Thnx NG! You lost a loyal member. I was going to stick as long as I could but I can’t do it anymore! You gave me hope that things were gonna get fixed than took it away. Good luck to all people who can stay! Hope NG fixes it for you and than maybe I’ll come back.
I keep hearing guilds losing several players at once cause of the unbearable grind. But hey no big deal, right? It's that easy to find new members with the advertising working that spectacularly that it makes recruitment a real joy. Please find a solution to this problem. @Teeceezy@Shteevie
We have another player leaving after this challenge. Yeah, awesome... thanks, NG! We are having so much fun at the moment. (Can we have a sarcasm font for the forum at least?)
Leader of Morbid Sinners and Morbid Spirits
Morbid Survivors are looking for you! If you are looking for a new guild, PM me.
I wonder how many players "alienated" by the Ultimate Challenge (per TCZ) spend money on the game. Is it anywhere near what the vocal players on the forum spend? I wouldn't think so, but I have to conclude otherwise, because it seems NG is perfectly willing to alienate one part of the player base (long-time, end-game players) in order to cater to people who enjoy numerous levels of boring grind week after week
I got to my highest level ever (30.1) during the Ultimate event. I had a lot of fun. I quit at 28.1 this time and was bored until Sunday, just going through the motions. I am contemplating leaving competitive gameplay behind and going back to just farming outposts.
The current Challenge setup that added more grind was advertised as a short-term solution to the whining of players who refused to level their toons. But here we are with 2.9 looming, and there are no plans for a long-term solution. At this point I would be happy just to go back to 2.7 mechanics and start 6 levels below my top survivor level. At least with round passes that system didn't require such intense dedication of time, even if it was only mildly better.
Please NG, do something soon to allow high-level players to get to high-level gameplay without enduring the frustration many are currently experiencing and discussing on this and other threads. People are burning out.
I liked the Ultimate Challenge as I was over with it by Saturday, went to Level 27 and got 6 round passes. With the normal challenge, I played till Monday morning, completed level 25 and got 5 round passes.
From all the above discussions on the Ultimate Challenge, I would conclude that the players want a shorter challenge which takes them straight to the action. No more low level grinding. Previously, most of us were not upgrading their survivors as it changed the starting level and the star count. No complaining about low level grinding then.
I am of the view that the ultimate challenge is also a short term solution and after sometime we would start seeing players complaining about it. Í think Next Games would be banging their heads with coming up with a solution which caters to all our needs. Since the start of the Challenge, we have been seeing six rounds and we moved to the next level when we completed the round. However, the missions remained the same, only they became more difficult. Why cant the Challenge 3.0 structured on the Distance. You start at level 23 (or whatever is the average of all your survivors, so no more low level grinding). You complete a set of let suppose 10 missions of level 23. When you clear these missions, you get the end set rewards and you move to a new set of missions of level 24 (not the same missions which you played at level 23) and so on. NG can decide on the challenge, deluxe and tokens crates. Though, not such a good idea but at least all of us can help NG with coming up with a long term solution
I am the one and only Zee Black, climbed all the way to Level 75, part of SG Woot, the 3 million star guild
I really hope it's fixed soon. I'm by no means a whale but I've spent enough money to have done my share to support the game. Following the double supply weekends and now this weekends upgrade event I now have a full troop of level 23 survivors with maxed out gear. I'm happy because I can now enjoy being an end gamer, I don't need to run any tedious scavenge missions and can focus on the challenge/distance.
During the ultimate challenge I cleared 30.2, this week I cleared 30.1 so this looks to be my new norm however with time I might be able to push as far as 30.4 in the future. Monsuta has kindly worked out that for this I would need about 1000-1100 gas which equates to about 7 days worth of gas... for a challenge which runs for 5 days...
What's more annoying is that this is assuming I don't play the distance and don't repeat any rounds I might make a mistake on and lose a star. I suppose round passes will reduce this somewhat and I'm not factoring in any gas I might receive in post mission/ad crates. I was looking forward to not requiring to buy a gas booster next week and I find it absolutely ridiculous that I literally can't not buy one unless I use gold to buy gas, don't play the distance and don't retry any failed maps. Even then I will likely run out of time before the challenge actually becomes fun and rewarding.
