Bet theses guys hate update day. Everyone makes mistakes from time to time and things go wrong occasionally, but this is coming too common place now, I know if I made this many mistakes in my job I wouldn't have it very long.
Fingers crossed you get it sorted our maybe even rollback to the last working version so we can play.
@SlickRick--I dont think anyone is saying "fix all the complaints".
For everyone else:
Time spent on the upgrade might have been better used addressing the major issues affecting game balance and playability. These are longstanding issues.
1) experience cost of upgrades to equipment and survivors 2) no effective way to farm experience 3) shield not popping up as protection when losing a battle in Outpost
Dont get me wrong. The game changes are nice, new features are good, tomato change is fine. I'm sure I will find them to be, well, nice. It doesn't appear they are necessary for the most part. The difference between nice and necessary is pretty obvious.
I certainly appreciate and understand that programming changes are on a schedule. They have a time line with targeted changes for next upgrade, and may be working on pieces of it now. It's a management decision to override the schedule and either put out an emergency fix--like a 1.71, 1.72, etc--before releasing 1.8, or to amend the 1.8 upgrade to include other features.
Not addressing the three issues above make gameplay frustrating, unenjoyable, and pointless for many high level players. It takes almost 2M exp to upgrade a level 17 leg weapon/armor to level 20. Just 17 to 18 is 450k-ish. It takes days to get that much exp. the 900k from 19-20 is insanity.
3x exp for weapon/armor was nice. I keep inventory cleaned out anyway so I'm sure others found it more useful. But it was nice. More events like that would be helpful. How about exp farming maps paying off exp based on player level? And lowering upgrade costs by 50% across the board?
Hard coded game changes for exp and shield are needed. When are those coming?
"Dasein always understands itself in terms of its existence--in terms of a possibility of itself: to be itself or not itself." Heidegger
Building cost and upgrade duration have been adjusted and fixed
what buildings have been adjusted? and is this a higher cost or lower? will people who payed to much get tomatoes back? or will they have to pay extra if cost went up?
back on topic, this isn't maintanence complaining topic
These last 5 hours and the next 2 hours is my prime time of farming xp, as of now I'm loosing valuable time + the gas I can't use, waiting for a fix:( I know that the crew is working hard, but it's taking too long Please hurry up
I live for challenges (it's a guildie thing), but I also live for deadlies. Ok there maybe a reason for not having it, but what on earth could that be? It's removed a large portion of the challenge/fun away for me. Yes it's in the exploration, but like I said, guild work is more important than my individual goal.
What's with increasing shooter's range? Isn't that what the trait on the weapon and strategy is for? Scratching my head on that one.
Farm output increase very important as other than fixed amount on exploration there is no other way of increasing this without luck.
I personally cannot wait for the outpost features, I did like the concept of outpost and raiding, but I'll find out once I am assured no connection issues, loss of inf, waste of gas etc are absolutely addressed.
No cap on tg stored is important, why would that be capped other than to force your hand at spending it. Not sure why the amount of potential tg that can be won on a raid should be capped though, 10% should be 10%. If you are hoarding 50k tg, lose whilst being raided then you lose 5k tg. What is the actual figure of this cap btw? Now a minimum that can be won would encourage me to jump back in even whilst bugs are abound.
What does "Rewards: buying more unlocks has clearer distinction between watch button and gold price"? If this is for slots, I do not understand watch button.
Btw, I am a half glass full kinda person, there is always a positive to be found in every negative, right now the positive is that my house will be cleaner than usual.
I think @Akartiki had a good point in his thread above ↑ where he suggested that the award of XP points could be relative to a player's level. That would mean that although a higher level upgrade costs more XP, a higher level player would also earn more XP. This might make the costs relative to lower level upgrades where you can upgrade frequently. The time taken for upgrades could also be speeded up relative to player level.
There's definitely the term of a good idea here.
