Healing cost and time reduction is still in need of fixing. It only appears that we save one gold from 25 to 24 and just two minutes of time from 2 hrs 15 mins to 2 hrs 13 mins. Can we get better results.
the update just compounds the grind. ng are doing all they can to make the game harder for players. there is a blinkered and arrogant attitude at the dev that disregards player feedback. walker strength increase is last straw and i've a bug post about my costly assault is now nerfed. that's another problem. ng takes your money and then changes goal posts constantly. this 'we have a right to change' is nonestance. what about our consumer rights?
Another thing is the cost in xp of fighters and weapons. The farms never went up but cost 2 million a plot. The XP tent not sure yet. Have not got to it. But the increase cost and lack of production is not good.
Why does NG always overkill? More health walkers, higher start in challenge, less extra rounds + longer hospital times at high RSL. Don't think people will be complaining about the length of the challenge anymore...
Makes me think about the time they fixed bullet-dodge, nerfed luck and made dodge weak for criticals. Ninja dodge in outpost did stop after that...
Why do they always exaggerate?
When releasing notes for updates, we like to add as much detail as possible. The key word though, is balance. All these changes have been made in order to create a better gaming experience. Please do let us know how you feel about these changes once they've gone live (hopefully very soon).
Buffing melee and walkers was actually a nerf to ranged. Also to my scout, I'm missing some one-hit kills. I'm glad warrior got a little stronger, but overal...
We went backwards in potential. That is never fun...
It feels like you do when your water bill goes up yet again and you have to pay it anyway.
Please next time: only buff those melee, don't touch walkers...
I'm ok with the shorter challenge. I can reach my desired stars without pushing it, so that's nice. I like the new challenge maps too. Hospital times are alright.
It ain't all bad, but not exited about the manner of balancing. And offended by the way it was presented(as buffing, when actually nerfing).
NG has this strange habit of being AI friendly rather than player friendly. Nerfing the survivors and buffing up the freemen and zombies.
The challenge 2.0 was one of the best additions to the game. However, they messed it up by tweaking it in 2.5 to start one level higher with no improvement in the rewards. The 2.5 update was short of a fiasco.
Lets hope NG takes care of these issues in the next update
@Teeceezy Take this for what’s it worth from one IT guy (app developer, manager) to another and I admit that with some reluctance after the embarrassment that was the 2.5 upgrade. I fully understand what you guys are going through; push out the shiny new toys (upgrades) as quickly as possible (reduce investment costs) to drive more revenue and anything else (fixing bugs, cleaning up cumbersome logic, etc.) is a very low priority as they don’t add revenue. All businesses suffer from this to one extent or another. However, now that you are (or soon to be) a publicly traded company, your investors will not be happy if you lose a lot of your active players every time you roll out poor updates.
Issues: 1) Stop tweaking stuff!!! If you set a value wrong, live with it. Let me introduce you to a programming concept called the IF THEN ELSE statement. IF player _level >= 59, use new revised logic/value ELSE use old screwed up logic/value. Issues are eventually weeded out with no one the wiser. 2) “Nerfing” is a sign of poor planning, poor design and poor testing along with bruised egos. Invest a little more time in this and realize there are smarter people than you that play this game and we won’t play it exactly like you want it played. 3) Effective communication: answering questions about the problems during the 2.5 update was communicating with us, which is good but it is NOT effective. Having your users wade through 20 odd pages of forum material to try to understand what was going on was disrespectful. I doubt you made NG management do the same. An announcement should have been posted within the first 30 minutes with a general description of the issue and updated periodically with a list of issues and each issue's status. If you weren’t doing the same internally for management, you guys have problems. There should also be a "Known Issue" thread listing every single one that affects game play. Be open and honest with your customers. 4) Not sure why game companies don’t include details for updates. If your change specs are like your update postings, no wonder there are so many problems. There is absolutely NO VALID reason you can’t put more detail in the update notes. You guys treat the updates of your game like a list of salaries or nuclear launch codes when it becomes common knowledge after its pushed. 5) Your devs have some serious testing and source control issues. It has been posted in this thread that we should expect bugs with updates. Unless it is for specific hardware (all iPhone 6s for example), that is completely WRONG! There is NO excuse for "unintended" changes or "work in progress values" being included in the production release. 20+ years of app development and I have NEVER had either of these issues. We are all human and make mistakes, but "unintended" changes and using "work in progress values" are controllable through standardized practices, oversight, and professionalism. Testing in production is not a valid testing strategy for apps such as this game. Regression testing and testing to break should be standard test methods in addition to unit testing.
