Wait!! Wait!!! The low level challenges!! Maybe I wanna keep them!!!

My brain cell was inadvertently activated this morning when I was doing the low levels of the challenge...I use those levels for getting bonus challenge stars!!! Not all my scouts and warriors are fabulous, but they are awesome for getting the bonuses at the beginning. Maybe I neeeeeed those low levels
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  • QB34QB34 Member Posts: 60
    I agree about keeping the low level challenges just make the rewards consistent for each level with your survivor level. After all we are spending time and gas to go thru them when we could be using it elsewhere in game. I would much rather be raiding outposts to raise my tier this cycle. But have to get my star quota first. That would be much more palatable with good rewards at the end of each mission
  • tallinietallinie Member Posts: 406
    Im trying to find sarcasm in these comments of wanting to retain these absurdly low level waste of time and gas challenges but... you are actually serious about this? Huh.

    But maybe changing initial challenge difficulty level or allowing easy levels to be skipped entirely should not be done without some changes to billboard as well. I would like top list to reset very week. Score calculations could be similar to high jumping, highest passed level counts and when there is tie, also missed stars are considered. Maybe there could be several top lists, one for current week and one for "all time best results" in this challenge and/or level... Now the latter is only deep in nml database and we can just speculate who all have done eg more than 2000 stars in certain challenge.
  • Neil_JNeil_J Member Posts: 1,873
    We've all said that the problem is bumbling along for a couple of days getting minimal xp (and food) rewards when the amount we need for upgrades is in the hundreds of thousands/millions.
    So, if the rewards reflected player level, then ok, I'll play on at low levels. If not, I'd rather miss them out altogether as long as we still get the TG/radios we would have got, had we actually done them. Personally not bothered how many stars I get as long as the cumulative rewards are the same.
    “You never know how strong you are until being strong is your only option.” (Bob Marley)
  • BarcodeJBarcodeJ Member Posts: 403
    A few things here:
    Even lvl 55 players have need of low level gear that can only be obtained through lucky drops in the low level grind. Get rid of them, lose the ability to get it.

    Still, those that say keep them, its fun breezing through them, probably are not at a level where even if you set an alarm to wake up in the night to keep from wasting fuel, it is impossible to max out without spending gold or buying a booster every week. I dont mind the grind so much but I should be able to max out my potential stars (with the exception of repeatables) without having to spend money to get there. This is important because it is only at the maxed out point where you start getting gear appropriate to your level.
    If the fuel costs would be reduced a bit it wouldnt bother me so much but having to buy a booster every week is getting annoying.
    As for scaling rewards to player level?....NG doesnt have a good track record of being able to code well enough for that. My camp level is only 47 or 48 right now, but I will have lvl 19 survivors in approximately 2 days. If NG chose to scale rewards to my camp level I would probably still be recieving lvl 16 gear from high level challenge missions which would really suck and make me want to quit. The benefit of it scaling to the challenge is that when you perform above your level, you get rewards above your level. Scaling it to player level would really only benefit the highest level players who are maxed out.
  • jesterjester Member Posts: 2,754
    I'd personally like a challenge booster. $1.99 to skip 10 levels and get the stars if you wish. If you don't wish, that's your choice.
  • tammytammy Member Posts: 1,716
    I want my bonus stars, I want my rewards, and I want my practice runs :smile:

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  • Neil_JNeil_J Member Posts: 1,873
    jester said:

    Short of that, more challenge in the low levels (using two survivors for bonus stars) would be ideal for me.

    Great idea!
    “You never know how strong you are until being strong is your only option.” (Bob Marley)
  • theRealBendertheRealBender Member Posts: 1,251


    DESIGN-WISE THIS IS EASY PEOPLE!!!! It is just hard code-wise so it is taking a while ....

    Why am I yelling? Because this keeps coming up and people don't understand fixing things doesn't mean having to break the stars system. And we need people standing up for fixes and good design instead of leaving things the way they are for fear of breaking something we like.

    Thank you I will go back to not spending money and waiting for fixes and content.

    @tammy @General_Quatre @MadPuppy @jester @BarcodeJ @Neil_J @TransmuteJun @tallinie @Shteevie @OldGoth @Japes87 @Amiga @QB34
    Back from 2016 :p
  • JayZJayZ Member Posts: 3,740
    Seriously guys... Why does everyone like low level challenges all of the sudden? They're a waste of gas and time. If NG got rid of them, I'm sure the rewards would be restructured to make up for that...
    Proud member of Mavericks OG, a top 3 global GW and challenge guild.
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  • avelardezavelardez Member Posts: 1,340
    If low levels are removed then it sounds like we may start out like in the exploratory missions. They will become our 6 stages. Just thinking about how it could work out. Level 19-30? I am excited with what ever direction it goes because it will always change. Just as with the series. They went from the camp site, to the farm, to the prison, to on the run, to Alexiandria, now we shall see in TWD7. I just want better story missions to play each month, being able to play old exploratory missions for low level gear, killer graphics, levels, equipment, new heors and better gear. Reduced bundle prices. More XP storage, ability to save gas from crates when buying 24 gas, and all the awesomeness they can dish out.
  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    I have one grinder in the kitchen... One is definitely enough.. ;)
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  • MovadoMovado Member Posts: 863
    I don't think low lvl challenges will ever be completely eliminated. The game will always want to attract new audiences and there's plenty of new low-lvl players around that might only be able to achieve the early star rewards. I don't think NG would set up a barrier of entry for them. But to balance the interests of maxed players, improving rewards and/or perhaps an optional method to bypass low lvl grind, would all be good to consider assuming the logistics are done right.
  • AmigaAmiga Member Posts: 3,770
    That's why ppl level need to be considered. Player lvl 5 vs Player lvl 55. They both receive the same amount of XP for low challenge map.
    Now consider time used to got lvl 55 and XP needed for further progress.
    Of course I like to get gold and phones from crates but also XP is important.
    This small tweak will mostly solve this problem
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  • chronicmanchronicman Member Posts: 49
    Personally enjoy going through the start of the challenges. Remembering the pattern, figure out what challenge youll be holding off on for quest bonus stars. This is also the area i tend to get the most phones.
  • TheLostOnesTheLostOnes Member Posts: 3,032
    I don't mind if the first few runs aren't super hard.


