null @Teeceezy Why force more walkers to charge the attackers? You are eliminating a strategy and forcing more homogenous play. Thought it was about no one absolute answer. I use it as a strategy while building my camp, as I was just enticed to build an outpost with the recent update. I can't field that 112 walker strength defense yet. I've raided established camps that (I assume) choose that gambit. It eats a round while I charge my folks up, or I go in with 2 charged. It is a different experience in rural map wasteland.
We have already edited the dreaded RF3 map. Unfortunately, we cannot push the change without a client update, so that goes in 2.2.
We're looking at a couple of Hospital issues that will reduce times, but need to run some numbers to make sure they fit in the economy. Since they require code changes, this is also 2.2.
Increasing minimum walkers will mean that you can't starve your attacker of charge attacks, and therefore are better off using your upgraded walkers. If this works without code changes, it will go live ASAP.
By the time I wake tomorrow, the new system will have been active for a few hours. I'm hoping for lots of feedback; I have no reason to expect anyone here to hold back.
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.
I'm a fan of the latest update so am trying to remain optimistic but these changes sound terrible and not player friendly. Outpost is being made more restrictive and therefore worse. They are banking on the time-sensitive offers in the tg store to be incentive enough to get us all to play outposts.
So more or less the hidden hand of the in game economy will coerce players into playing outposts NGs way rather than a quality experience. It will work because the offers in the tg store are appealing, outposts will without a doubt be less appealing even if they have perfect matchmaking.
Less choice=less fun but at least we can buy tokens and other cool stuff with our tgs now.
Framing this as a change to improve matchmaking and outpost experience doesn't seem accurate. The changes to the tg store and increasing the scarcity of trade goods will make playing outposts more necessary, the removal of choice and info will just make it harder for all players to accrue tg easily and more likely to sustain injuries hunting tg.
All speculation obviously but I expect to see a ton of complaints about the changes once they roll out.
I am really worried that this is going to ruin outposts for players that are not at end game yet. My max survivor level is 17 and I am only in Gold tier II, but currently when I try to raid it takes me 15-20 tries to get a match-up of similar level to me (almost every time it is 3 level 19 survivors with max zombies). If every time I try to raid I only have a 5% chance to get a raid I can actually complete and a 95% chance that my survivors will be in the hospital for 2 hours, it will no longer be worth raiding. I hope that you are fixing the match making to be more survivor level dependent at the same time you are taking away the choice.
I am willing to give it a try, but if I am correct in my worries this will quickly become a part of the game I don't play, and I don't think I will be alone.
Amiga I agree getting through the walkers is a lot easier now with the 2.1 update or at least less time consuming. Although you didn't say give us walkers starting 3 levels higher, you did make it sound like you want more walkers and higher level ones. Even if you have 3 ten star survivors you would have major trouble with Level 22 walkers before opening the gate and a lot of trouble trying to run a raid with level 22 walkers right on you ass as you tried to kill the humans. You could still take your time and be methodical about it bam there's one hiding in a blind spot and he lands a critical attack and almost takes away half your health. Think of the extra time you would spend especially after they just streamlined the maps on purpose. What is a level 22 tank in health points is it 10,000? I can tell you in a few days ass the challenge progresses but not right now.
Any loose suggestion about raising the walker level several levels higher than it already is would just shift more balance to defense and I think the goal is a better balance. Granted it goes both ways it helps you defend and makes it harder for you to attack but their goal is to increase the amount of attacks. Please @Teeceezy keep in mind what a change like this would do to the balance before doing anything like scaling up the walker level by 2 or 3 before doing something like that.
@Amiga, I neither think that's level 22 nor more armored or fatties will make raiding any better. Maps are quite crowded already. But if you consider my usage of the forum optionen trolling, i'll try to add some text for you next time. Although I habe typing with my tablet.
@acb I thought you only tick nothing else I didn't want to put higher lvl walkers but also I don't think that maps are already crowded after update 2.1. Of course I do understand your different POV. We're cool
I feel like I've seen 2 fatties and 3 armored in other maps besides Rural Field since the update. Lake and warehouse to be specific. I thought they opened every map for all the special walkers? Or maybe I'm just crazy.