They have to offer the two alternative i suggested with the Rodent Fix. This way we can choose what challenge we want to play. ..and NG will save grinded players and they will probably keep buying gas boosters for outpost, Distance or whatever
"Always be yourself unless you can be a capybara. Then always be a capybara". --> Do you need a guild? ...send me a Private Message. My Recruiting den and my "Art Objects" in the Next Games Collection.
> @rfg1982 said:
> With "The Distance" twice a week and 50+ rounds of Challenge NG has cornered end gamers/competitive players into buying two gas boosters per week.
>
> I'm on my last days. This sounds like a threat but it honestly is not.
>
> I just want a healthier game instead of a compulsive addiction.
Ditto what @rfg1982 said. This is getting beyond a joke now. Why on earth trial a new challenge format, get overwhelmingly positive feedback on it (at least as far as I can see anyway), and then ignore the wishes of the majority and declare that we’re going back to the old system. The game as it currently is with the challenge system is totally unsustainable. I love this game, I always have, but the money and the grind vs the enjoyment I get out of it are now so out of whack it’s unreal. I don’t want to spend 2 days grinding up to level 29/30 where it actually starts being challenging. By the time i get there I’m so bored I could cry! I have a wife and kids NG - I play the game to have fun and have a quick break from real life! You’ve managed to completely suck the fun out of it! Sort it out @Teeceezy!!!
Going to the Ultimate Challenge format permanently is a no-brainer. It just takes too long to play the challenge. I didn't even hit my max because I ran out of time this weekend due to real life.
It could be solved when we could choose between normal and ultimate mode. Just like the distance. You want endless grind and "more" stars? Play normal mode. You want more reallife? Play ultimate
A question, @Teeceezy. If it's been determined by data that a majority of players didn't like the Ultimate Challenge format, where does that data come from? We certainly don't see it here in the forums. Is it on Twitter? Facebook? Spending trends? Just curious.
Retired, but not entirely dead. "Really? Good luck with that!"
Teeceezy said: No, the Ultimate Challenge in how it was run won't be made permanent - we can't change the system to one where it alienates a lot of the player base.
We are going to try more challenge variations hoping to find elements within them that resonate with the whole community, and one of our primary goals is to find a solution that decreases the grind for you guys.
To paraphrase: The Ultimate Challenge needs improvement. Many loved it, but clearly for a too large part of the player base it was not just "disliked" it meant they felt completely shut out from the game. Alienated. That's pretty bad. Indirectly for end gamers as well!
The goal remains: Less Grind.
My thoughts: NG came up with the Ultimate Challenge. They did an awesome job. So they clearly understand what the end gamers need and want. And are clearly trying their hardest to work for that. I see no reason to assume their further work on the challenge will be approached any differently. Development takes time.
As an end game player myself I simply do not have enough time in my single-dad+full-time-job life to get to the point of not getting 3 stars any more. So in the current set-up I do not reach challenging. Ever. I know the feeling. We need that part of the player base that feels alienated. Like it or not.
My example, for what it's worth, is a conscious choice to be patient.
(Maybe I should go hide now, since my opinion might be an unpopular one, to put it lightly. Remember, I'm a player too. This post is my personal opinion, nothing else).
I'm trying to be patient too, but I remain immensely frustrated since 2.8 seemed to eliminate any advantage gained by introducing Round Passes.
I have no idea how large the various player bases are, but it is also clear a majority of forum-users loved the Ultimate Challenge format, and everyone in my guild felt the same. I would hazard a guess the vast majority of players in the top 20-30 guilds also prefer the UC format.
I'd love to know what feedback/data led to the conclusion Ultimate Challenge needs more work. I take NG's word that some players felt alienated, though it baffles me, frankly. I can't even begin to understand that perspective.
