1.6.4 Released, New Challenge Events - Discussion Thread

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Comments

  • Sipher07Sipher07 Member Posts: 591
    Yea I am tapping out at around 180 with 16 legendary users. 16 vs 20/21 is just not possible. I get that, but you need to give better equipment even if fewer equipment. When we have 16 level survivors, the 12/14 equipment is just not useful. Also sometimes I get 19/20 equipment that will be useful in like 6 months. There is a mismatch
  • Sipher07Sipher07 Member Posts: 591
    I think that the best solution to all the hate mail on the human villains would be a heavy hitting human that can be put down with reasonable effort but then turn into a zombie in 1 turn if not eaten. This allows for several things that enrich the game

    1. It allows for both ranged and me lee human enemies but limits the deadliness of their attack in a way that is reasonable. Humans can use weapons, reanimated can't. Hard striking humans require 1-move actions with caution

    2. When humans die in the show, they reanimate, and that would be cool. This removes their super hard hitting weapons abilities which is fun for 1x but overpowered for multihit turns

    3. We should be able to pick up the equipment of the human enemies as well
    Lynz4tex[Deleted User]
  • Lynz4texLynz4tex Member Posts: 76
    @Sipher07 That sounds like a really good suggestion! I like it!
    [Deleted User]
  • GusBusGusBus Member Posts: 15
    Not going to bother reading the other pages of comments, but a few things I've found:

    1. Raiders in struggle causes you to lose stars (stated above I see)
    2. On one of the missions you can accidentally close the gate to the exit and not open it again, forcing you to flee. Not sure if this was intentional or not, but it shouldn't be.
    Lynz4tex
  • OldGothOldGoth Staff Posts: 297
    A couple of points:

    * Raiders getting injured costing you a star is a bug. Fixed for the next version, can't be fixed before that.
    * We believe the Raiders would be better if they scaled more slowly than they now do, much like the walkers. They're also going to be subject to the same body shot/critical hit rules for under/over leveling as walkers are. So a Raider many levels beneath you isn't going to do much damage. Look for these changes in the next version.
    * The reward overhaul is also coming in the next version. It changes the way the challenge and daily quest rewards work.
    [Deleted User]
  • OldGothOldGoth Staff Posts: 297
    GusBus said:

    2. On one of the missions you can accidentally close the gate to the exit and not open it again, forcing you to flee. Not sure if this was intentional or not, but it shouldn't be.

    A bug; fixed for the next time you see this challenge.
  • AmigaAmiga Member Posts: 3,770
    @OldGoth
    Any chance to see Raiders on other maps like Prison, Terminus?? It is really more interesting with them...
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
  • PoppyPoppy Member Posts: 1,146
    @OldGoth
    OldGoth said:

    A couple of points:

    * Raiders getting injured costing you a star is a bug. Fixed for the next version, can't be fixed before that.
    * We believe the Raiders would be better if they scaled more slowly than they now do, much like the walkers. They're also going to be subject to the same body shot/critical hit rules for under/over leveling as walkers are. So a Raider many levels beneath you isn't going to do much damage. Look for these changes in the next version.
    * The reward overhaul is also coming in the next version. It changes the way the challenge and daily quest rewards work.

    Could you come up with something better than auto body shots as its just grossly unfair and broken. What you should do is have a sliding disadvantage scale. If it were a die roll for example if you need say 15 to hit on a D20 roll you you could have a disadvantage modifier say -1 to your roll to a +1 enemy and so on, but never have it impossible to hit them with a regular shot.