There is a ton of potential for this game and, based on these forums, a highly passionate user base. Don't abuse it and work with us.
My two cents on some changes I would like to see: 1) Fix the carryover damage with Freeman and eliminate this logic for partial green bars: Damage done = (Freeman Green Bar Remaining Health – 1). A Daryl with 2339 damage doing 483 on a crit because the Freeman Bruiser had only 484 left on the green bar!?! Same Daryl doing 79 on a body shot after doing 2174 and 2400 the first two attacks? 2) Now that you have watered down heroes by making 20 of them, make all token drops in challenge event only hero tokens. 3) Ability to level up weapons. I will NEVER buy a weapon package because of this and I am sure I am not the only one thinking this. 4) Add “IF player_level = current_max_level AND player_supplies = current_max_supplies THEN” add items for sale in trade shop for cans. 5) Add “IF player_level = current_max_level AND player_supplies = current_max_supplies THEN” convert supply crates to xp crates for end of mission rewards. 6) Get rid of the 250 TG penalty for 50 packs of tokens. It should be 3750 if 8 cost 600. 7) Each day of the week should have a different category of weapons/armor for sale for TG and cans. Mon – Assault, Tuesday – Scout, Wednesday – Warrior, etc. Sunday could be random. 8) Now with 20 heroes (and who knows if that is the end), consider changing the process from individual hero tokens to hero class tokens like we have for survivors. 9) Logic needs fixed where Freeman should always attack the closest walker/survivor. Tired of seeing Freeman in the middle of walker packs run out of them and attack a survivor. Freeman should always attack the closest enemy, period. 10) Ability to shut off “cover” logic during a move. There are times when I want to move to a location but I can’t because the cover logic takes over. This applies to ranged survivors when trying to keep enemies at a distance. 11) Fix move logic where when a survivor is moving east to west from point A to point B, the movement path immediately dips down towards walkers to the south and alongside the line of walkers until point B is reached instead of the LOGICAL path of keeping a one movement space between the survivor and the walkers until reaching point B 12) Add a new dimension to maps by being able to climb up on half height items. Would be equivalent of moving 3 spaces and walkers would be unable to damage you. 13) Walker pit max walker level = training grounds level + 3. 14) Add spike, goo, and explosive walkers to walker pit. 15) Get rid of 1 and 2 star equipment drops. Worthless and you take an XP penalty compared to XP crates. 16) Open up completed chapters 17) Now that the war has started on TWD, consider having real time fights between guilds. Due to some guilds being global, set it to 5 to 10 participants and each person would get one of their survivors. Open this up for that period in between challenges and allow guilds to have multiple fights per day. 18) Eliminate the "cutesy" graphic stuff like survivors walking through camp and animated chests opening. Just eats processing power and every time stuff like that is added, players with older devices suffer. Especially when one considers this type of "background stuff" is normally tuned out after seeing it the first couple of times. 19) Go through and revamp the code with everything you guys have learned to eliminate all of the little nagging bugs that we may have not noticed and allow you guys to enhance the game faster in the future. That is probably wishful thinking for it to happen but considering the number of updates we've had since the beginning, its probably sorely needed. 20) Damage/health indicator for survivors. Edit 21) For tents, outpost, and farm plot: holds max = production * 9. Get rid of the fixed value that you have to adjust manually and let it progress automatically as production increases. Edit 22) Token crate rewards: Hero tokens in crate = Round(current challenge level * (((Random number from 1 to 100)/100) + .8)). So, you would get anywhere from .8 to 1.8 times the current challenge level you are on in hero tokens. Edit 23) Fix maps such as the art not matching up with what we can see/shoot or not see/shoot. Unless you are three feet tall, cars shouldn't block line of sight. Walk out into a parking lot if you don't believe me. Edit 24) Instead of only using current characters from TWD for heroes, why not some of the ones from the past? I would like Shane and Meryl more than Eugene or Gabriel. The Governor would be great too. If you do though, go back to #8 above. 5/1/17 Edit 25) Add 3 stars to weapons for upgrading past the initial three levels that add damage/defense.
