New Outpost changes with Update 2.1! Disc thread

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Comments

  • AmigaAmiga Member Posts: 3,770
    @JackBauer
    Good point ;)
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
  • tallinietallinie Member Posts: 360
    @JackBauer Hopefully everyone realizes this and we can reach consensus as everyone would benefit of weakly guarded outposts, lots of TG and influence for little effort and gas and time. Because of bots, everyone could easily climb to Platinum and also benefit of biweekly TG rewards. That would be really good news for casual player. But only if we reach consensus. Me voting in.
    MadPuppyShut_Up
  • FelioFelio Member Posts: 102
    JackBauer said:

    Just one thought, why should I build/defend my Outpost when I can't lose any TG ? Wouldn't it be better if everybody puts then his weakest survivor in and everybody has some piece of the cake ? Or are they changing also the rewards really high so finally it would make sense to climb the ranking ?

    I haven't built my outpost yet (though I will once they take out TG loss), but I am sure we will be incentivized to defend. My guess is we will get some sort of daily reward that goes up or down based on your outpost's performance. Or maybe getting raided will stop natural TG generation for some period of time. There will be something.
  • InvaderInvader Member Posts: 2,066
    edited September 2016
    I kinda like the option to not kill the defenders and don´t take care of the stars, since I´m only interested in TG :blush:

    But now I read that you only getting dropped in tier if yo´re above 5000 stars. I´m in the second lowest tier and I´m there on purpose, since I´m at least able to raid a few outposts there. But...there are more or less also mostly level 19 defenders with walker strenght over 100.

    So I guess I have to take out my special walkers, choose the weakest map, place my weakest defenders, never kill a defender and write some personal invites in order to get raided regualary to not climb up the ladder?

    Outpost system needs still some rework I guess ;)
  • EL34xyzEL34xyz Member Posts: 1,872
    Too soon for me to make any calls
    I raided once this morning to see how it works
    Ended up with two in the hospital :#

    I have not opened a gate in a long time
    Was only there to get TG's previously
  • JayZJayZ Member Posts: 3,241
    Part that actually bugs me the most about the new map layouts is that we can't put anyone right by the doors anymore.
    Elder in Legacy Eh, a top 10 global Challenge and Guild Wars guild
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  • InvaderInvader Member Posts: 2,066
    EL34xyz said:

    I have not opened a gate in a long time

    Well...now you have to open the gate :*

  • ShteevieShteevie Staff Posts: 1,335
    We do have more changes to the outpost coming very soon. One of them is particularly aimed at making this kind of artificial rating suppression unnecessary for players that want to find evenly-matched opponents in Outpost raids.

    We'll keep you posted.
    Development Team Member - The Walking Dead: No Man's Land
    Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
    General_PainIllbrainer
  • EL34xyzEL34xyz Member Posts: 1,872
    Invader said:

    EL34xyz said:

    I have not opened a gate in a long time

    Well...now you have to open the gate :*

    @Invader
    yes, I know that :)
  • Shut_UpShut_Up Member Posts: 2,295
    edited September 2016
    They screwed up outposts by doing a change mid cycle. Opponents I used to get 15-25 influence points from winning all 3 objectives now give me about 8-10 points. So if you played heavily before the update you got a different better scale system on your influence rewards. Why would you have one scoring system for the first 5 days of the cycle and then have another one for the last 9 days. You wouldn't hold a 2 week sporting event and change the scoring system 5 days into it.

    Thanks for changing the rules of the game midstream and you didn't address the problems some people above 4000 influence have like not finding enough opponents to play against.
  • acbacb Member Posts: 54
    Dropping in rank should be easier now with full gas. Just quit the raid right at the start. No more closing Down the app
    DLich
  • tallinietallinie Member Posts: 360
    OK my outpost is now open for everyone to get some free TG. Sorry about normal walkers, I was only able to remove armored ones and fatties. Please be gentle. ;)
    InvaderMizTy
  • InvaderInvader Member Posts: 2,066
    tallinie said:

    OK my outpost is now open for everyone to get some free TG. Sorry about normal walkers, I was only able to remove armored ones and fatties. Please be gentle. ;)


    Well...then I have to serve some cookies :blush:
    rgerkman
  • Eire1916Eire1916 Member Posts: 15
    use a layout where the crate can be reached in one move from the gate.

    Attacker will be more likely to 'complete' the raid without trying to kill your survivors . saves them hospital time and you won't drop influence. win win .
  • InvaderInvader Member Posts: 2,066
    Eire1916 said:

    use a layout where the crate can be reached in one move from the gate.



    Attacker will be more likely to 'complete' the raid without trying to kill your survivors . saves them hospital time and you won't drop influence. win win .


    But I like to loose influence :D
    Eire1916
  • Big_GuyBig_Guy Member Posts: 96
    @Shut_Up NG didn't decide the release day. They submitted it to Apple/Google a while back.
  • Big_GuyBig_Guy Member Posts: 96
    @Shteevie can we get some clarification on how the trade shop functions now?
  • Shut_UpShut_Up Member Posts: 2,295
    @Big_Guy So what? There's more than one way to skin a cat I bet they had a way not to change cycle scoring mid cycle. Also, after giving NG the benefit of the doubt and believing that the timing of the update going live was not under NG's contr there was a post by Teeceezy saying that the weekend event was cut short because they were so excited to get the update out to us and overlooked the end of the event. To me that suggests they do have some control over timing of the update.
  • ShteevieShteevie Staff Posts: 1,335
    We didn't have perfect control on the exact time of submission; we had bugs to fix before we could do that. We didn't have control on the amount of time it took to get approved. The app store was extremely busy with the big apple conference causing every app under the sun to submit new versions ahead of iOS 10. And once we did get the approval message that gave us the option to deploy, we deployed as fast as we could.

    For the record, players purposefully dropping matches to tank their rating is a big part of what makes the top-level matchmaking hard.

    @Big_Guy , please check out the post-update discussion thread. I think you'll find the answers there.
    Development Team Member - The Walking Dead: No Man's Land
    Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
    General_Pain
  • DCBMETDCBMET Member Posts: 392
    I for one, think this update is pretty good. The lack in outpost spawn waves makes not stocking your walker pit a viable startegy (though not overpowered), but raiding the whole camp with or without charge abilities isn't total sadness anymore either.

    The new tradegood reward system is more interesting. I may find myself missing the ability to spam gold lockers at some point, but the other options are now more explorable.
    @ shteevie
    Does the whole trade good shop get reset or do you have to purchase an item to clear it?

    Radios for guild rewards? Better than a sharp stick in the eye.

    Can't comment much on survivor performance yet. My equipment is horribly outdated and I haven't done many at-level missions yet.
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