Introducing a choice for players to choose their preferred setup seems like an easy answer, but it seems that is an option NG is not willing to entertain, but the reason for that remains a mystery to me as well.
My thoughts: NG came up with the Ultimate Challenge. They did an awesome job. So they clearly understand what the end gamers need and want. And are clearly trying their hardest to work for that. I see no reason to assume their further work on the challenge will be approached any differently. Development takes time.
As an end game player myself I simply do not have enough time in my single-dad+full-time-job life to get to the point of not getting 3 stars any more. So in the current set-up I do not reach challenging. Ever. I know the feeling. We need that part of the player base that feels alienated. Like it or not.
My example, for what it's worth, is a conscious choice to be patient.
(Maybe I should go hide now, since my opinion might be an unpopular one, to put it lightly. Remember, I'm a player too. This post is my personal opinion, nothing else).
Yes, Development takes time, but issues with the grind go back to the challenge revamp. This isn't a complaint about something launched in 2.8... this is a long standing concern from end game players that has only been exacerbated with nearly every update since then. I've been patient since 2.4 when I initially made this observation. That was in February, almost a year ago. I'm not patient anymore. I'm tired of hearing that there's something magical in the works that's going to fix this problem. I don't have any faith that this is the case any more.
While the Ultimate Challenge was phenomenal to me personally, I fully realize that it's the majority of the player base (and more specifically the paying or potential paying player base) that matters. That's fine... NG is a business and they need to make business decisions. But it's also true that this game is hemorrhaging long time, veteran players that spend a lot on this game.
It's particularly frustrating to me because NG has an absolute Win-Win scenario right at their finger tips. Let players earn round passes faster, say every 2 rounds. Then give players the option of how many passes they want to use when they start the challenge. I'm busy... I want to use all of mine. Someone else loves the low levels for the gear, etc... and so they can plan what to do strategically for the higher levels... great, they choose to use only a portion of their passes. Why is adopting this method, even if it's a stop-gap, even a question?? How is this not giving all player populations the ability to choose what's right or them? Where is the downside that I'm missing? It seems like a complete and total no brainer.
edited to correct typos that tend to happen when I'm typing about something I feel passionately about.
Everyone’s got two wolves inside them. One is anger, envy, pride. The other…truth, kindness. Every day they tear each other apart. But it’s not the better wolf that wins. It’s the one you feed.
Being a veteran player and giving so much time to this game I feel invested but I also am lacking motivation.
I’m seriously hoping that the vision is gearing towards fixing the grind. I’m not even a maxed player but I’m over it! Could be because of the time of year and the pure busy and needing time for family and holiday activities or it could be that the challenge is why I play, to get stars for my guild, because I do care about contributing to the team and doing my part to earn rewards. And the grind to do that effectively is beyond ridiculous at this point. I would not think that I would quit over petty shit and I don’t feel entitled to having it my way BUT I am burning out.
Yeah, I'm calling BS on the "alienating a lot of the player base" excuse. NG sure as hell wasn't concerned with that when they nerfed lucky, dodge, interrupt, silenced, wrestler, and stun resistance (am I forgetting any?)
Comments
I'm hearing about many other players doing the same thing or seriously thinking about it.
NG better end this grinding issue SOON before it destroys the game!!!
@Teeceezy @Shteevie
Morbid Survivors are looking for you! If you are looking for a new guild, PM me.
I wouldn't think so, but I have to conclude otherwise, because it seems NG is perfectly willing to alienate one part of the player base (long-time, end-game players) in order to cater to people who enjoy numerous levels of boring grind week after week
I got to my highest level ever (30.1) during the Ultimate event. I had a lot of fun. I quit at 28.1 this time and was bored until Sunday, just going through the motions. I am contemplating leaving competitive gameplay behind and going back to just farming outposts.
The current Challenge setup that added more grind was advertised as a short-term solution to the whining of players who refused to level their toons. But here we are with 2.9 looming, and there are no plans for a long-term solution. At this point I would be happy just to go back to 2.7 mechanics and start 6 levels below my top survivor level. At least with round passes that system didn't require such intense dedication of time, even if it was only mildly better.