@Invader what's wrong with your team is Hunters and Assaults got nerfed in the last update. Try Warriors, they're super awes... oh wait they still suck too.
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.
Hey @Warlord, thanks for your thorough and well thought-out feedback.
I'd like to remind everyone that all official communication can be found in Announcements, where we update maintenance status. (Example from 2.4:) Maintenance Notice The "Known Issues" list is indeed good practice, but we verify issues before adding all incoming reports to a list only to debunk them later. Especially when lots of non-issues are reported immediately after an update.
@teeceezy Thanks for the response. Better update notes will eliminate a lot of those "non-issues" from being reported. Even if not verified, they should still be communicated as someone may have the proof (screen shots, vids, etc.) need more readily available to verify it then you can, especially if there are a lot of issues. And from professional experience, not everything that happens in a production environment can be verified in a test environment. Server settings, network settings, and a host of other things could potentially cause issues in one environment and not the other. Just mark them as "unverified" or "unverified - need screens shots/vids if someone has them". If they turn out to be a lack of understanding of how the game functions, then post "works as expected" with an explanation of what it does and why. It helps us all to better understand and builds a level of trust between NG and us players.
Right now, when updates come out, I feel like I'm watching a game with all the rules known to NG and only half of them known to us players so every little thing gets questioned since we don't know if something is working correctly or not. Trust me, more details to your end user community about changes can eliminate a lot of work on your end for chasing down concerns/complaints/questions where if more info was provided up front, they wouldn't arise.
@warlord you are now my new hero. Bye bye Spiderman!
As for my feel on this update... i won't even go throught the painfull release: it is now over and done. My feelings are, except for the new challenge maps, all got worse. I am having less fun. I could do all 3 rounds of RSL 25 missions with my ranged team and even go into 26s. Now the 26s are just too expensive: time and gold. And imdo have decent L24 gear now for my A team.
I do not see myself playing this game much longer things don't improve. If it was not for the little guild i lead, i think i would stop now. It just feels that i invest time and yes money to get to a good place, only to have NGs release an upgrade and mess everything up, somi have to grind like a maniac to get to where i was before. This may work on the short and medium run, but not the long run.
I do realise it would be impossible for NGs to please everybody, but are they pleasing anybody on the maxed or close to that player base?
It looks like I'd have to build the Outpost to hit level 59. There's no other way? I hate PvP with a passion. I don't want to give up my favourite game
It looks like I'd have to build the Outpost to hit level 59. There's no other way? I hate PvP with a passion. I don't want to give up my favourite game
Where is the problem? You don´t have to play outposts
Yeah just build it and collect free tg every day. No problem. You can't lose anything.
Bad Pig 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."
Why are raids now worth so few influence points and you lose so many more influence points if you lose the mission? It's worth 10 but if you lose, you lose 24!!! Before the update, I had some worth up to 55, now, nearly every single time, they're only worth 10, the most I've seen is 18, one time. You can't gauge the difficulty of the players anymore because of this. Makes raids completely frustrating and not worth it.
Comments
Also to my scout, I'm missing some one-hit kills.
I'm glad warrior got a little stronger, but overal...
We went backwards in potential.
That is never fun...
Or to Quote someone else on forum: Please next time: only buff those melee, don't touch walkers...
I'm ok with the shorter challenge. I can reach my desired stars without pushing it, so that's nice. I like the new challenge maps too.
Hospital times are alright.