The cost is 1, but the matchmaking still gives me a choice. Bug? Do I have the date wrong? I know my toddler sucks my brains out at night, maybe it's just that.
I'm not addicted, I just have nothing better to do. Founder and benevolent dictator of IRONPHX Alt Elder in Grumpy Old Gits
Is this where we thank @NG for changing its mind & allowing us to retain the ability to pick our opponents? Or should we all be super quiet & hope they don't notice "the bug?"
@JackBauer The event should go live in some 3 hours if my international time conversion is correct. That time zone stuff is confusing to me. But a little patience yet.
@Teeceezy Skip button gone but pressing "X" we shuffle another Outpost so it's working like skip. Can you guys make it the same? To prevent from shuffling?
@Shut_Up I'm sorry, but your first post in this thread crossed a line for me. I really want to be able to take posts like these to the dev team and use them as examples of player opinion and weight behind reprioritizing changes. But the utter contempt you have shown here far outweighs any potential for seeing the criticism as constructive. It's one thing to say that you disagree with the direction of past changes, but another to spew bilious language like that before you've even played the next set.
You would complain if we changed things without announcing them, and you complain if we do announce changes whether or not they end up helping. Your reaction is self-defeating, and undermines your points. If your goal is to simply wield a foul mouth on the forums and rack up the LOLs, so be it. If you think you are helping us, your fellow players, or yourself, I want to correct that misunderstanding. You are doing the exact opposite.
You are the customer, but the customer is not always right. I value your time, your dedication to the game, and your apparent willingness to stick to it despite seeing changes you didn't agree with. I'm sure your participation here has benefited Next in some way, if only by allowing us to demonstrate the strength of our restraint and tolerance for dissent.
But we do believe in the direction we're going in, and no one deserves to have their work debased in this way sight unseen. If you are unwilling to engage us with the decency you would give to any other service provider, I respectfully request you to send your opinions to me directly so they may be disinfected before they are sprayed around like so much septic waste.
This is a response from me personally, as a professional and an adult. I sincerely hope you give the new outposts a shot. We made them with every intent to improve the system. We made them for you and your friends. I'd hate for you to miss out, or for us to miss out on your opinions. I only hope you choose to do it with some class.
I agree with this @Shteevie and I think @Shut_Up was a bit harsh as at the end of the day, it's just a game. Yes we enjoy it and have spent money on it so expect certain things but I always hate seeing comments that are either abusive or disrespectful to developers. They go to work and have families like anyone else, so I always think how I'd feel if someone was abusive or disrespectful to my wife at work. A while ago, the forum and Facebook page was full of venom and abuse towards developers whenever a change was made that they disliked, now that's mostly gone with moderators etc. clamping down on it.
What I would say though is you can see he / she is passionate about the game and wants to enjoy it fully, maybe he / she is young and doesn't realise these things are disrespectful - plus he / she apologised a few posts later so for me I think that should be accepted..
People always have the option to stop playing if they dislike it so much, if changes are made to the game which lesson purchases you've made, you're entitled to a refund too. There have been changes that I've disliked very much and usually I'd have stopped playing but I'm a leader of a guild, we have good laughs etc. on GroupMe so that aspect of the game is big for me. I dislike the new outpost changes but I will reserve judgement until I have played it, but I can see me stopping doing outposts if every raid leads to a 1+ hour hospital visit...
One final thing I'd say is we are all different and have different likes and dislikes. So what one person may like, another may hate. For example the "complete in 7 turns" missions people in my guild dislike and some love it, including me. I think it adds another play style and gives you the option of getting two stars, even if you've had a struggle.
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Comments
1. Revenge button to raid back
2. Options to add exploding walkers to the mix
3. Increase TG reward to 1k
How it really pans out time will tell. I'm hoping for a more positive route though.
