wall of text." Pick a line here or there but don't make me feel like a blithering idiot. Sometimes emotions and thoughts can't be condensed into Twitter formatting. Thank you.)
Comments
Made 10k TG in the last couple of hours by this method - would have been more if not for the huge profileration of flippin' RF3 maps!
It's amazing how so many peeps have so little imagination.....
2 more turn would be better than current 10% attack boost ect
Feeling Lost, Click Here!
2ndly what happen to my report bug regarding influence loss even after grabbing flag. 30 seem alot to me now as i required to raid 3 time successfully lol
As for the bug, it's been forwarded to support, thank you for the screenshot of the log.
Feeling Lost, Click Here!
Then I was matched with 10 outposts that had survivors several levels above mine that I had no chance of beating.
The formula needs some tweaking, and that is what this cycle is for. I hope to improve things on Monday or Tuesday, depending on how long testing takes.
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.
@Teeceezy
I just would like to apologize for my complaining the first couple days of this cycle. My match ups the last 2 days have been quite even and fair and for the most part challenging. Good job guys
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.
For the latter, this shouldn't be the case unless you a re very far behind on leveling your training grounds. If it keeps happening, we'd really appreciate a screenshot for use in debugging and solving the problem.
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.
That would be my suggestion and/or hope.
Thanks.
Thanks game developers for continuing the improve game
Check out the DMZ guild. We're recruiting. Here.
Links to threads that are useful for beginners (and in some cases even for veterans)
I just ran through another series of raids. We used to burn TG looking for an outpost to raid. Now, we burn through TG and gas and flee a lot, looking for an outpost to raid. I don't see how that is an improvement.
I'll see if I can get some screenshots. That could be difficult because the survivors are only shown for a few seconds and the walker strength isn't known until after that.
I always skipped the outposts that had maxed out walkers and maxed out survivors because I know I can't beat them. Now, I have to burn both TG and gas to find out that is the case and then flee.
A bit of feedback: It would really be nice for you guys to consider the whole "hide walker and player level" thing. I've started to cherry pick raids based on the influence/TGs/survivor rarity, which can usually proxy for walker and player levels. I don't think there's any distinct advantage to hiding this information. I understand that cherry picking is a negative externality and you guys want people to take the matches that they're given, but forcing people into matchups will likely just deter them from playing Outposts.
Like everything else in this game, it's important for players to have some degree of choice/free will when raiding. If you want people to take on tougher matchups, you should create positive incentives (i.e., higher TG and influence rewards) that justify the hospital time associated with tougher matchups.
P.S. This is what I've seen in the last 12 hours. I'm at about 3600 influence and am getting matchups with 1 influence, gaining NO influence after a successful defense, and matching up against peeps 6 levels lower than me.
Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.
Youtube channel: https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg
Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
You have a 8* attacker.....still plodding with 5's here. That's a lot of money spent me thinks.
As I have been raiding this weekend (no hard data here) I'm seeing everything from lvl 16/17 epic/uncommon to a full compliment of legendary, lvl 19, three-each purple star defenders.
Please, nobody, including you @Shteevie (absolutely NO disrespect here) try and figure this one out. It's a complete and utter mess and I will NOT lose any sleep trying to figure it out.
Seriously, the Outpost is broken SO badly... Take the blackboard eraser out and start this one over from scratch. How much money, or how much time, or how much stress would you invest in an old car, a jalopey, before you bite the bullet and go buy a new car? I mean, really! Despite the format, it's linkage to internal monetization, and the never ending customer dissatisfaction, is this aspect of the game really worth keeping? If you, NG, think it is then suspend it outright now, restore the avenues for customers to acquire TG another way, then code it gain from scratch.
Speaking as a recently retired senior IT professional, I would never allow a failing application, one that is integral to my business, to allow it to diminish my customers' (other employees') work experience. Shut down customer access, take the foundation code and rewrite it from the ground up and, most importantly, include the historical feedback, both positive and negative, in your new design.
(BTW @Shteevie , if you intend at all to relpy to this with a quote, please don't insult me again by saying "wall of text." Pick a line here or there but don't make me feel like a blithering idiot. Sometimes emotions and thoughts can't be condensed into Twitter formatting. Thank you.)