If you allow me to earn tools in the black market and buy them by using a form of money in way to acquire daily purchases such as 100 gold for 2 grenades, etc, and/or buy tool bundles up to three times, then you allow me to use said tools at my will and choosing. Therefore, why would you limit what I can use if I’m paying for the product? Just saying.
The community seems to be split on this. There are some who like the game to remain competitive without it being completely dominated by the size of your wallet, sadly GW is going down a bad route as it stands with it becoming a completely P2W game mode. Tool restriction might not be the answer but hopefully something will change.
They made the challenge more balanced and look what happens, RIH lose some of their massive wallet sized advantage and Wild Walking top the rankings for two weeks. How long that lasts I don't know, but in my opinion things are more interesting when it isn't all about money.
I've said it before, restricting tools or punishing players for using them will not go down well with a large portion of the player base.
In stead of restricting or punishing it's far better to reward players for not using tools.
In challenge it could mean 4 stars in stead of 3 if you used no tools.
In GW you could have 10 or 5 VP bonus per mission for not using tools and get deducted 2 of those per tool used, where obviously you can never get less than the base value for the mission whether you've used 5 or 25 tools. Could have a counter in the map "tools used 2/5".
And by applying the 10 (or 5) VP bonus to every single mission (even the lowest) this could bring about some very interesting tactics where you can still win a match against a better and/or richer guild by carefully choosing which sectors you take.
This way nobody is punished for using tools, but players are rewarded for keeping their use to a minimum and it would make GW tactics and matches more interesting.
Can't go wrong with this or upset anyone unless maybe those that literally want to buy the wins.
Maybe being rewarded for not using tools makes players feel better, but the reality of the situation is that it does the exact same thing as punishing players for using tools. Whether player A gets rewarded 10 points for not using tools or Player B loses 10 points for using tools, the result is still a 10 point difference. Tools are part of the game, and players shouldn't have to worry about being penalized or not rewarded for using them.
However, I absolutely believe there needs to be some sort of additional restrictions on tool use besides a cool down period. We use to only have grenades and medkits, so that meant we could only use 2 tools per turn, and would have to wait a few turns before using a third one. Compare that to now when you can throw 5 tools around like you're Rambo or MacGyver. What would be so unreasonable about a 2-3 tools per turn limit? If anyone objects to this, then I must ask what would happen if NG eventually releases more tools? Imagine someone throwing 7 or 8 tools in one turn, what a joke the game would be at that point.
If you reward players it just becomes another rule of the game.
Nobody complains they only got 2 stars in a challenge because they had a bruise on a mission or one star after they got into a struggle. They don't even complain when they get a bruise after they spent tons on getting 5 pink heroes. Why not? Because those are the rules of the challenge.
If tools had been in the game from day one it's very possible not using tools would have gotten you a 4th star.
The logic that says "I bought tools so I should be able to use them to get perfect results all the time" is flawed.
As the game has evolved so should the rules, it's as easy as that.
Saying you can't adapt the rules to match that evolution is just silly.
Sounds great for the most part especially all team members being able to play when ever they want instead of having to wait unless other sections are open..That will make things alot better.so thanks for that it's great
Escriba sThis debate about the tools will come to nothing, due to the fact that NG the more you spend the better.
That's why I made the decision to play without tools as much as possible. Regardless of that, I can finish missions 44-45 without being tempted to use them.
Unfortunately the younger players did not get to know the games before the PPW, and wanting to win makes them spend too much.u comentario
You get every week 2 grenades and 2 medkits for free from the TG shop, one tool daily from the daily missions, 6 from Nightmare Distance. Additionally, you can purchase easily 6-8 from the BM shop every day, 6 grenades and medkits from the TG shop / week, double the Distance payoff by boosting, and get some more from the challenge and GW shop.
So that's about 80 tools per week at a cost of around 3000 gold / week. With guild wars running about half of the time, you could collect up to 160 tools to use per week of play, or 80 per battle, about 4.5 per mission.
I was looking the Jubjab’s Calculator. My guild fits in the yellow islands (hard), between lvl 39 and 43. But with this map, we just can do 140 attacks with 180 swords to go. So, in order to complete our attacks we need to play with lower islands. 1D is alive!!!!
I was looking the Jubjab’s Calculator. My guild fits in the yellow islands (hard), between lvl 39 and 43. But with this map, we just can do 140 attacks with 180 swords to go. So, in order to complete our attacks we need to play with lower islands. 1D is alive!!!!
A lot of assumptions were made in that calculator based on map.
I wonder when we’ll see the actual points per mission and bonus points for sectors.
just an example based on points shown on example map. if you have 2 beginners that are in the Bonus / Island 1 ability, it will be more beneficial for them to use 32 attacks on clearing all 4 Bonus areas rather than Island 1.
Island 1: total GW points 1060 Bonus areas: total GW points 1160
You could group tools into categories for example, offensive, healing, support, defensive.
And then instead of each tool having a cool down time each category could have a cool-down time but you would want to make it less.
