> That’s a big statement. 100 people agreeing vs 200,000 or more. (Don’t know how many people are active).
>
> I would say adding more stars per mission and reducing rounds for round passes will be a good start for the ultimate challenge.
>
>
99 against 3...
There also was a poll wich was in the game, clearly in the messages so the ones who were complaining are the ones that want to play a lot because they obviously like to grind...
I guess they can find the news messages in the game ;-)
Through that system 83% wanted to keep the Ultimate Challenge en some 9ish% or so weren't sure yet.
That's one hell of a majority!
still not indicative of the entire player base, remember where you could vote on the weekend bonus event? I'd bet it was 99-3 on the forums to have anything but jackpot , but guess what won? jackpot, because the majority of players are probably casuals who don't even bother going to the forum, ever
Teeceezy why can’t we have a choice like on the distance. Ultimate or normal challenge. Should be easy to implement. Then it’s fair and we can move on.
Because it's not easy to implement - that's a whole new feature that would need to be developed instead of something else.
Why not allow the challenge to run 7 days so that you dont have to cram it all in 5 days and can play different game modes without feeling your gonna lose stars if you dont do the challenge. That seems like an easy option.
Teeceezy why can’t we have a choice like on the distance. Ultimate or normal challenge. Should be easy to implement. Then it’s fair and we can move on.
Because it's not easy to implement - that's a whole new feature that would need to be developed instead of something else.
This isn't a new problem. The fact that there isn't substantial development already in the pipeline is disappointing. Even more disappointing is that it sounds like there isn't significant development/overhaul work to address this issue going on at all even at present...
@Teeceezy If the next iteration of the UC features less rounds than normal resulting in lower star counts for the community as a WHOLE, can you PLEASE accurately communicate this in the game to all players so the lower level players don't automatically hate it like many did last time?
@Teeceezy If the next iteration of the UC features less rounds than normal resulting in lower star counts for the community as a WHOLE, can you PLEASE accurately communicate this in the game to all players so the lower level players don't automatically hate it like many did last time?
Also, please communicate if reward gaps are adjusted to let players know that the rewards are comparable to (or actually BETTER THAN, in the case of the last UC) the grindy challenge.
Apparently, current challenge is already challenging enough for a "majority" of the player base. Increasing difficulty pisses them of. Some of them will also tilt when stars are lower.
So without taking anything from them. How do you cater the people who feel like there is no challenge at all? I'm sure i'm not the only one, hardly finding challenge until way above my recommended survivor level.
Actively playing 25 rounds is about the maximum I would like to play. That's 150 missions. 30 a day. Personally that is already quite an investment. Should be enough to be way into lvl30+ on monday. imo
But it isn't, it will barely get me to lvl 27... That's freackin' 150 missions of nothingness... Wednesday, Thursday and Friday are a big chore. I "have" to play 150 missions before Saturday, otherwise I won't even see the good stuff on Sunday evening... And forget about Monday.
A general solution for all players will always be mediocre for all players. But no solution really ruins the experience of anyone in my shoes. Please fix. Not temporary. Not as an event.
I'll be patiently waiting, wake me up when we get there...
-Round passes every 3 rounds
-Make using round passes optional each challenge
-Make the repeated rounds a progression; single rounds for a few, then double, then triple, and finally quadruple at 30+ (this is a concession for endgamers from the UC where there were no triples. Doubles went straight to quadruple at 30). Maybe even no quadruples at 30? Just keep it triple.
-UC had the second round at each RSL spawn tanks and armored walkers. Maybe only start these special spawns in the repeated rounds once you get past a certain RSL above your survivor level. This is so the lower level players don't complain that things get too hard too fast.
-Rescale rewards to match accordingly.
NG, you have to eliminate rounds somewhere in the challenge structure to fix the grind for endgamers. Only giving us round passes more frequently is not a fix. It's a great temporary solution, don't get me wrong. But the second "iteration" of the UC where it was just round passes at every 3 rounds didn't do much to fix the grind. Shortening the number of repeated low level RSLs to double rounds instead of triple is really what fixed the grind in the initial UC.
@Teeceezy If the next iteration of the UC features less rounds than normal resulting in lower star counts for the community as a WHOLE, can you PLEASE accurately communicate this in the game to all players so the lower level players don't automatically hate it like many did last time?
I agree it should be better communicated, but it may actually be impossible to make many players understand that they aren't losing anything. Remember what Carlin taught you: "Think how dumb the average person is. Now remember that half of them are dumber than that!"
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."
I suggest again my fix, two challenge, normal with rewards and short losing rewards but no grind.
When a player complete a round full stars (3x), next challenge can choose to start at the last level he completed full stars. I want to say...if i complete level 27 full stars next challenge i will choose if i want to start the challenge as usual or to start at level 27.