  • Shut_UpShut_Up Member Posts: 2,295
    @oldgoth I feel for you and the other mods because despite plans to make raiders slower, weaken their damage ability, and increasing rewards, there will still be too many people who aren't happy. Not me and people should remember what Mick Jagger says "You can't always get what you want...but if you try sometime you get what you need!"
  • Neil_JNeil_J Member Posts: 1,873
    I tapped out at 180 whereas I got 217 last week, but enjoyed the challenge much more than the mundane plod of previous challenges. Sure newbies struggled, but it's a learning curve. People will get better, quicker imo, but if the changes that @OldGoth stated are implemented, then it'll be better all round.
    Again, this is imo.........
    “You never know how strong you are until being strong is your only option.” (Bob Marley)
  • Camel56Camel56 Member Posts: 533
    I don't mind the raiders needing 2 hits to kill with lvl 16 players with the right weapons. But it should take 2 hits for any level players, not 6 as was mentioned for lvl 3 players. If a raider gets in a struggle, it should not count against you, after all they're targets, not allies.

    Low level players or guilds entering a challenge have no chance to make it to any leaderboard if they face the same level of enemy in the challenge. The level 16 character, and a level 6 character will still get 3 stars, but the player who brings lvl 16 characters to a low challenge will wipe out the enemies with ease, while the player with level 6 characters might struggle to get through.

    The way I see it, a level 10 player vs a level 42 player entering the same challenge, should meet different strength enemies, but it should still be the same gas cost. Rewards received in chests should be comparable to the level of the player. A level 40 player, should get 15, 16, and 17 level rewards. A lower level player should recieve from 1 under to 1 over max character level reward. Guild rewards should be based on highest character lvl in the guild.

    I'm just rambling, but the programmers should look at the overall range of players and figure out a way to make it even odds for everyone.
  • Shut_UpShut_Up Member Posts: 2,295
    They said losing stars when a raider gets into a struggle is a bug and will be fixed next time. As popular as it is to hate on anyone associated with NG staff or working for NG, I don't think they are so stupid as to plan to penalize the player for characters they don't control and are considered the enemy. Yes they probably should have caught the bug but no one is perfect.

    I guess some people won't be happy till the factory comes back in rotation and they actually see the bug fixed. Then they will find something new to complain about.
    Camel56[Deleted User]
  • Camel56Camel56 Member Posts: 533
    I agree! I'm just happy they gave us something new. With everything new we come across, we still have to figure out how to get through the mission. New enemies, new objectives, it's all good. I'm playing on an iPad 2, which is buggy enough without playing this game. When playing new stuff, it's fun trying to figure out what works, and what doesn't. It can't be much fun, to fly through 6 new missions in ep13 for anyone. Once you get through, then what? All you have left is hard, nightmare and challenge missions. Now I'm looking ahead for the next update already. Heh heh! At the moment, I'm busy upgrading everything I can so maybe I can upgrade the council whenever it may arrive. I suspect the council will probably cost nearly 2 mil.
  • Shut_UpShut_Up Member Posts: 2,295
    I may have misunderstood Oldgoth. He wrote "scaled slowly like zombies." At first I took it as movement but he may have meant like how fast the zombies go from low level walkers to high level walkers.
  • OldGothOldGoth Staff Posts: 297
    Shut_Up said:

    I may have misunderstood Oldgoth. He wrote "scaled slowly like zombies." At first I took it as movement but he may have meant like how fast the zombies go from low level walkers to high level walkers.

    Yes, sorry for being unclear there - I meant the difficulty should scale up slower. They're going to be moving at the same pace as they are. :)
    [Deleted User]
  • theblueboxthebluebox Member Posts: 807
    Seems like a lot of these bugs should have been caught in Beta testing by the programmers. Running sims on the more advanced emulators like Andy and AmEDIOUS (sp?) that can simulate how the game behaves on multiple devices is crucial. Unfortunately,the developer zeitgeist (talking in general, not NG specific) is get the product out and bug fix later, thus rushing development. This is why I never preorder new games (the first releases are usually rushed and very buggy causing the need for downloaded patches later.) Overall customer satisfaction would be higher if a little more time was spent in R&D bug fixing before release.

    I do hope you all are getting the bugs out and releasing the update ASAP. Until then, my Google rating will remain 1*.
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    [Deleted User]
  • Smokin_Joe_BlowSmokin_Joe_Blow Member Posts: 97
    Have enjoyed most of the changes.

    The bugs were annoying, but it sounds like they will be fixed before we see the factory again.