“You never know how strong you are until being strong is your only option.” (Bob Marley)
Do you plan administration capabilities enable / disable camera Centering on active surviving ? When you try to send her anywhere and survivor inclusion in this moment Centering camera on surviving leads to the fact that the survivor does not run to where want ( well even if not in the crowd walking ) (Google Translate)
I'm patient paying customer but I needed something to nibble while waiting the game back to online In FInland where I and NG live, we call this sarcasm, not toxic
Critical bug. Sounds like nothing new. Throw away the whole morning... Hopefully there is a freebie bundle waiting when and if the game ever is up again
Comments
Currently : Level 78
Guild : Mavericks NOC
Status : Elder
Fingers crossed you get it sorted our maybe even rollback to the last working version so we can play.
I guess so, since you cannot even make the update....
Ah the non existent sw quality at NG...
We need a free bundle with goodies after this is done lol
Probably making a video!
My Youtube Channel: https://www.youtube.com/user/MultiPainproduction
Okay now back live we go
There Are However.. Plenty of Stupid Answers!!
Rhonda
For everyone else:
Time spent on the upgrade might have been better used addressing the major issues affecting game balance and playability. These are longstanding issues.
1) experience cost of upgrades to equipment and survivors
2) no effective way to farm experience
3) shield not popping up as protection when losing a battle in Outpost
Dont get me wrong. The game changes are nice, new features are good, tomato change is fine. I'm sure I will find them to be, well, nice. It doesn't appear they are necessary for the most part. The difference between nice and necessary is pretty obvious.
I certainly appreciate and understand that programming changes are on a schedule. They have a time line with targeted changes for next upgrade, and may be working on pieces of it now. It's a management decision to override the schedule and either put out an emergency fix--like a 1.71, 1.72, etc--before releasing 1.8, or to amend the 1.8 upgrade to include other features.
Not addressing the three issues above make gameplay frustrating, unenjoyable, and pointless for many high level players. It takes almost 2M exp to upgrade a level 17 leg weapon/armor to level 20. Just 17 to 18 is 450k-ish. It takes days to get that much exp. the 900k from 19-20 is insanity.
3x exp for weapon/armor was nice. I keep inventory cleaned out anyway so I'm sure others found it more useful. But it was nice. More events like that would be helpful. How about exp farming maps paying off exp based on player level? And lowering upgrade costs by 50% across the board?
Hard coded game changes for exp and shield are needed. When are those coming?
"Dasein always understands itself in terms of its existence--in terms of a possibility of itself: to be itself or not itself." Heidegger
I know that the crew is working hard, but it's taking too long
Please hurry up
What's with increasing shooter's range? Isn't that what the trait on the weapon and strategy is for? Scratching my head on that one.
Farm output increase very important as other than fixed amount on exploration there is no other way of increasing this without luck.
I personally cannot wait for the outpost features, I did like the concept of outpost and raiding, but I'll find out once I am assured no connection issues, loss of inf, waste of gas etc are absolutely addressed.
No cap on tg stored is important, why would that be capped other than to force your hand at spending it. Not sure why the amount of potential tg that can be won on a raid should be capped though, 10% should be 10%. If you are hoarding 50k tg, lose whilst being raided then you lose 5k tg. What is the actual figure of this cap btw? Now a minimum that can be won would encourage me to jump back in even whilst bugs are abound.
What does "Rewards: buying more unlocks has clearer distinction between watch button and gold price"? If this is for slots, I do not understand watch button.
Btw, I am a half glass full kinda person, there is always a positive to be found in every negative, right now the positive is that my house will be cleaner than usual.
That would mean that although a higher level upgrade costs more XP, a higher level player would also earn more XP. This might make the costs relative to lower level upgrades where you can upgrade frequently.
The time taken for upgrades could also be speeded up relative to player level.
There's definitely the term of a good idea here.
When you try to send her anywhere and survivor inclusion in this moment Centering camera on surviving leads to the fact that the survivor does not run to where want ( well even if not in the crowd walking ) (Google Translate)
And a new team of programers also lol