Actually I do have something useful to ask. So all is unfortunate souls that are having an issue getting the game to work. Are we going to be able to get the update gift still if the issue is not resolved before the timer runs out?
@AmberBamber I had no problems with this update but I've got 2 android devices. You'll be hearing from me in pm if I ever have any technical issues, lol
Mamas no fool when it comes to tech shtuffs. I want to see if this actually works for anyone else because the problem is with Google play not NG software.
@Fearofabotplanet Thanks for hearing me on the pitchfork, I am happy that it returned to the store. But please understand that I want it at lvl23 and so it would be good if it could be available again in 2 weeks when my training ground is upgraded.
----------------- Remember to use your charge abilities
@Teeceezy Here's my attempt at rephrasing my concern and frustration in a clearer and more communicative manner: the recent update seems to have disproportionally affected melee survivors, lessening their usefulness at higher levels in comparison to ranged classes. Is there a discussion that we could all have which would ultimately (and in a short amount of time) allow those survivors retain their previous value? Of course balance was the goal of the changes in combat mechanics in the update, but many players do not feel like that was achieved. I understand that having the update drop means that things are hectic at HQ, but I believe that this issue is one that requires urgency since players like myself, guild-mates, and many players across the board have invested time and energy (and in many cases money) into their melee crew, and there are more than a few whispers of players being ready to quit over this issue (and some have already done so).
Cheers @sbf, appreciate it. Not sure what the situation is regarding future melee balancing, but I’ll express your concern to the team and try to get an answer for you.
I completely agree with @sbf above. This "balancing" change has completely destroyed any skill or strategy in the game. Melee are now completely worthless at high levels, so on top of the flood of useless heroes we've had to endure (and the corresponding token dilution), now in a stroke we've managed to completely nuke 3 classes!!! This challenge is possibly not the best example as obviously it's geared around ranged tactics anyway, but I'm currently on Round 31 (just finished 27.2). I've 3 starred every map and haven't changed my team once. Abe, hunter, assault. Zero tactics, just spray and run. Maybe @Teeceezy or @Shteevie would explain where the fun is in that?!
@tdiddy was using his melee especially warrior frequently, but after 2.8 he's being in a huge disadvantage position, every time & money he spent gone to wasted compare to those who prefer ranged survivor. Melee have no chance in the distance because of 100% body shot on normal attack, & they have no chance to survive longer because of close range.
@Teeceezy since I can't comment in here then i'll comment here.
Thank you for the information and clarification. Not getting double passes is ok. Getting minimum lvl 22 gear would be helpful. Those were my two concerns and thank you for addressing those and the other "hot points".
| OG | NOC | USA | UK | CA | CQR | UC | RAD | ZEN |
I just read the FAQ on the 2.8 update and I have to say I'm pretty underwhelmed by it right now. We are always asked to be patient and that NG wants to take things in a slow step wise manner. We have been asking for melee balancing forever. How long do we have to wait? Season 9? Come on NG. You think the distance is balanced? That's funny too.
I think NG really needs to sit down everybody from the devs to upper management and do a better job of prioritizing what needs attention. Next update needs more bug squashing for one and the melee class needs to be addressed immediately too.
Has NG thought about letting melee survivors strike a walker on overwatch with a tile in between? You can do that with the spear and pitchfork for the scouts but you should just do this anyway for all melee weapons. That would give them a half strength attack before they put themselves in danger. That's kind of fair because ranged survivors can usually get in 2 full strength attacks before being in danger. It would also make power strike and vigilant relevant again. Don't let melee strike from one tile away with full strength attacks unless it's a special weapon and you won't have made this feature overpowered.
@Teeceezy just wanted to say thanks for the FAQs. I appreciate that you guys have consolidated responses to some of the various concerns people have raised.
I haven't reached camp level 64 yet, so I'm still running on 5 gas per scavenger mission, but I'd like to suggest perhaps capping scavenger gas costs at 5 gas.
Raising the cost creates some perverse incentives for players. For example, rather than advancing in the challenge, a player might choose to linger at RSL26 and continue to farm a challenge mission because the gas costs are lower there than they are in scavenger missions. (Note this is not a suggestion to raise challenge mission gas costs).
If supply and XP rewards in high level scavenger missions increased significantly, then they might justify the increased gas, but as it stands, the return on supplies and XP per gas is pretty terrible once the gas costs increase to 6.