Links to threads that are useful for beginners (and in some cases even for veterans)
@Teeceezy Why force more walkers to charge the attackers? You are eliminating a strategy and forcing more homogenous play. Thought it was about no one absolute answer. I use it as a strategy while building my camp, as I was just enticed to build an outpost with the recent update. I can't field that 112 walker strength defense yet. I've raided established camps that (I assume) choose that gambit. It eats a round while I charge my folks up, or I go in with 2 charged. It is a different experience in rural map wasteland.
We're looking at a couple of Hospital issues that will reduce times, but need to run some numbers to make sure they fit in the economy. Since they require code changes, this is also 2.2.
Increasing minimum walkers will mean that you can't starve your attacker of charge attacks, and therefore are better off using your upgraded walkers. If this works without code changes, it will go live ASAP.
By the time I wake tomorrow, the new system will have been active for a few hours. I'm hoping for lots of feedback; I have no reason to expect anyone here to hold back.
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.
So more or less the hidden hand of the in game economy will coerce players into playing outposts NGs way rather than a quality experience. It will work because the offers in the tg store are appealing, outposts will without a doubt be less appealing even if they have perfect matchmaking.
Less choice=less fun but at least we can buy tokens and other cool stuff with our tgs now.
Framing this as a change to improve matchmaking and outpost experience doesn't seem accurate. The changes to the tg store and increasing the scarcity of trade goods will make playing outposts more necessary, the removal of choice and info will just make it harder for all players to accrue tg easily and more likely to sustain injuries hunting tg.
All speculation obviously but I expect to see a ton of complaints about the changes once they roll out.
I am willing to give it a try, but if I am correct in my worries this will quickly become a part of the game I don't play, and I don't think I will be alone.
Any loose suggestion about raising the walker level several levels higher than it already is would just shift more balance to defense and I think the goal is a better balance. Granted it goes both ways it helps you defend and makes it harder for you to attack but their goal is to increase the amount of attacks. Please @Teeceezy keep in mind what a change like this would do to the balance before doing anything like scaling up the walker level by 2 or 3 before doing something like that.
Remember to use your charge abilities
But if you consider my usage of the forum optionen trolling, i'll try to add some text for you next time. Although I habe typing with my tablet.
Of course I do understand your different POV. We're cool
Links to threads that are useful for beginners (and in some cases even for veterans)
Warehouse let's you place 3 max
Town let's you place 4 max
Quarry let's you place 5 max
Rural field let's you place 5 max
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Alt Elder in Grumpy Old Gits
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I was thinking the exact same thing! Except mines a teenager
Founder and benevolent dictator of IRONPHX
Alt Elder in Grumpy Old Gits
Or should we all be super quiet & hope they don't notice "the bug?"
Remember to use your charge abilities
Links to threads that are useful for beginners (and in some cases even for veterans)
I thought rewards would be doubled already for last cycle. That's why I thought you were so excited.
Remember to use your charge abilities
@Teeceezy
The event went live as soon as the last cycle ended not in a few hours!
Skip button gone but pressing "X" we shuffle another Outpost so it's working like skip. Can you guys make it the same? To prevent from shuffling?
What I would say though is you can see he / she is passionate about the game and wants to enjoy it fully, maybe he / she is young and doesn't realise these things are disrespectful - plus he / she apologised a few posts later so for me I think that should be accepted..
People always have the option to stop playing if they dislike it so much, if changes are made to the game which lesson purchases you've made, you're entitled to a refund too. There have been changes that I've disliked very much and usually I'd have stopped playing but I'm a leader of a guild, we have good laughs etc. on GroupMe so that aspect of the game is big for me. I dislike the new outpost changes but I will reserve judgement until I have played it, but I can see me stopping doing outposts if every raid leads to a 1+ hour hospital visit...
One final thing I'd say is we are all different and have different likes and dislikes. So what one person may like, another may hate. For example the "complete in 7 turns" missions people in my guild dislike and some love it, including me. I think it adds another play style and gives you the option of getting two stars, even if you've had a struggle.
Join our guild chat with GroupMe!