    I play each map ~20 times over a challenge and the first 13-14 runs are utterly boring. It's only mildly interesting in the next 2-3 runs and then it finally gets fun. Pretty poor return on my time.

    I'm not saying I want to start a level 22 recommended but at least let's have the ability to skip the first 10 (or even 15) runs. And of course we will then need some sort of adjustment of gas/rewards so it all stays at roughly the same level.
    I'm lost.

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  • AmigaAmiga Member Posts: 3,770
    edited September 2016
    I agree that paying to skip something is bad idea. All players are important that's why player level should have more meaning for gameplay and more factors should be scaled with it as rewards after missions ect not only walkers lvl.
    First levels are boring indeed but if we will get more profit doing them it wouldn't hurt so much ;)
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  • JayZJayZ Member Posts: 3,740
    Okay, well, it seems like a mind-blowing number of people like grinding through low-level challenge missions, for whatever reason. If the crate unlocks for those challenge missions were adjusted, I certainly wouldn't mind them either. But what I can't understand is the people that (A) don't mind the grind and (B) don't mind the rewards. What's the justification for this? Is your camp maxed out? That's the only thing that I can think of.

    As someone who has level 19 survivors, max level 20 gear, and a level 53 camp, there's literally nothing worse than wasting an entire half of the week getting up to RSL 17, where rewards are remotely close to useful. I would much rather grind it out in exploration missions. How can you say that "the gas costs aren't too bad" when it literally takes 3-4 days of constant play just to get close to a reasonable RSL?

    I'm not trying to be rude, but I'm trying to understand your perspectives.

    Either way, here are a few ways we can possibly restructure challenges. Please use the disagree/agree buttons and share your thoughts.

    1. Scale up or change the composition of rewards in low-level challenge missions to make them worth it to high-level players. You could tie any rewards to RSL under you're playing a mission that exceeds your RSL, in which case you would get the benefit of playing harder levels.

    2. Change how difficulty scales up in challenge missions. This would probably require a lot of coding but would be much more fun. To avoid "hitting the wall" early on, you could start challenge missions 3 levels below your highest survivor level. Each time you complete a challenge mission, you can add more things to make it difficult: fatties, armored walkers, exploding walkers, saviors, etc. You have to beat a challenge mission, let's say, 3 times before you get to the next RSL where it starts over with a lower-difficulty setup, only to increase in the number of enemies as you continue to play. This would (A) make things dynamic and fun, (B) remove the low-level grind, (C) still let you play a ton of challenge missions during the week, and (D) force you to use different survivor teams and strategies on the same map. Might defer to @Shteevie to let us know the feasibility of this idea.

    3. Reduce gas costs of challenge missions. I discussed this at length in the guild council thread, so I'm not going to rehash it here, but it seems like many of you (25 to be exact) agreed/liked that suggestion. See here: http://forums.nextgames.com/walkingdead/discussion/comment/127874/#Comment_127874
    Proud member of Mavericks OG, a top 3 global GW and challenge guild.
    Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.

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  • EL34xyzEL34xyz Member Posts: 1,872
    I don't like doing the same maps over and over again.
    It's incredibly boring to me and sucks up way too much valuable time.

    I am not one of those players that sets an alarm clock to play
    I have a limited amount of time to play

    I also hate getting all that lower level legendary gear that I can never use
    I would like a shorter way to get my stars and then I can go onto playing other parts of the game

    Outpost Raids
    Side missions for XP, Cans, and Weapons
    Continue on with Story missions

    Having to do the challenges over and over again leaves little time for me to do the other parts of the game

    If it's possible to have it so I can choose to skip lower level challenges, that would be awesome
    If there was a choice, then players could do those levels if they want or skip them if they want
    Best of both worlds right there folks and everyone is happy
  • tammytammy Member Posts: 1,716

    No your not being rude...it usually takes me two or three reads of what peeps are saying till I understand them too :smile:

    So, I'll explain my reasons again...

    The bonus stars in challenge are extremely important to me, and most of them I get on the lower levels of the challenge because, although I have a complete set of each class, not all of these survivors are maxed, so my teams have an easier time if I work on those bonuses at the beginning...

    Also, I have a bad memory, so running through the challenge at low levels helps me remember my strategies before it gets serious...

    Oh!! I just thought of something else...fairly frequently the devs make little tweaks to the challenge maps...it's nice to make these discoveries at lower levels..

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