There was a similar community backlash in one of the early 2.X updates when scavenger costs were accidentally raised to 6 for a short period of time. Capping gas costs at 5 doesn't significantly hurt NG's bottom line, and it would be a nice gesture to the dedicated end gamers who have spent money on this game and are feeling like they've wasted money investing in certain builds, gear, and strategies.
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.
I just read the FAQ on the 2.8 update and I have to say I'm pretty underwhelmed by it right now. We are always asked to be patient and that NG wants to take things in a slow step wise manner. We have been asking for melee balancing forever. How long do we have to wait? Season 9? Come on NG. You think the distance is balanced? That's funny too.
Melee rebalancing should happen way before Season 9, so don't worry.
Has NG thought about letting melee survivors strike a walker on overwatch with a tile in between? You can do that with the spear and pitchfork for the scouts but you should just do this anyway for all melee weapons. That would give them a half strength attack before they put themselves in danger. That's kind of fair because ranged survivors can usually get in 2 full strength attacks before being in danger. It would also make power strike and vigilant relevant again. Don't let melee strike from one tile away with full strength attacks unless it's a special weapon and you won't have made this feature overpowered.
@Teeceezy I'd like to voice my support for Melee buffs and rebalancing efforts that DON"T include new survivor traits. New armor traits are fine (within reason), but further diminishing the value of my pre-Ruthless Elite survivors with more character traits would be a really devastating blow to my morale with regards to the game.
Yes @tabernac brings up a good point. Using a new trait to balance melee doesn't help old survivors and that makes it a must have trait which isn't balanced at all.
@painwalker I'll give anyone awesome to any video that beat hard mode after the wrestler nerf.
FYI, I gave like to anyone before NG claimed they fixed the freemen glitch & lol to those that after because they proved NG the bug fix was not working in the distance check in thread. Didn't care that thread anymore after the release of normal mode.
@Teeceezy Thanks for the 2.8 FAQ. Very good move! A word of caution though- be very careful with wording (and edit with a very critical eye).
For example:
At player level 22 and player level 43 we also saw a rise in the gas costs for scavenge missions. This change, at player level 63, follows the same pattern as we saw before and will see in the future.
That should say "At survivor level 22 and player (or camp) level 43..."
I knew what you meant, but it could add to confusion for some.
I've read the FAQ post and here are my thoughts. I think you lot must be completely mad. You say the team aren't happy with the new melee balance, which as I've stated in previous posts all three classes are now completely useless at high levels. Before the update and the wrestler nerf the classes were very well balanced! In our guild, the two top scorers had vastly different playing styles. One was all about ranged and the other used melee. Each and every week the scores were very similar, possibly depending on which class had a good buff that week. The wrestle trait was the key thing that balanced it! Now as things stand every single melee token I've spent, melee bundle I've bought, has been a waste.
Both the ideas you floated in your post reference melee buffs were terrible. No one wants new traits as it makes our existing survivors redundant, and all those tokens and pink stars are wasted. Improving melee hero traits again is a waste of time. I'm not claiming to be elite, but I would say I am a "top player" in a highly competitive guild. There are currently 23 heroes. I use 4 of them. The rest are just ignored. Abe, Sasha, Jesus and once in a blue moon Gabriel. I don't know any other "top player" who does anything different.
You've taken a game system that was very well balanced and properly knacked it!!! I can only imagine the wrestle nerf was to put an end to low level scouts winning the distance! Again I don't know a single top player who cares about the distance. Everyone I know has a quick look to see if any of the previously mentioned useful hero tokens are up for grabs, plays it to get them, then ignores it! Why on earth would I struggle and strive to "beat the distance" for a couple of epic badges and 20 sodding jseless Negan tokens?!
Comments
1. Clear everything, clean slate. *Burn it all* rollback Google play and Google play services to factory. Uninstall TWD.
2. Reboot phone.
3. Go to play store (DO NOT UPDATE IT)
4. Download TWD No Man's Land and let it install. (Do not launch it)
5. Clear cache on Google play and Google play services.
6. Reboot phone
7. Launch TWD. It will get you past the "Building Camps" splash screen.
8. You will get a prompt saying you have to update Google play services to play this game
9. DO ETTT!
10. After update is done clear cache on Google play sercices.
11. Launch TWD again and connect to your account by tapping the cog in the upper right corner and you are done.
Because Amber loves ya.
Also that means you sneaky little stinkers that are using Modded Google play store with your lucky patcher *tsk tsk*
Now let's buy these Admins, Devs and Mods a beer because they have been troopers through all this.
