Give us your feedback on rewards!

Happy Friday everyone!
We've been getting a lot of feedback from you about the rewards for completing Episodes, participating in events and so on. Now is your chance to discuss what kinds of rewards you would like to receive for your efforts.
Let us know what you think about the following:
a) Completing an episode, and
b) low, mid and high tier reward from challenges
Please note that we can't guarantee that we'll change the game to match your suggestions exactly as proposed, but your suggestions will be an awesome way to guarantee we understand exactly what you guys are thinking. (Please note any ideas posted on this thread will be freely usable by Next Games with no obligations.)
We've been getting a lot of feedback from you about the rewards for completing Episodes, participating in events and so on. Now is your chance to discuss what kinds of rewards you would like to receive for your efforts.
Let us know what you think about the following:
a) Completing an episode, and
b) low, mid and high tier reward from challenges
Please note that we can't guarantee that we'll change the game to match your suggestions exactly as proposed, but your suggestions will be an awesome way to guarantee we understand exactly what you guys are thinking. (Please note any ideas posted on this thread will be freely usable by Next Games with no obligations.)
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Second,I think Smoking Joe said it better than I could,it's almost insulting risking your team on a Deadly mission to be awarded "common" items.
- better rewards on higher tiers
- less gas needed for higher tier or more gas as rewards.
- guarantee exp or supplies as a part of reward + chest
- extra rewards for best 10 guilds
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Gas amount req to play challenge on higher tier is ridiculous.... No worth of effort.
For example when I finished the chapter that yielded the assault rifle as the reward, I already owned a better one.
Rewards on finishing story episode are not too bad, specially the last one on episode 12.
Well there's a reason we're asking for feedback..
Personal challenge reward:
Low (from 12 star - 54 star) : (level 7 to level 9 weapon/gear, or 1k upto 10k xp/supply, or 5 upto 10 radio/gold)
Mid (up to 164 star) : (level 10 to 12 weapon/gear; or 15k upto 25k xp/supply; or 15 upto 25 radio/gold)
High (210 star and up) : (level 13 and up weapon/gear; or 30k upto 50k xp/supply; or 30 upto 50 radio/gold)
Good for you,good for us.
Personal and Guild milestone rewards needs to be player level dependent, and items received should be no lower then 1 level below your current max training level. XP/Food/Gold/Phone rewards should scale based upon the milestone level.
Good point.
I guess I would like realistically,if not at least a better wep/Armour...for lets say a 10 gallon star run..hmm...if not a wep or armour? A shit ton of tomatoes-or xp.
The only reason I push is for guild loyalty-quite obvious I could spend my petro more wisely on self improvement.
b) low, mid and high tier reward from challenges"
a. Completing an episode should come with a CHOICE of weapons. You should be able to pick from three different weapons: rifle? pistol? sledgehammer?
b. Each challenge, I know I will be scrapping until about day three (I don't usually use stars to get fuel, I just wait it out on slow drip) to get anything even remotely worth keeping for my survivors. It may even help if we could "re-roll" gear while scrapping. Scrapping it JUST for XP seems to linear.
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b) Item rewards for challenges should be on a sliding scale based upon the level difference. Such that once you start beating +2 you get good items, +3 you get really good items, and if you manage to beat +4, you only get GREAT items. After all, this is when the game actually starts to get difficult. Also, what is difficult *now* may not be difficult in a month or two. Thus, the rewards should scale based on difference, rather than just 'at a certain amount of stars they get better.'
c) Legendary items should ALWAYS spawn with class specific traits. No other insult in this game is greater than getting an awful version of a legendary. In all honesty, with bad traits a legendary weapon can be WORSE than a rare weapon of the same level. This should flat out never happen.
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The current system:
- The best items come from the deadly explore mission. Its reward vs. (gas) cost ratio is very nice, considering it is not really a deadly mission (none ever dies), and one mission takes less than a minute to complete.
- Challenge missions do offer occassional better stuff but getting to higher levels and doing them (in terms of gas vs. the deadly explore) is not really worth it.
- Story missions offer the worst, non-distinguishable loot (no bonuses, worse items than from a deadly explore).
I might consider these changes:
-> Make the deadly mission more random, have it include higher level tough and armored walkers occassionally... to keep everyone on their toes. This is better than to touch the loot (should not do that, there must exist a way to get nice items
-> You could up the challenge rewards to be on par with the player's current deadly explore. However, I know I would do something different but not right away what exactly (because to up the rewards is a lazy approach and just creates another farming spot the explore missions being the other).
-> Up story mission rewards a lot. They are definitely the best content in the game at the moment, so incentivizing players to do them (instead of verrry repetitional other stuff) is the way to go. Besides, there is a hard limit to farming them.
1:- The Equpiment rewards need a complete rethink, a gold ticket should be Epic/Legendary Equpiment (not rare as it is now) or a sizeable amount of another resource.
2:- The 9 openable crates should have at least one crate of each type in them (Equipment, Food,XP, Gold, Fuel, Radios) however if you are maxed out on a resource there shouldnt be any of it in the 9 crates and it replaced with another resource.
3:- A Deadly Mission should at least gurantee one gold ticket based on suggestion 1 & 4 as I've done deadly missions were I've been awarded no tickets of any description,
4:- The lvl of Equpiment should be set at a range of +1 to -1 the recommended level of the mission. So for example a recommended lvl 15 mission could award lvl 16,15,14 equipment. Maybe for the levels where your way over the recommend lvl have one box that awards you something appropriate to your lvl and the rest have the usual in just to give you something to fish for.
5:- Upgraded Equpiment scrap reward value needs increasing, it's not right you spend say 500k upgrading a weapon 3 times to only receive less than 10k back. I would suggest 25-30% investment return.
5:- Maybe have the type of Equpiment awarded be for one of the classes used in the mission.
and whilst your listening
1:- If/When you introduce pvp please have two separate combat systems one for PVP and one for PVE as trying to balance one system for all is nigh on impossible. Yes it more work for you initially but belive me it will pay off in the long term.
2:- Please also for PVP which we are led to belive are outpost, please have them use secondary fuel source as there's not enough to play the content in the game all ready at the current levels of regeneration.
3:- 15 radio pulls need lowering to 10.
4:- Speed up the fuel regeneration.
1) I'd like to see the XP awarded as you progress to the higher levels be less linear and more exponential. It takes a lot of XP to level up weapons and survivors!
2) If I receive supplies, gas or XP and that item is full, I'd rather get something else.
3) Retain more XP when scrapping upgraded equipment.
4) Make reward more proportional to the level of the mission or challenge; allow selection of equipment versus supplies.