It ain't all bad, but not exited about the manner of balancing.
And offended by the way it was presented(as buffing, when actually nerfing).
The challenge 2.0 was one of the best additions to the game. However, they messed it up by tweaking it in 2.5 to start one level higher with no improvement in the rewards. The 2.5 update was short of a fiasco.
Lets hope NG takes care of these issues in the next update
Zee Black - SG Woots - Playing since 2015.
Probably making a video!
My Youtube Channel: https://www.youtube.com/user/MultiPainproduction
[mic now subject to gravitational acceleration until meeting horizontal plane]
["Retribution" guild ... email [email protected]gmail.com for info]
Issues:
1) Stop tweaking stuff!!! If you set a value wrong, live with it. Let me introduce you to a programming concept called the IF THEN ELSE statement. IF player _level >= 59, use new revised logic/value ELSE use old screwed up logic/value. Issues are eventually weeded out with no one the wiser.
2) “Nerfing” is a sign of poor planning, poor design and poor testing along with bruised egos. Invest a little more time in this and realize there are smarter people than you that play this game and we won’t play it exactly like you want it played.
3) Effective communication: answering questions about the problems during the 2.5 update was communicating with us, which is good but it is NOT effective. Having your users wade through 20 odd pages of forum material to try to understand what was going on was disrespectful. I doubt you made NG management do the same. An announcement should have been posted within the first 30 minutes with a general description of the issue and updated periodically with a list of issues and each issue's status. If you weren’t doing the same internally for management, you guys have problems. There should also be a "Known Issue" thread listing every single one that affects game play. Be open and honest with your customers.
4) Not sure why game companies don’t include details for updates. If your change specs are like your update postings, no wonder there are so many problems. There is absolutely NO VALID reason you can’t put more detail in the update notes. You guys treat the updates of your game like a list of salaries or nuclear launch codes when it becomes common knowledge after its pushed.
5) Your devs have some serious testing and source control issues. It has been posted in this thread that we should expect bugs with updates. Unless it is for specific hardware (all iPhone 6s for example), that is completely WRONG! There is NO excuse for "unintended" changes or "work in progress values" being included in the production release. 20+ years of app development and I have NEVER had either of these issues. We are all human and make mistakes, but "unintended" changes and using "work in progress values" are controllable through standardized practices, oversight, and professionalism. Testing in production is not a valid testing strategy for apps such as this game. Regression testing and testing to break should be standard test methods in addition to unit testing.
There is a ton of potential for this game and, based on these forums, a highly passionate user base. Don't abuse it and work with us.
My two cents on some changes I would like to see:
1) Fix the carryover damage with Freeman and eliminate this logic for partial green bars: Damage done = (Freeman Green Bar Remaining Health – 1). A Daryl with 2339 damage doing 483 on a crit because the Freeman Bruiser had only 484 left on the green bar!?! Same Daryl doing 79 on a body shot after doing 2174 and 2400 the first two attacks?
2) Now that you have watered down heroes by making 20 of them, make all token drops in challenge event only hero tokens.
3) Ability to level up weapons. I will NEVER buy a weapon package because of this and I am sure I am not the only one thinking this.
4) Add “IF player_level = current_max_level AND player_supplies = current_max_supplies THEN” add items for sale in trade shop for cans.
5) Add “IF player_level = current_max_level AND player_supplies = current_max_supplies THEN” convert supply crates to xp crates for end of mission rewards.
6) Get rid of the 250 TG penalty for 50 packs of tokens. It should be 3750 if 8 cost 600.
7) Each day of the week should have a different category of weapons/armor for sale for TG and cans. Mon – Assault, Tuesday – Scout, Wednesday – Warrior, etc. Sunday could be random.
8) Now with 20 heroes (and who knows if that is the end), consider changing the process from individual hero tokens to hero class tokens like we have for survivors.
9) Logic needs fixed where Freeman should always attack the closest walker/survivor. Tired of seeing Freeman in the middle of walker packs run out of them and attack a survivor. Freeman should always attack the closest enemy, period.