I had no problems with this update but I've got 2 android devices. You'll be hearing from me in pm if I ever have any technical issues, lol
Remember to use your charge abilities
Many thanks.
If I'm in his position, I'll quit as well.
Thank you for the information and clarification. Not getting double passes is ok. Getting minimum lvl 22 gear would be helpful. Those were my two concerns and thank you for addressing those and the other "hot points".
MAVERICK'S 1 Million Star Club | OG | USA | NOC
Analyze This with ALF4reals | v1 | v2 | v3 |
| My YouTube Videos | My 1st Interview | Best Analogy Award!! |
Freemium... the "mium" is latin for 'not really'
I think NG really needs to sit down everybody from the devs to upper management and do a better job of prioritizing what needs attention. Next update needs more bug squashing for one and the melee class needs to be addressed immediately too.
Has NG thought about letting melee survivors strike a walker on overwatch with a tile in between? You can do that with the spear and pitchfork for the scouts but you should just do this anyway for all melee weapons. That would give them a half strength attack before they put themselves in danger. That's kind of fair because ranged survivors can usually get in 2 full strength attacks before being in danger. It would also make power strike and vigilant relevant again. Don't let melee strike from one tile away with full strength attacks unless it's a special weapon and you won't have made this feature overpowered.
I haven't reached camp level 64 yet, so I'm still running on 5 gas per scavenger mission, but I'd like to suggest perhaps capping scavenger gas costs at 5 gas.
Raising the cost creates some perverse incentives for players. For example, rather than advancing in the challenge, a player might choose to linger at RSL26 and continue to farm a challenge mission because the gas costs are lower there than they are in scavenger missions. (Note this is not a suggestion to raise challenge mission gas costs).
If supply and XP rewards in high level scavenger missions increased significantly, then they might justify the increased gas, but as it stands, the return on supplies and XP per gas is pretty terrible once the gas costs increase to 6.
There was a similar community backlash in one of the early 2.X updates when scavenger costs were accidentally raised to 6 for a short period of time. Capping gas costs at 5 doesn't significantly hurt NG's bottom line, and it would be a nice gesture to the dedicated end gamers who have spent money on this game and are feeling like they've wasted money investing in certain builds, gear, and strategies.
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
Probably making a video!
My Youtube Channel: https://www.youtube.com/user/MultiPainproduction
FYI, I gave like to anyone before NG claimed they fixed the freemen glitch & lol to those that after because they proved NG the bug fix was not working in the distance check in thread.
Didn't care that thread anymore after the release of normal mode.
Has anyone tested this?
For example:
At player level 22 and player level 43 we also saw a rise in the gas costs for scavenge missions. This change, at player level 63, follows the same pattern as we saw before and will see in the future.
That should say "At survivor level 22 and player (or camp) level 43..."
I knew what you meant, but it could add to confusion for some.
And shouldn't it be player level 64, not 63?
Edit: I think I'm supporting @paintbeast here
I've read the FAQ post and here are my thoughts. I think you lot must be completely mad. You say the team aren't happy with the new melee balance, which as I've stated in previous posts all three classes are now completely useless at high levels. Before the update and the wrestler nerf the classes were very well balanced! In our guild, the two top scorers had vastly different playing styles. One was all about ranged and the other used melee. Each and every week the scores were very similar, possibly depending on which class had a good buff that week. The wrestle trait was the key thing that balanced it! Now as things stand every single melee token I've spent, melee bundle I've bought, has been a waste.
Both the ideas you floated in your post reference melee buffs were terrible. No one wants new traits as it makes our existing survivors redundant, and all those tokens and pink stars are wasted. Improving melee hero traits again is a waste of time. I'm not claiming to be elite, but I would say I am a "top player" in a highly competitive guild. There are currently 23 heroes. I use 4 of them. The rest are just ignored. Abe, Sasha, Jesus and once in a blue moon Gabriel. I don't know any other "top player" who does anything different.
You've taken a game system that was very well balanced and properly knacked it!!! I can only imagine the wrestle nerf was to put an end to low level scouts winning the distance! Again I don't know a single top player who cares about the distance. Everyone I know has a quick look to see if any of the previously mentioned useful hero tokens are up for grabs, plays it to get them, then ignores it! Why on earth would I struggle and strive to "beat the distance" for a couple of epic badges and 20 sodding jseless Negan tokens?!