Please NG, do something soon to allow high-level players to get to high-level gameplay without enduring the frustration many are currently experiencing and discussing on this and other threads. People are burning out.
From all the above discussions on the Ultimate Challenge, I would conclude that the players want a shorter challenge which takes them straight to the action. No more low level grinding. Previously, most of us were not upgrading their survivors as it changed the starting level and the star count. No complaining about low level grinding then.
I am of the view that the ultimate challenge is also a short term solution and after sometime we would start seeing players complaining about it. Í think Next Games would be banging their heads with coming up with a solution which caters to all our needs. Since the start of the Challenge, we have been seeing six rounds and we moved to the next level when we completed the round. However, the missions remained the same, only they became more difficult. Why cant the Challenge 3.0 structured on the Distance. You start at level 23 (or whatever is the average of all your survivors, so no more low level grinding). You complete a set of let suppose 10 missions of level 23. When you clear these missions, you get the end set rewards and you move to a new set of missions of level 24 (not the same missions which you played at level 23) and so on. NG can decide on the challenge, deluxe and tokens crates. Though, not such a good idea but at least all of us can help NG with coming up with a long term solution
I am the one and only Zee Black, climbed all the way to Level 75, part of SG Woot, the 3 million star guild
I like a little grind, but that grind is much more worth it at 23 and above.
*Don’t kill me guys, I’m just brainstorming here*
Honestly, there’s no possible way to make EVERY player happy, so triples starting at max survivor level could be an acceptable middle-ground.
Elder of JiltedProphet - 2 MILLION Stars and counting! Always recruiting, get in touch!
Said; *Don’t kill me guys, I’m just brainstorming here*
No buddy, wouldn't think of it. Just want to come around for a nice cup of coffee.
But seriously, it's good to get feedback from everyone, if we agree or not.
The endless grinding is the issue that needs to be addressed.
During the ultimate challenge I cleared 30.2, this week I cleared 30.1 so this looks to be my new norm however with time I might be able to push as far as 30.4 in the future. Monsuta has kindly worked out that for this I would need about 1000-1100 gas which equates to about 7 days worth of gas... for a challenge which runs for 5 days...
What's more annoying is that this is assuming I don't play the distance and don't repeat any rounds I might make a mistake on and lose a star. I suppose round passes will reduce this somewhat and I'm not factoring in any gas I might receive in post mission/ad crates. I was looking forward to not requiring to buy a gas booster next week and I find it absolutely ridiculous that I literally can't not buy one unless I use gold to buy gas, don't play the distance and don't retry any failed maps. Even then I will likely run out of time before the challenge actually becomes fun and rewarding.
https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members"
JSS
I got my hopes up that we would have a Christmas present made to us in that regard.
I saw the poll here where +80% of players here wanted the ultimate challenge to replace the horrible grind challenge we now must suffer through.
I actually got exited about the game again
Well, that is over now
I'm on my last days. This sounds like a threat but it honestly is not.
I just want a healthier game instead of a compulsive addiction.
--> Do you need a guild? ...send me a Private Message. My Recruiting den and my "Art Objects" in the Next Games Collection.
> With "The Distance" twice a week and 50+ rounds of Challenge NG has cornered end gamers/competitive players into buying two gas boosters per week.
>
> I'm on my last days. This sounds like a threat but it honestly is not.
>
> I just want a healthier game instead of a compulsive addiction.
Ditto what @rfg1982 said. This is getting beyond a joke now. Why on earth trial a new challenge format, get overwhelmingly positive feedback on it (at least as far as I can see anyway), and then ignore the wishes of the majority and declare that we’re going back to the old system. The game as it currently is with the challenge system is totally unsustainable. I love this game, I always have, but the money and the grind vs the enjoyment I get out of it are now so out of whack it’s unreal. I don’t want to spend 2 days grinding up to level 29/30 where it actually starts being challenging. By the time i get there I’m so bored I could cry! I have a wife and kids NG - I play the game to have fun and have a quick break from real life! You’ve managed to completely suck the fun out of it! Sort it out @Teeceezy!!!
