I wonder if we get the 15 radio gift that comes with most updates? A gift of radios is like opening up a birthday card and finding money as a birthday gift. You can always use cash or radios lol!
I don't see how the timing of the update can seriously affect upgrading survivors or gear. The update always starts about the same time and unless you have something upgrading and it will finish right before the update or during the upgrade it really shouldn't affect a player. Maybe I'm missing something though so I would like to know if I missed something!
If gathered enough xp for an upgrade of equipment or a survivor and I know that the update is about to start in 12-18 hrs I would probably wait till I see what else to do with the xp (just as an example). Also right before an update is on air I'd like to change my strategy of using my gas. Usually I like to play 1 scavenge mission per hour. If I would know that maintenance is coming I would use all my gas directly to avoid loosing gas during that time (just an example again).
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-Minimum walkers: It's a strategic choice. We found that when we announced 6 and before we realized that the migration had failed, most players started using their special walkers again, bringing the total of charge points available to the numbers you mention. Also, knowing that there may be only 6 walkers in the defending Outpost adds a strategic wrinkle to the attacker's side of the equation as well: bring a 2-point character? Get a Charging weapon? Charge up the bruiser and assault, and get a kill from the walker wave when the door opens?
Essentially, we think this add variety and depth to team selection and defense management, and that improves the overall experience for everyone.
Minimum of 6 walkers is unfair to those who invest lots of TGs to increase the walkers size, this only discourage players not to invest TGs to increase their walkers in the outpost. My suggestion is add an "exit zone" in front of the gate, and change the timing of spawning walkers to when all the attackers are inside this "exit zone". Or let us manage how many normal walkers we like to add in the outpost if this is meant to be a "strategic choice".
@Monsuta I agree 1000%. If I thought making valid points could sway his opinion the first point I would have posted is the same one you made about if this is really a strategy then why not let everyone set the amount of walkers in their outpost. If it was a strategy then why are the people wilth upgraded walker pits or have captured more than half the available walkers penalized by giving out more TG? In other words why pick a target that gives out only 350 TG when you can attack someone with 525-540 TG and be able to charge your survivors so that if you want influence you are charged up which changes the tide of the battle (as stated on the loading game screen) and going after a bigger prize. If you have a chance to spend time in the hospital why go after the smaller prize?
@Shut_Up
I think Shteevie listens to well articulated arguments & that he has proven that he is willing to change things when NML doesn't work "as intended." He's made lots of improvements to the game based on our feedback. Imo, it's worth the effort to make valid points & try to sway his opinion
Regarding your argument though, there are many times I have sought out an opponent for fewer tgs bc I didn't want to risk injury from walkers during a raid. Js... A different pov
This wasn't explicitly mentioned in the update notes @Shteevie, but can we assume that you guys fixed things like this? The Armored Walker was behind the gate when I opened it...
Hopefully they will add the ability to limit the number of normal walkers that we can place if even to the minimum of 6. I don't know what the bare minimum is; from my understanding any player whom has less than 6 will get 6 going forward but I don't know if that means if a player normally has 4 normal walkers for example and places 2 tanks (for example) that they'd still get an additional 2 normals.
Does the minimum total number of walkers become 6 or is the minimum number of normal walkers players start out with in their outpost now default to 6? I guess this answer can be explained by any players who currently play with the bare minimum number of walkers. I know mine says I have 13. I spent alot of TG's to upgrade everything. If the bottom shelf is raised from whatever it is currently to 6 then I wasted TG's on nothing. Not a big loss but still slightly aggrivating.
I just think the irony of being able to control where these humongous tank walkers and these heavily fortified, takes 2-3 shot to kill armored walkers go; yet the normal, lower health, lower attack damage walkers we can't control.
I'm thankful for the minimum being raised to 6 and i'll overlook the fact that now someone's outpost is getting "more walkers" but doesn't have to use their TG's to get them like I had to, if I can gain the ability to determine the quanitity of normal walkers I have on my outpost.
If I spent a ton of TG's upgrading and gathering more walkers and I choose not to use them in my outpost then thats up to me (meaning I'll be the one to determine if I wasted TG's). I don't care as much not being able to place my normal walkers as I do about being able to pick the quantity of normal walkers in my outpost.
I understand the devs are very much against players "playing the game the way it wasn't intended" but if you intended to allow us to upgrade our walkers levels and quantity and other players chose not to do that then I think to keep a level playing field all players should be able to control the number of walkers in their own defensive outpost
#endrant
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@MizTy I agree if you are only in it for TG then sometimes an outpost with 350 TG up for grabs can be a viable target but I'm talking about if you are battling someone for influence I have a feeling most people will go after the outpost with higher TG so that they get more of a reward for doing the same thing which is killing 3 defenders. Most damage comes from the defenders and not the walkers so based on hundreds of posts about the outposts, under the current format I believe most people would rather face more walkers and charge up than not charge up or even worse waste 1 or 2 rounds (and being a sitting duck) charging up using the first spawn if they are going after all 3 objectives.
I'm also not saying NG doesn't listen at all but you can tell when there is a situation where they are unwilling to compromise (such as the luck and interrupt nerf) and this is going to be one of them.
I feel this walker debate probably should have its own thread but since it is here, I am here and it isn't I will add a comment. I know a lot of the beefed up outpost teams get quite a bit of their points from failed attacks. Do away with the ability to charge your attacking survivors and newer, lesser teams such as myself will simply quit making any raids at all. It can't all be so one sided. If it does, it loses its uniqueness, fun and chance feel and becomes a highest cash pile wins type of game I feel. I mean come on, you are in are in a Fort you design, protected by the biggest baddest you have, placed exactly where you want them.........What more do you need???