This way you could continue to introduce new tools without someone being able to spam 20 Tools in a round
This would also work well if they introduced craftable tools that are less effective than purchase tools. For example if you crafted a Homebrew grenade, and you used one you still couldn't use a regular grenade until the cool down had expired from your Homebrew grenade
Are you Lost? Alone? Looking for a killer team to have your back? Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in. Remember, search ZOMBREX FAMILY. Our page : https://m.facebook.com/Zombrex2015/
God damn @ATLAS-Z yet another great idea! They are going to need to sort them like that soon anyway as the list is going to get pretty long as they keep releasing new ones!
I have made a table based on the map and found less complex. There is only one island for each difficulty level from 0 - 19. So, we will pick, say +10, island 9ABC and complete it. There is no other choice. At last, even match will be happened more frequently.
@ATLAS-Z, great idea atlas, i m totally in for the homebrew tools idea, ng give us the ability to find homebrew tool components in post mission crates and upgrade the crafstman building sothat it brews the homebrew tools sothat we could use em in missions without any limiting amounts, altho their stats be less effective tho, than the regular tools, and have a caping at the regular tools usage.. hope ng recognizes this homebrew tools idea!
I really like this idea, just something to tone it down is something I'm hoping for rather than completely cripple their use. Blast/Regular grenades as offensive, flare as support and medkit/gore as defensive. It wouldn't change an awful lot right now but will when we inevitably get molotov cocktails, trip mines, bear traps and god knows what else
After breaking down the map, I give a big gee thanks for nothing. While you don’t have to wait for areas to be open, in the case of our guild the number of attacks available for our abilities has been drastically reduced.
We usually have 5-7 players a battle with a good number in the +2 starting level and +4 level. Attacks in the +2 range have been reduced from 58 to 38 and in the +4 (where we have larger numbers) from 70 attacks down to 30. Either my players have to push and potentially fail or accept the fact that they will get less rewards now!
Are you Lost? Alone? Looking for a killer team to have your back? Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in. Remember, search ZOMBREX FAMILY. Our page : https://m.facebook.com/Zombrex2015/
bonus maps in GW dont seem to live up to its name. they are seldom played because the bonus and rewards are not good enough
to encourage more guilds to play them, instead of class related bonuses, is it possible to give bonuses like a small % increase in total damage, total critical damage, total health, total damage reduction, total stun resistance etc
e.g. if the guild manage to win a bonus map which gives +10% total damage reduction, all heroes' damage reduction will now be increased by 10%. heroes with max 80% will now have 90%
sacrificing 8 swords and low rewards for such a valuable stat increase, is something the guild may want to discuss.
just a suggestion to make bonus maps more enticing
After breaking down the map, I give a big gee thanks for nothing. While you don’t have to wait for areas to be open, in the case of our guild the number of attacks available for our abilities has been drastically reduced.
We usually have 5-7 players a battle with a good number in the +2 starting level and +4 level. Attacks in the +2 range have been reduced from 58 to 38 and in the +4 (where we have larger numbers) from 70 attacks down to 30. Either my players have to push and potentially fail or accept the fact that they will get less rewards now!
I wrote about this before: "I was looking the Jubjab’s Calculator. My guild fits in the yellow islands (hard), between lvl 39 and 43. But with this map, we just can do 140 attacks with 180 swords to go. So, in order to complete our attacks we need to play with lower islands. 1D is alive!!!!"
and you answered with a doubt about the real value of VP in the calculator.
The number of attacks is always an issue. Not enough to finish a sector, or complete a path. Didn’t we have 25 at one time? More was better. Now, with so many Islands we will feel incompetent not completing more. Wish TWD would consider.
The number of attacks is always an issue. Not enough to finish a sector, or complete a path. Didn’t we have 25 at one time? More was better. Now, with so many Islands we will feel incompetent not completing more. Wish TWD would consider.
Agree 100%. I think it was 21, reduced to 18 or something like that.
Thanks NG for giving us a long notice on how much RP each sector will give /s
Asked to provide details on new VPs and so on - don't think gonna happen, even though they already have all the data. Just an export to excel with a simple query... I guess it's too much to ask.
The number of attacks is always an issue. Not enough to finish a sector, or complete a path. Didn’t we have 25 at one time? More was better. Now, with so many Islands we will feel incompetent not completing more. Wish TWD would consider.
hell no, if you play on 12th and 18th Islands you have 18 missions in +17-19 zombie lvl this is hell for toolbag, goldheal and stress, hell no to 25 attack
@Crocodile You're right, I haven't thought about it this way. I usually stop at 5H or 6G max, don't use tools that much. But yeah, increase in attacks would suck for top guilds.
More attacks is always a tricky debate because you have such a wide range in the player base. At the bottom you have players who probably aren't capable of pushing too far beyond their limits so breeze through 18 maps in no time and want more. At the other end of the scale the players playing the absolute toughest maps cost a lot of resources and if trying to keep healing costs low, often takes all day to get through their 18 maps. Adding more attacks would be good for some, but really affect others in a negative way.
