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GODisFakeGODisFake Member Posts: 41
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  • daegundaegun Member Posts: 135
    I'm glad you can't just drop the first objective and bail. I look forward to people having to try and kill my guys to climb the ladder. I still bet people will cheese out with a mad dash to grab the goods and then bail - defeating the purpose of outpost *PVP*.

    The only part I enjoy about outposts is killing 3/3 of their defenders.

    I think it's unfortunate that you no longer lose trade goods ... Oh well. Defending your outpost now is only important to people who care about their influence.
    HaiyanDisasterGODisFakeInspTurbinesBonz
  • daegundaegun Member Posts: 135
    Yeah I have gas booster going right now, just did about 10k trade goods in an hour of raiding.

    Outposts are a lot easier after this update. There is no need to rush through the first part as there are no respawn waves.

    On the defensive side of the equation ... Now that you can't derp out after the first objective I've had 13 brave souls open my gate only to get annihilated by my defenders. I haven't lost a defense yet.
    MizTyInvaderGODisFakeInspTurbines
  • AmigaAmiga Member Posts: 3,770
    Outpost changes are great. Finally matrix dodge is fixed, we don't loose TG and less walkers to kill. I don't see any issues with this update...
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
    MystiquedaegunGODisFakeTJS
  • MadPuppyMadPuppy Member Posts: 2,831
    That's not teasing anymore, that's downright cruel.
    Please don't make it so I start liking outposts, I hate having to choose.
    (sarcasm mode off)
    rgerkman
  • AmigaAmiga Member Posts: 3,770
    @Shteevie
    Cool news!!! You guys doesn't slow down at all ... ;))
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
    MadPuppy
  • JoanJoan Member Posts: 4
    New update is rubbish no fun playing it anymore!
    GODisFakeBradenLynch
  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    Joan said:

    New update is rubbish no fun playing it anymore!


    Very constructive answer. What is rubbish?
    - New TG shop?
    - Not loosing TG?
    - Exchanging supplies to TG?
    - Fixed bullet dodge trait?
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
  • GreyWolf_IAGreyWolf_IA Member Posts: 89
    The new outpost setup is a complete disaster. I am DONE with outpost raiding until the devs fix this garbage. No reputation at ALL unless you kill the defenders, and no TG unless you raid the box, so the outer yard is completely POINTLESS. Flag runs were the only way I stayed involved - took longer to keep my rep up and hold my level but at least I can do a few runs at a time since I wouldn't have to worry about 1 or 2 of my team getting laid up for two freakin hours.

    Best I can figure this is another cash grab. Slam our survivors into the hospital, so we spend gold to get them out faster, which means buying more gold. How about instead this means the player base gets smaller?

    NextGames, this is strike two. Consider the next swing VERY carefully.
    RedPoppyBlaznbilly69GODisFake
  • ShteevieShteevie Staff Posts: 1,335
    Thanks for your input. No thanks to the threats.

    "Flag runs" were a sidestep that was never intended to be a player's main method for approaching outpost. Similarly getting TG and Influence form different actions is much more sriaghtforward and easier to learn, and this change has already shown to be an improvement.

    I think that the issues you have come from poor matchmaking, which is caused partially by players deliberately suppressing their influence, or by farming for only easy opponents. Bugs and overpowered combat traits don't help, either.

    You'll be glad to know that we're taking a major step in addressing matchmaking, which will sort players into power levels much more effectively. If players engage the system initially, the system will improve over time so that everyone gets more even outpost opponents.

    Hope that helps- see you next week.
    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.
    MizTyInspTurbines
  • JackBauerJackBauer Member Posts: 1,550
    edited September 2016
    I personally like the outpost changes.

    It's now much faster to play the entry point by redesign of the Maps and by shifting the Threat Spawn to the moment when opening the Gate.
    By this I can shot around at the beginning as I like and don't need to care for upcoming threat spawns. Before one had to take really cautious
    moving at the entry point. I believe there is video of @painclasher where you can "feel" it how tedious it was.

    Currently it's useless to gain at influence as the rewards are low but I am sure that @Shteevie will announce on Monday that the next cycle has 25x TG rewards as rewards. Or as Master Tier you get 1000 Radios. Or Bitch Nuts Tokens as reward.

    Regarding the TG-Stealing only feature without that the player looses anything I'm a bit sceptical. Anyhow, I see player already experimenting to avoid that. I'm sure that somebody will find soon a solution for that and all players will change their outpost to that. One long term simple solution would be .... nah I'm not writing this because I also enjoy TG Raiding currently. ;-)

    -----------------
    Remember to use your charge abilities
    MadPuppyPain WalkerMizTy
  • daegundaegun Member Posts: 135
    edited September 2016
    @Shteevie

    The super dodging is not so bad anymore. Rather than rebalancing dodge rates, I'd be in favor of more rounds after the gate is open (10-12) with zombie waves spawning every round after 7.

    In my opinion some people just need a bit more time to kill defenders. I don't usually have a problem but any time it gets close it's a dodging issue.

    If people are mad at dodging defenders sending their raiders to hospital ... I don't consider that a problem. If you go up against an equally matched opponent you should expect a challenge that involves getting hurt. 3 legendary defenders with lv 22 gear should be expected to wound everyone with a high chance of killing at least one.

    If influence rewards are exponentially and seriously increased, that might offset the problem of no longer losing trade goods. For now, it is advantageous to be in a LOWER tier.