@gespuer I took a page out of your playbook and decided not to start the upgrade on this armor before the update just in case they reduced upgrade time. I doubt it but I said what the hell I'll start after the update and see if maybe Gespuer is onto something.
This wasn't explicitly mentioned in the update notes @Shteevie, but can we assume that you guys fixed things like this? The Armored Walker was behind the gate when I opened it...
-We had a ticket on that floating around, but I'm not sure if that one was addressed specifically. I think it has to do with players whose outpost layouts were modified, but who haven't gone in to place their walkers afterwards. I'll dig in to it if I find a minute.
If I thought making valid points could sway his opinion...
-I'll thank you for keeping it classy. In the meantime, I'me sure you can look around the forums and find open discussion with myself or other staff members without looking too hard.
In this instance, I have a couple of points of data that I'm keeping in mind here that may not be available to you. The first are the plans for further improvements to matchmaking and rewards that will change the ultimate state of outpost matches. The second is the data of how many walkers people are using, how often this building is upgraded, and how many walkers are being placed. As of now, it's better for us to implement the change we had originally intended to, since the player reaction to that is exactly what we are looking for, and then follow any further data that comes in. Your opinion is important, as is that of every player that offers it on the forums, but it is not the whole picture.
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 think it has to do with players whose outpost layouts were modified, but who haven't gone in to place their walkers afterwards.
Just to assist you in thinking about and fixing this issue, let me point out that walkers showing up behind the gates is a bug that pre-dates modifications to the outpost layouts. This explanation makes sense for things like outposts that only have 2 defenders, but not for the walkers behind the gates.
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Naw thanks for the booster gifts NG. Had bug reports on Ep 7 missions yet? I'm reloading to see if it resolves but there was a force to pick a team of 3 and then one plays, and crashed on a move to exit
@Teeceezy Me too, plus I can finish the mission anymore. I move my hero to the exit, I can see that AP are used (half full circle around survivor) but the survivor does not move.
I'm stuck.
----------------- Remember to use your charge abilities
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My suggestion is add an "exit zone" in front of the gate, and change the timing of spawning walkers to when all the attackers are inside this "exit zone". Or let us manage how many normal walkers we like to add in the outpost if this is meant to be a "strategic choice".
I think Shteevie listens to well articulated arguments & that he has proven that he is willing to change things when NML doesn't work "as intended." He's made lots of improvements to the game based on our feedback. Imo, it's worth the effort to make valid points & try to sway his opinion
Regarding your argument though, there are many times I have sought out an opponent for fewer tgs bc I didn't want to risk injury from walkers during a raid. Js... A different pov
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Does the minimum total number of walkers become 6 or is the minimum number of normal walkers players start out with in their outpost now default to 6? I guess this answer can be explained by any players who currently play with the bare minimum number of walkers. I know mine says I have 13. I spent alot of TG's to upgrade everything. If the bottom shelf is raised from whatever it is currently to 6 then I wasted TG's on nothing. Not a big loss but still slightly aggrivating.
I just think the irony of being able to control where these humongous tank walkers and these heavily fortified, takes 2-3 shot to kill armored walkers go; yet the normal, lower health, lower attack damage walkers we can't control.
I'm thankful for the minimum being raised to 6 and i'll overlook the fact that now someone's outpost is getting "more walkers" but doesn't have to use their TG's to get them like I had to, if I can gain the ability to determine the quanitity of normal walkers I have on my outpost.
If I spent a ton of TG's upgrading and gathering more walkers and I choose not to use them in my outpost then thats up to me (meaning I'll be the one to determine if I wasted TG's). I don't care as much not being able to place my normal walkers as I do about being able to pick the quantity of normal walkers in my outpost.
I understand the devs are very much against players "playing the game the way it wasn't intended" but if you intended to allow us to upgrade our walkers levels and quantity and other players chose not to do that then I think to keep a level playing field all players should be able to control the number of walkers in their own defensive outpost
#endrant
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I'm also not saying NG doesn't listen at all but you can tell when there is a situation where they are unwilling to compromise (such as the luck and interrupt nerf) and this is going to be one of them.
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-I'll thank you for keeping it classy. In the meantime, I'me sure you can look around the forums and find open discussion with myself or other staff members without looking too hard.
In this instance, I have a couple of points of data that I'm keeping in mind here that may not be available to you. The first are the plans for further improvements to matchmaking and rewards that will change the ultimate state of outpost matches. The second is the data of how many walkers people are using, how often this building is upgraded, and how many walkers are being placed. As of now, it's better for us to implement the change we had originally intended to, since the player reaction to that is exactly what we are looking for, and then follow any further data that comes in. Your opinion is important, as is that of every player that offers it on the forums, but it is not the whole picture.
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.
Bad to the bone!
The Notorious P.I.G.
"I'm stuck in forum prison, and time keeps draggin' on"
"I’ve never said I’m a perfect pig, nor pretended to be someone that I’m not."
Me too, plus I can finish the mission anymore.
I move my hero to the exit, I can see that AP are used (half full circle around survivor) but the survivor does not move.
I'm stuck.
Remember to use your charge abilities
As my phone is too small and I don´t have a tablet, I´m on a break now...