"Really? Good luck with that!"
No, the Ultimate Challenge in how it was run won't be made permanent - we can't change the system to one where it alienates a lot of the player base.
We are going to try more challenge variations hoping to find elements within them that resonate with the whole community, and one of our primary goals is to find a solution that decreases the grind for you guys.
To paraphrase:
The Ultimate Challenge needs improvement. Many loved it, but clearly for a too large part of the player base it was not just "disliked" it meant they felt completely shut out from the game. Alienated. That's pretty bad. Indirectly for end gamers as well!
The goal remains: Less Grind.
My thoughts:
NG came up with the Ultimate Challenge. They did an awesome job. So they clearly understand what the end gamers need and want. And are clearly trying their hardest to work for that. I see no reason to assume their further work on the challenge will be approached any differently. Development takes time.
As an end game player myself I simply do not have enough time in my single-dad+full-time-job life to get to the point of not getting 3 stars any more. So in the current set-up I do not reach challenging. Ever. I know the feeling. We need that part of the player base that feels alienated. Like it or not.
My example, for what it's worth, is a conscious choice to be patient.
(Maybe I should go hide now, since my opinion might be an unpopular one, to put it lightly. Remember, I'm a player too. This post is my personal opinion, nothing else).
Links to threads that are useful for beginners (and in some cases even for veterans)
I'm trying to be patient too, but I remain immensely frustrated since 2.8 seemed to eliminate any advantage gained by introducing Round Passes.
I have no idea how large the various player bases are, but it is also clear a majority of forum-users loved the Ultimate Challenge format, and everyone in my guild felt the same. I would hazard a guess the vast majority of players in the top 20-30 guilds also prefer the UC format.
I'd love to know what feedback/data led to the conclusion Ultimate Challenge needs more work. I take NG's word that some players felt alienated, though it baffles me, frankly. I can't even begin to understand that perspective.
Introducing a choice for players to choose their preferred setup seems like an easy answer, but it seems that is an option NG is not willing to entertain, but the reason for that remains a mystery to me as well.
While the Ultimate Challenge was phenomenal to me personally, I fully realize that it's the majority of the player base (and more specifically the paying or potential paying player base) that matters. That's fine... NG is a business and they need to make business decisions. But it's also true that this game is hemorrhaging long time, veteran players that spend a lot on this game.
It's particularly frustrating to me because NG has an absolute Win-Win scenario right at their finger tips. Let players earn round passes faster, say every 2 rounds. Then give players the option of how many passes they want to use when they start the challenge. I'm busy... I want to use all of mine. Someone else loves the low levels for the gear, etc... and so they can plan what to do strategically for the higher levels... great, they choose to use only a portion of their passes. Why is adopting this method, even if it's a stop-gap, even a question?? How is this not giving all player populations the ability to choose what's right or them? Where is the downside that I'm missing? It seems like a complete and total no brainer.
edited to correct typos that tend to happen when I'm typing about something I feel passionately about.
But it’s not the better wolf that wins. It’s the one you feed.
Contact [email protected] or send @Bill_ZRT a message to join DTP today!
Remember to use your charge abilities
Being a veteran player and giving so much time to this game I feel invested but I also am lacking motivation.
I’m seriously hoping that the vision is gearing towards fixing the grind. I’m not even a maxed player but I’m over it! Could be because of the time of year and the pure busy and needing time for family and holiday activities or it could be that the challenge is why I play, to get stars for my guild, because I do care about contributing to the team and doing my part to earn rewards. And the grind to do that effectively is beyond ridiculous at this point. I would not think that I would quit over petty shit and I don’t feel entitled to having it my way BUT I am burning out.
> Can we close this thread ? It makes me sad.
I agree there are some sad comments but I think it's important to keep this thread active and in the foreground.