    Raiders were more interesting opponents than walkers overall. IMO high level raiders were actually easier to handle than high level walkers as there was no automatic body shot threshold (sounds like this is going to be changed).

    I'm not sure I'm sold on the 2 challenge per week system with lower gas costs. The lower gas costs are nice, but with so little time for each challenge you really need to use most of your available gas to max out a challenge without having to pay. I have a feeling this is going to lead to player burnout. Maybe one challenge a week with an intermediate amount of gas cost (between old system and current) would be better.

    I also would have preferred that the difficulty scaled slightly differently. It would be better if it ramped up 2 levels for every 3 stars up to a point (say recommended level 15) and then ramped up 1 level for every star thereafter. Although this would make it harder for lower level players to participate in the challenges, they would still be able to get a taste of them. In any case, I think low level players should be more focused on completing story missions and advancing their characters than doing challenge missions anyhow. Higher level players would benefit from being able to more quickly get through the early missions. The slower increase in difficulty would also better discriminate between more and less skilled players.
    stephyp23thebluebox
  • stephyp23stephyp23 Member Posts: 15
    @Smokin_Joe_Blow I agree with most of what you said.

    As for the new platform, I found it interesting and engaging. I was able to max out quickly and move back to hard and nightmare modes of play.

    Overall, a decent update.
  • rayray Member Posts: 111
    I hope the schedule changes back soon, the game becomes boring fast if all your game time goes on one aspect of the game. With new features like outposts coming in the spring you may see players stop playing challenges altogether
    Leader of TWD Extreme
  • theblueboxthebluebox Member Posts: 807
    @Smokin_Joe_Blow When I was a low level character, I got a lot of my XP and equipment from the challenges. Since I maxed out at around 60-70 stars, I was done by Tuesday and spent the rest of the week o story missions and expeditions.

    The 2 challenges a week with 1 hour in between is causing a few problems in my guild. Prior to the change, we had 20 active players that got 60+ stars a week. Since the change, 2 quit playing entirely, 3 others get stars on the weekend but none during the week, and the rest are having great difficulty getting rewards that are 2 tiers below where they were and are complaining that they don't have time or gas to do the story. We are showing signs of burnout after a week. From what I am seeing in the guild chat, I expect several more will stop playing entirely within a month.

    The new maps and enemies are fine and made things interesting. We miss the day off. We miss being able to pace ourselves and split our time between stories and challenges. This grinding challenges is getting old quickly. It would have been better to put new maps and challenges into the weekly rotations. Burnout equals fewer players to buy things and support the game.
    image
  • Cece said:

    I'm enjoying the new changes to the game. I was getting over 200 stars a week and I'm struggling to get to 180. It's a game, it's not suppose to be easy, I enjoy the challenge.

    I was getting slaughtered by the humans at first, not as bad now. Nice addition!!

    Thank you for finally adding the gas bonus at the wall.

    Yup, it's just like a game to be fun and challenging.
  • Seems like a lot of these bugs should have been caught in Beta testing by the programmers. Running sims on the more advanced emulators like Andy and AmEDIOUS (sp?) that can simulate how the game behaves on multiple devices is crucial. Unfortunately,the developer zeitgeist (talking in general, not NG specific) is get the product out and bug fix later, thus rushing development. This is why I never preorder new games (the first releases are usually rushed and very buggy causing the need for downloaded patches later.) Overall customer satisfaction would be higher if a little more time was spent in R&D bug fixing before release.



    I do hope you all are getting the bugs out and releasing the update ASAP. Until then, my Google rating will remain 1*.

    Your rating is 1* but you keep playing? Who plays a 1* game? Maybe you like it better than you're letting on.
  • theblueboxthebluebox Member Posts: 807
    I loved the game before. I gave it 5*s. The bugs and rewards system changes dropped the rating to 1*. I am playing for my guild's benefit and telling my friends that are thinking about playing not to until the bugs are fixed. When the next version is released and bugs are fixed as Goth said they will be, then I will change the rating.
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