The Walking Dead: No Man's Land
The Walking Dead: Our World
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Walking Dead No Man's Land
General No Man's Land Discussion
Why raise training cost by 40% ?
edited March 2017
Well I still think this discussion had been much shorter if there was clear answer on page one... You are not obligated to explain everything that is correct.
My motivation for asking the question? Well it might have been a bug, that is not unprecedented and it absolutely should have been in the patch notes...
I can live with the higher cost, I do not like it, but I accept it. What I do not accept so readily is that you do not put it in the patchnotes and that you do not simply admit you raised the costs. You write long complicated sentences to circumvent to simply say: "We raised the cost for everyone between level x and 20"
I and probably many others would never had posted a thing in here if there had been clear information right from the start.
There are people playing that haven't even noticed these changes. That is what NG is counting on.
Your English is pretty eloquent for a non-native speaker
. Kudos to you. I agree with your posts. It would have been so much easier for everyone if these things were communicated upfront.
NG should learn by now that trying to sneak things into updates never works because the player base usually figures them out, and the backlash is always much worse than if they had been pre-empting these concerns in the update notes.
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The only reason WE know about the level 20-->21 alteration is because a few forum-goers rushed their Training Ground et al and posted that it was 1.7M for the upgrade across the board. I wonder if we'd raise a stink if we'd have just waited and only seen it as 1.97M...
After this last couple of weeks, it is safe to say that we will be taking a lot more time with patch notes for future updates. We hear you and we want to improve.
The rebalancing of classes in conjunction with the addition of a Council Level and the underlying engine changes that were made to try and increase loading speed and stability [not all of which worked, sadly] caused several knock-on effects that were as important as the features themselves, but were difficult to account for without risking the completion of the related work. In some cases, the old maximum level was implemented with inconsistencies in the costs and rewards curves, and correcting for them to prevent greater imbalances later proved easier to do in some cases than others.
We're not done collecting information from the community and finding out what, if any of it, can be acted on. I hope to be around a lot more in the development of 2.5, and the next month in particular, to help find the best ways to correct course, and hopefully rebuild some trust along the way.
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.