Super Cycle & Changes to Outposts Matchmaking - Official Discussion Thread



  • ceoofognceoofogn Member Posts: 27
    I misread the update notes. I'm still not happy about the blind matchmaking.
  • IRONDeeIRONDee Member Posts: 469
    Haiyan said:

    @GrimGael good for you that you have that many sets of raiders. I for one only have only a handful of survivors, let alone those that would qualify as raiders.

    I am extremely skeptical about these changes.

    That said, I have run B, C and D teams against outposts and have had some surprise successes. Not since the dodge fest, but if they can get rid of that, this might actually work.

    I'm not addicted, I just have nothing better to do.
    Founder and benevolent dictator of IRONPHX
    Alt Elder in Grumpy Old Gits

  • blynknzblynknz Member Posts: 1,988
    Assuming match making works, then it is fine. Even if it works 90% of the time, you can still flee and take no damage.

    But they need better PVP events. And they need events that give out rewards for better placement.
    But they way the system works, its probably not ideal. Theres a limit to how many things can be given away that are usful.
    You could do tokens, but it would need to be high. Like the top 10 guilds get 1000 tokens, next get 500 ...

    Just need something that rewards people to do events.
  • MarsOneMarsOne Member Posts: 65
    Any plans to test these changes before they go live, that would make a nice change.
    Would certainly help guage the reaction of your playerbase, rather than converting us all into explosive test bunnies.
  • MarsOneMarsOne Member Posts: 65
    edited September 2016
    Assuming there is no testing already of course.
  • BarcodeJBarcodeJ Member Posts: 403
    @MarsOne we are the testers. This whole game is just beta test after beta test that never develops into a well functioning thought out whole.

    This change is ridiculous. Outposts js ridiculous. But the most ridiculous thing in this situation is me. I am ridiculous for letting myself get my hopes up based on NG staff's hype train. Why is it every time someone says "this change is going to make you want to play outposts, just wait til we tell you what the changes are" they procede to make things even worse. Super dodgers dont ruin outposts for me. Lack of rewards make it pointless. I dont think it is even possible to raid 600tg anymore which isnt even equivalent to one radio. This at the very real risk of putting my survivors in the hospital for 3 hours or more. No thanks. I will run an exploration mission. I know 5k was a glitch, but even 1-2k would be a little tempting.i feel like NG is saying "Hey kids, I'll give you a nickle to try to run across the freeway, and laughing at us when we get smashed."
    What is really bad, is I found myself watching Talking dead, and when the guy was like "I cant wait for the fans to see whats going to happen" I instinctually was like yeah right. Get ready for a let down. Then realized the show was run by decent people.
    RIP Outposts.
    mongo911[Deleted User]exit_77kathlsanta
  • MadPuppyMadPuppy Member Posts: 2,831
    After the new cycle starts you will _not_ be reset to 0 at all. Rather up to Gold tier III you will not reset _at all_.

    Amazing numbers about the 200 raids you did.
    I would be very good if diversity in map usage could be achieved.

    From my perspective: I haven't like outposts so far. I play them only when I have absolutely nothing else to do but still 2 crappy gas left on the counter OR when I am desperate for that last few TG. But that last has not happened since forever.

    So, this change could either not change a thing for me, or improve outposts. But get less attractive to me it can not. So I'm giving it a go (and as per explanation from Next that go will take at least until October 5). But as always my stars and exploration will come first.
  • There4IMThere4IM Member Posts: 58
    LOL @ all the butt-hurt outpost champs. You're getting nerfed. You will deal with it and still find ways to feed your ego. I'm still not playing outpost, because waste of time.
    [Deleted User]
  • MovadoMovado Member Posts: 863
    What's interesting is that if hypothetically this was "real live PvP" then all the dodging by both players, the undesirable maps, the hospital time, etc., etc., and yet people would generally accept the structure on principle as there's an inherent acknowledgment that a real player is behind the opponent screen.

    But when it's AI-controlled, players tend to be less forgiving of the "system" and any structural flaws.

    I see this echo across many different games (mmo, rpg, etc) with various PvP systems. Not entirely sure as to the psychology behind this, but then again, my post is more of an observation rather than proposal (i.e. I'm not advocating for real-pvp here even though I would love it but I doubt ever happen here).
    But anyways, fix the miscellaneous outpost bugs and I'm definitely in. I don't care whether I win or lose (and I don't care too much about getting rewards either), I just like PvP aspects of games in general.