    I'd recommend rewards along these lines

    1k influence - 1k trade goods

    2k influence - 2k trade goods

    3k influence - 4500 trade goods; 5 phones

    4K influence - 8k trade goods; 15 phones

    5k influence - 10k trade goods; 25 phones; 50 tokens for each class

    6k influence - 12k trade goods; 35 phones; 75 tokens for each class

    7k influence - 14k trade goods; 45 phones; 100 tokens for each class

    8k influence - 16k trade goods; 50 phones; 150 tokens for each class; 50 tokens for each hero class.

    These reward cycles are far between and great rewards will encourage active participation and incentivize defending your outpost.
    JackBauerKermyt
  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    Outposts now is playable like never before.. but Rural Field is still No.1
    Raiding the same map over and over again is a little boring. I'm sure you can heal it @Shteevie @Teeceezy I'm counting on you guys!
    Maybe change matchmaking to avoid the same map ect???
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
    JackBauer
  • ShteevieShteevie Staff Posts: 1,335
    Matchmaking will always be set on comparative influence scores; working in a forced map rotation would make fair matches harder to find.

    In your opinion, what is it about that map set that makes it the best?
    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.
  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    @Shteevie
    1. TB box is far away so unable to reach it without fighting with defenders
    2. Because of cover place and dodge under stun it is difficult to raid it without wounds.
    3. Not enough turns to kill all defenders because of No.2

    Rest map are just different and easier to create attack. On this map always everything looks the same.
    90% of Outpost has this map ;( Just remove it ;)
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
    NataNxyzosonTJS
  • Loewe1968Loewe1968 Member Posts: 603
    edited September 2016
    I put my worst fighters as defenders into Outpost. I wish I had my zombies not being updated and used all the trade goods for equipment. What should happen? Trade goods I can not lose and the stars to earn back immediately plus trade goods with one raid.
    - Ex-Leader "Breaking Deads" -
  • PigPig Member Posts: 1,870
    Amiga said:

    @Shteevie

    1. TB box is far away so unable to reach it without fighting with defenders

    2. Because of cover place and dodge under stun it is difficult to raid it without wounds.

    3. Not enough turns to kill all defenders because of No.2



    Rest map are just different and easier to create attack. On this map always everything looks the same.

    90% of Outpost has this map ;( Just remove it ;)

    4. Allows you to place all 3 armoured and both tanks. I bet we'd see a lot more variety in set-ups if this limitation were removed from the lower-level maps.
    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."
    MizTy
  • daegundaegun Member Posts: 135
    I never use that map, but that might be because it is one of my favorite to raid (with my team I find it very easy).

    Likewise, with my choice of defenders it is not very strong from a defense standpoint.
  • ShteevieShteevie Staff Posts: 1,335
    Thanks for the insights, @Amiga. We do want influence to mean something, and so if access to more defensive maps to allow you to retain your Influence better is one of the perks you get, then I think it's a good thing.

    But variety is also good. I don't know what the short-term solution is; maybe increasing the influence requirements for hose maps so people have to work harder to get them? I'm not sure what is possible without code changes right now. I'll add it to my back-burner and see if something reveals itself.
    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.
  • AmigaAmiga Member Posts: 3,770
    @Shteevie
    It's true.. Influence needs some love.
    I can't advice how to improve it because it isn't easy...Need good brainstorm ;)
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
  • JackBauerJackBauer Member Posts: 1,550
    edited September 2016
    deleted
    -----------------
    Remember to use your charge abilities
  • capibaracapibara Member Posts: 7,084
    I don't get why you are all upset... It was long time i stopped playing outpost, but the new update is fair and good and will start playing again!
    "Always be yourself unless you can be a capybara. Then always be a capybara".
    --> Do you need a guild? ...send me a Private Message. LINE ID: capyrodent - My Recruiting den and my "Art Objects" in the Next Games Collection.
    AmigaMizTyAvalon8[Deleted User]Vudnik
  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    Agree capi.. And looks like NG wants to make Outpost even better! Can't wait to see Monday announcement ;)))
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
    MizTycapibaraKermytVudnikTJS
  • tallinietallinie Member Posts: 407
    edited September 2016
    In this current outpost format it really pays off to have as few walkers as possible. Thus raider cannot activate double shot, stun shot etc, not at least for all survivors. Earlier you could keep shooting next waves of walkers until you were ready to face defending survivors. So new outpost creators have huge benefit there as you cant reduce number of standard walkers you have added to your outpost.

    I used to farm xp by raiding outposts. Now instead of 30+ k, you can get just around 15 k xp. So xp amount per gas is about same as in exploration missions where you get to open 3 - 6 chests for free in addition to xp. In outposts you can only get roughly 500 tg + usually some hospital time. So not very tempting... especially as now you can trade tomatoes to tg without risk of hospital time.

    But Im looking forward to hear about the new reward system or whatever the big surprise is going to be, maybe raiding outposts would become worthy again... Or fun. :)
  • FmelloFmello Member Posts: 13
    I can't seem to win anymore after the update, and when I do win I don't get anything but trade goods if I'm lucky. I just had a recent fight where all three of my level 14 characters shot a level 13, 4-star bruiser SEVEN times and he didn't go down. Each shot was taking around 20 points of health.

    On another match my three level-14 characters took on three level-13's. I got the box, the flag, and killed 2/3 of the enemy. I "won" zero gold and got 311 trade goods.

    I just got dropped down to Gold tier III and if I can't win back the gold points, then I'm screwed. What's worse is that when I get attacked, the enemy has been taking double-digit gold from me while my best win the past 48 hours was a measly 7 gold.
    RedPoppyKrylorBradenLynch
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