If i will start at round 27: - i have all the missed stars (to keep guild challenge amount of stars balanced) - I lose all the gold, xp, supplies, crates, gas, etc..of the skipped games - The guild earns the guild rewards relative to instant earned stars (trade goods, phones...) - I will be more motivated and i have more time to play Distance, outposts, scavenge, etc... - I will not lose veterans guild players tired to play 24/7 to reach a competitive and fun level of the game.
if i don't want to start at round 27: - i will play the challenge as usual - Earn xp, supplies, gold, phones as usual...
That's easy... Everyone based on their week, will decide to start the challenge as usual and earn rewards, or just compete for fun the best of the challenge.
"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.
Teeceezy why can’t we have a choice like on the distance. Ultimate or normal challenge. Should be easy to implement. Then it’s fair and we can move on.
Because it's not easy to implement - that's a whole new feature that would need to be developed instead of something else.
@capibara I'd vote for your solution, to be sure. But I'm sorry to say the reply by Teeceezy here applies to your suggestion too.
I'd be happy to start somewhere actually near my survivor level of 23, instead of 9 levels below at RSL 14. Even with Round Passes it barely even gets me close to the starting level of normal scavenge missions.
The way i see it is we could have 2 challenges running alongside
Similar to distance in a way
But...
It all depends on your guild
If it’s hardcore guild then it’s ultimate challenge
If it’s casual type of guild then grind’s on
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I feel pretty confident in this one:
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Apparently, current challenge is already challenging enough for a "majority" of the player base.
Increasing difficulty pisses them of.
Some of them will also tilt when stars are lower.
So without taking anything from them.
How do you cater the people who feel like there is no challenge at all?
I'm sure i'm not the only one, hardly finding challenge until way above my recommended survivor level.
Actively playing 25 rounds is about the maximum I would like to play.
That's 150 missions. 30 a day. Personally that is already quite an investment.
Should be enough to be way into lvl30+ on monday. imo
But it isn't, it will barely get me to lvl 27...
That's freackin' 150 missions of nothingness...
Wednesday, Thursday and Friday are a big chore.
I "have" to play 150 missions before Saturday, otherwise I won't even see the good stuff on Sunday evening... And forget about Monday.
A general solution for all players will always be mediocre for all players.
But no solution really ruins the experience of anyone in my shoes.
Please fix. Not temporary. Not as an event.
I'll be patiently waiting, wake me up when we get there...
-Make using round passes optional each challenge
-Make the repeated rounds a progression; single rounds for a few, then double, then triple, and finally quadruple at 30+ (this is a concession for endgamers from the UC where there were no triples. Doubles went straight to quadruple at 30). Maybe even no quadruples at 30? Just keep it triple.
-UC had the second round at each RSL spawn tanks and armored walkers. Maybe only start these special spawns in the repeated rounds once you get past a certain RSL above your survivor level. This is so the lower level players don't complain that things get too hard too fast.
-Rescale rewards to match accordingly.
NG, you have to eliminate rounds somewhere in the challenge structure to fix the grind for endgamers. Only giving us round passes more frequently is not a fix. It's a great temporary solution, don't get me wrong. But the second "iteration" of the UC where it was just round passes at every 3 rounds didn't do much to fix the grind. Shortening the number of repeated low level RSLs to double rounds instead of triple is really what fixed the grind in the initial UC.
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."
When a player complete a round full stars (3x), next challenge can choose to start at the last level he completed full stars. I want to say...if i complete level 27 full stars next challenge i will choose if i want to start the challenge as usual or to start at level 27.
If i will start at round 27:
- i have all the missed stars (to keep guild challenge amount of stars balanced)
- I lose all the gold, xp, supplies, crates, gas, etc..of the skipped games
- The guild earns the guild rewards relative to instant earned stars (trade goods, phones...)
- I will be more motivated and i have more time to play Distance, outposts, scavenge, etc...
- I will not lose veterans guild players tired to play 24/7 to reach a competitive and fun level of the game.
if i don't want to start at round 27:
- i will play the challenge as usual
- Earn xp, supplies, gold, phones as usual...
That's easy... Everyone based on their week, will decide to start the challenge as usual and earn rewards, or just compete for fun the best of the challenge.
--> Do you need a guild? ...send me a Private Message. My Recruiting den and my "Art Objects" in the Next Games Collection.
I'd vote for your solution, to be sure.
But I'm sorry to say the reply by Teeceezy here applies to your suggestion too.
Links to threads that are useful for beginners (and in some cases even for veterans)
Similar to distance in a way
But...
It all depends on your guild
If it’s hardcore guild then it’s ultimate challenge
If it’s casual type of guild then grind’s on