    Let's see how this goes...
  • GrimGaelGrimGael Member Posts: 1,410
    edited September 2016
    Thanks @Haiyan --but it's an absolute trade-off. Not all actually qualify as raiders either. I have very few pieces of upgraded gear. Since level 19 epic and legendary gear became a dry well for me, I have just upgraded everyone and not invested in gear. My hunters are running around with uncommon rifles, and I'm swimming in green bruiser suits. It really is funny, so rediculous that I just gave up on upgrading gear. Even the few good pieces. But I can stack them in the hospital and raid with the three that pop out the other side, lol. Trust me, it's anything but pretty.
  • MadPuppyMadPuppy Member Posts: 2,831
    Not sure about that reasoning @borealis
    If person A is a mid-level player and person B is a high level player:
    I think when person A leaves a fight halfway then person B wins it and gains influence.
    This will happen more to person B as they are too low in relation to players like person A
    After a number of fights person B will automatically stop appearing in the range for person A
    This dynamic should start assuring more fitting fights over time

    At least this is what the theory sounds like to me.
    Which I can only hope works out, as I could use an improvement to outposts which are otherwise largely unplayable to me
  • PaulusPaulus Member Posts: 58
    Interesting strategy to release an update you're anxious about and could be rocky? But good luck, I am hoping for good change, as matching is terrible for me based on current play at lvl 44 with lvl 16 survivors. I think ppl's probs might be stemming from the announcement statement seeming a little benign
  • HaiyanHaiyan Member Posts: 156
    NerfGames here's my suggestion:

    1. Increase tg rewards
    2. Decrease hospital time

    That's all u gotta do if u really want players to play your little outpost game
  • TeeceezyTeeceezy Staff Posts: 3,579
    edited September 2016
    This just in: The new Tier resets will apply at the end of the on-going Cycle, meaning better rewards and less of a drop for those well above 5k Influence as well as no Influence resets for Gold & below.
  • AmigaAmiga Member Posts: 3,770
    So no reset tomorrow and we will start new cycle with our current influence?
    <img src=""alt="" />
  • TeeceezyTeeceezy Staff Posts: 3,579
    Depends on your Influence @Amiga

    Tier reset will be removed completely from Gold tiers and below. Platinum and Master tier players will be reset in the following way:
    - Platinum tier III: 5,000
    - Platinum tier II: 5,200
    - Platinum tier I: 5,400
    - Master tier: 5,600
  • AmigaAmiga Member Posts: 3,770
    I'm in gold II so my influence will stay untouched then.
    <img src=""alt="" />
  • JackBauerJackBauer Member Posts: 1,550
    @MadPuppy Why is that awesome ?
    Remember to use your charge abilities
  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    Its simple. We get more TG at cycle end. This is awesome ;)
    <img src=""alt="" />
  • MadPuppyMadPuppy Member Posts: 2,831
    Higher tier is higher TG. Not loosing what we've fought for is awesome right? Winners keepers. :)
  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    All cool but I think TG at end of the cycle still needs improvement

    1. Master - 10k TG
    2. Platinum I - 7k TG
    3. Platinum II - 6k TG
    4. Platinum III - 5k TG

    Doesn't looks attractive when we can't loose TG and is easier to collect TG box during raids.
    Maybe add also some XP or radios... or even gold. Achieving Master rank in 2 weeks is really hard work.
    <img src=""alt="" />
  • TeeceezyTeeceezy Staff Posts: 3,579
    Thanks for the suggestions @Amiga :)
  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    Also upgrading walkers has less meaning now when amount of walkers is really low after last change. Even walkers lvl 22 would means nothing against lvl 19 attackers when there is only 1 wave.
    Honestly - I have no solution atm how to improve it... to make upgrading pit and walkers more important :)
    <img src=""alt="" />
  • TeeceezyTeeceezy Staff Posts: 3,579
    @Amiga We're looking at bumping the amount of walkers at the start of an Outpost mission - in order for attackers to get charged and balance the scales vs. the defenders. But good point on the walkers seeing as there's just the 1 wave.
  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    No wave before opening gate is good change. It speed up raids nicely. But maybe more fatties or armoured walkers would be also a good idea...
    <img src=""alt="" />
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