Sector difficulty and RP (yes, I printscreened a text file :P):
All sectors in the island gives the same RP, including the locked C sector and the stray D sector. RP is fully based on difficulty level. Playing the Sanctuary maps aren't rewarded higher at all for VP or RP, and due to how RP is rounded now a lower difficulty Junkyard or two level lower Forest map gives the same rewards. So bye-bye Sanctary 👋 Most of us won't be seeing you much (still good for one island and KAWs, but more for top guilds).
All the sector rewards are good. No more ones like 1D and 2E
If you want to get better at this game, join Discord and learn badge crafting and much more: https://discord.gg/cDhgv3AJ89
Comments
However, I absolutely believe there needs to be some sort of additional restrictions on tool use besides a cool down period. We use to only have grenades and medkits, so that meant we could only use 2 tools per turn, and would have to wait a few turns before using a third one. Compare that to now when you can throw 5 tools around like you're Rambo or MacGyver. What would be so unreasonable about a 2-3 tools per turn limit? If anyone objects to this, then I must ask what would happen if NG eventually releases more tools? Imagine someone throwing 7 or 8 tools in one turn, what a joke the game would be at that point.
If you reward players it just becomes another rule of the game.
Nobody complains they only got 2 stars in a challenge because they had a bruise on a mission or one star after they got into a struggle. They don't even complain when they get a bruise after they spent tons on getting 5 pink heroes.
Why not? Because those are the rules of the challenge.
If tools had been in the game from day one it's very possible not using tools would have gotten you a 4th star.
The logic that says "I bought tools so I should be able to use them to get perfect results all the time" is flawed.
As the game has evolved so should the rules, it's as easy as that.
Saying you can't adapt the rules to match that evolution is just silly.
@Fluxxx
You get every week 2 grenades and 2 medkits for free from the TG shop, one tool daily from the daily missions, 6 from Nightmare Distance. Additionally, you can purchase easily 6-8 from the BM shop every day, 6 grenades and medkits from the TG shop / week, double the Distance payoff by boosting, and get some more from the challenge and GW shop.
So that's about 80 tools per week at a cost of around 3000 gold / week. With guild wars running about half of the time, you could collect up to 160 tools to use per week of play, or 80 per battle, about 4.5 per mission.
just an example based on points shown on example map.
if you have 2 beginners that are in the Bonus / Island 1 ability, it will be more beneficial for them to use 32 attacks on clearing all 4 Bonus areas rather than Island 1.
Bonus areas: total GW points 1160
4 extra attacks
how come you don’t want the star hero mate?
And then instead of each tool having a cool down time each category could have a cool-down time but you would want to make it less.
This way you could continue to introduce new tools without someone being able to spam 20 Tools in a round
This would also work well if they introduced craftable tools that are less effective than purchase tools. For example if you crafted a Homebrew grenade, and you used one you still couldn't use a regular grenade until the cool down had expired from your Homebrew grenade
#Zombrex (Neo / Horizon / (OG) / Genesis / Prime / Elite)
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX FAMILY.
Our page :
https://m.facebook.com/Zombrex2015/
Send me a PM
i m totally in for the homebrew tools idea, ng give us the ability to find homebrew tool components in post mission crates and upgrade the crafstman building sothat it brews the homebrew tools sothat we could use em in missions without any limiting amounts, altho their stats be less effective tho, than the regular tools, and have a caping at the regular tools usage..
hope ng recognizes this homebrew tools idea!
https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members"
@WellyLuga #whatelse
Come and get it boys
#Zombrex (Neo / Horizon / (OG) / Genesis / Prime / Elite)
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX FAMILY.
Our page :
https://m.facebook.com/Zombrex2015/
Send me a PM
to encourage more guilds to play them, instead of class related bonuses, is it possible to give bonuses like a small % increase in total damage, total critical damage, total health, total damage reduction, total stun resistance etc
e.g. if the guild manage to win a bonus map which gives +10% total damage reduction, all heroes' damage reduction will now be increased by 10%. heroes with max 80% will now have 90%
sacrificing 8 swords and low rewards for such a valuable stat increase, is something the guild may want to discuss.
just a suggestion to make bonus maps more enticing
@Fluxxx
https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members"
and you answered with a doubt about the real value of VP in the calculator.
Now, you see the light. Aleluya!!!
More is better! Unless it's headache
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
Just an export to excel with a simple query... I guess it's too much to ask.
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
You're right, I haven't thought about it this way. I usually stop at 5H or 6G max, don't use tools that much.
But yeah, increase in attacks would suck for top guilds.
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
I think the amount we have now is fine as it as.
https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members"
All sectors in the island gives the same RP, including the locked C sector and the stray D sector.
RP is fully based on difficulty level. Playing the Sanctuary maps aren't rewarded higher at all for VP or RP, and due to how RP is rounded now a lower difficulty Junkyard or two level lower Forest map gives the same rewards. So bye-bye Sanctary 👋 Most of us won't be seeing you much (still good for one island and KAWs, but more for top guilds).
All the sector rewards are good. No more ones like 1D and 2E