10) Ability to shut off “cover” logic during a move. There are times when I want to move to a location but I can’t because the cover logic takes over. This applies to ranged survivors when trying to keep enemies at a distance.
11) Fix move logic where when a survivor is moving east to west from point A to point B, the movement path immediately dips down towards walkers to the south and alongside the line of walkers until point B is reached instead of the LOGICAL path of keeping a one movement space between the survivor and the walkers until reaching point B
12) Add a new dimension to maps by being able to climb up on half height items. Would be equivalent of moving 3 spaces and walkers would be unable to damage you.
13) Walker pit max walker level = training grounds level + 3.
14) Add spike, goo, and explosive walkers to walker pit.
15) Get rid of 1 and 2 star equipment drops. Worthless and you take an XP penalty compared to XP crates.
16) Open up completed chapters
17) Now that the war has started on TWD, consider having real time fights between guilds. Due to some guilds being global, set it to 5 to 10 participants and each person would get one of their survivors. Open this up for that period in between challenges and allow guilds to have multiple fights per day.
18) Eliminate the "cutesy" graphic stuff like survivors walking through camp and animated chests opening. Just eats processing power and every time stuff like that is added, players with older devices suffer. Especially when one considers this type of "background stuff" is normally tuned out after seeing it the first couple of times.
19) Go through and revamp the code with everything you guys have learned to eliminate all of the little nagging bugs that we may have not noticed and allow you guys to enhance the game faster in the future. That is probably wishful thinking for it to happen but considering the number of updates we've had since the beginning, its probably sorely needed.
20) Damage/health indicator for survivors.
Edit 21) For tents, outpost, and farm plot: holds max = production * 9. Get rid of the fixed value that you have to adjust manually and let it progress automatically as production increases.
Edit 22) Token crate rewards: Hero tokens in crate = Round(current challenge level * (((Random number from 1 to 100)/100) + .8)). So, you would get anywhere from .8 to 1.8 times the current challenge level you are on in hero tokens.
Edit 23) Fix maps such as the art not matching up with what we can see/shoot or not see/shoot. Unless you are three feet tall, cars shouldn't block line of sight. Walk out into a parking lot if you don't believe me.
Edit 24) Instead of only using current characters from TWD for heroes, why not some of the ones from the past? I would like Shane and Meryl more than Eugene or Gabriel. The Governor would be great too. If you do though, go back to #8 above.
5/1/17 Edit 25) Add 3 stars to weapons for upgrading past the initial three levels that add damage/defense.
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
Time to quit the game...this isn´t funny anymore...
I'd like to remind everyone that all official communication can be found in Announcements, where we update maintenance status. (Example from 2.4:) Maintenance Notice The "Known Issues" list is indeed good practice, but we verify issues before adding all incoming reports to a list only to debunk them later. Especially when lots of non-issues are reported immediately after an update.
Right now, when updates come out, I feel like I'm watching a game with all the rules known to NG and only half of them known to us players so every little thing gets questioned since we don't know if something is working correctly or not. Trust me, more details to your end user community about changes can eliminate a lot of work on your end for chasing down concerns/complaints/questions where if more info was provided up front, they wouldn't arise.
As for my feel on this update... i won't even go throught the painfull release: it is now over and done. My feelings are, except for the new challenge maps, all got worse. I am having less fun. I could do all 3 rounds of RSL 25 missions with my ranged team and even go into 26s. Now the 26s are just too expensive: time and gold. And imdo have decent L24 gear now for my A team.
I do not see myself playing this game much longer things don't improve. If it was not for the little guild i lead, i think i would stop now. It just feels that i invest time and yes money to get to a good place, only to have NGs release an upgrade and mess everything up, somi have to grind like a maniac to get to where i was before. This may work on the short and medium run, but not the long run.
I do realise it would be impossible for NGs to please everybody, but are they pleasing anybody on the maxed or close to that player base?
Where is the problem? You don´t have to play outposts
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."
You pay 100 gold and all your guild mates will receive a golden crate...