100% means 100% interrupt not hey lets take the only defense one has against being cornered by your outrageously high HP fattys, wanna stop repeatables? CAP IT! Or do a bettwr job at making the mission not repeatable! I've spent montha creating a team to have you just crap on my time and money.
As for refunds, it's not my place to say. I'm not the refund team, and we're not the first company to make balancing adjustments to a live game. Anyone who has played online pvp games, or collectible card games, or followed sports has seen events like this in the past. We believe it is for the betterment of the game in the long run, allows us to make more content that you will be interested in playing, and keep players in the game for longer rather than letting them get bored of the one best strategy.
If you are in disagreement with me in the moment, I completely understand. Whether or not you bought or grinded for your current team, I know that making adjustments is rough. We don't make these changes lightly, and we certainly don't do it to wring money out of players.
Stick around for a week and try the Season 7 stuff. Maybe you'll like the rewards. Try the new challenges. Maybe you'll agree that the effort is more rewarding. There are a lot of traits that are due to be improved, and I'm pretty confident that we can get those out before too long. To go along with other improvements as I have discussed elsewhere on the forums, of course.
Luckily we are protected by EU law, otherwise I'm sure we'd get some token gesture from you instead.
I played your other game - was in the top posse, you've not updated that game since APRIL and had to get a refund from Apple with some of the changes there, at least there it wasn't fraud, u like with this.
I love this game and the little community our guild is and now it's just gone because I won't do business with people who will literally offer something for sale and then hours later totally change it. I've heard that Morgan's staff doesn't work as welll anymore, that was another £10 purchase too.
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@PR0DJ it was obvious that Luck was primarily only used to focus on Dodge. .
If that is the case. Do something about dodge! Now other viable traits have become worse to! Especially when the total % of stacked traits is 30% or less.
Swift strike has become a joke again. Near back where it started when it didn't work and nobody cared for it.
I hear you say that in future updates bad traits can get boosted now. (I do hope so) I don't understand why some of the lesser traits wheren't boosted already in this update.
Also. I must say, I don't think luck is only for dodge. Critical hits, swift strike, stun resistance and threat reduction where equal interesting for me personally.
IMO. Luck was indeed overpowered, now you made it near obsolete. Is there no middle ground? So you got dodge down to a more sensible max. But in the process killed a lot of other traits? A little counter productive.
There must be a better way.
Edit. also this. Now the higher the percentage you already have, the higher luck helps you. Personally I'd rather seen it the other way around. Make some kind of system wherein luck ads a max of 30% at theoretical 0% and 0% at theoretical 100% for example: 15% and 30% luck is 15 + 0.85*30 30% and 30% luck is 30 + 0.7*30 (just an idea) Anything would've been better then this
I'm gonna type a more thought out response to this, if anyone looks at my history, twitter feed or whatever, I'm not one for knee jerking and I always give developers the benefit of doubt. I think for me, I'm very principled, most players won't use the forum and may have purchased a 100% interrupt weapon that was for sale for it then to be changed without notice.
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Whats wrong with repeatables? Seriously! If you like it, then do it. If you dont do it then there is no problem. Doesnt matter now but there were not many people complaining about the ability to repeat. It was the most fun in this game when you were playing +4 or more over your level and you had to use strategies like interrupt very carefully to survive. Now it's what? Low level grind then having to play outposts....outposts is lame. It doesnt involve the guild and lets be honest how many would still be playing if it wasnt for their guild? PVP that isnt real time is just another fight against the computer AI and is no different from any challenge mission aside from the separate ranking system and different prize. This monday season stuff sounds interesting...but for what? To earn more gear with crappy traits or more survivors with crappy traits? Why? You took out all the strategy. You didnt make it more strategic and interesting and you didnt make it more like the show. In the show the zombies are becoming less and less of a threat as they decay and get weaker and the bones are rotten. They dont get invincible at a certain point in the show. We were using strategy and if the posted videos made it look like interrupt made the game easy it is because you made us spend an insane amount of time grinding and practicing that strategy in order to earn rewards and we were getting good at it. I firmly believe you just made the game harder and more frustrating for newer players and more boring for the veterans. Also as someone pointed out, I do not like being called an offender because I took a lot of time and money to practice the strategies and accumulate the right gear in order to play well over reccomended level @Shteevie. That is offensive.
I'm curious how far this rebalancing to make things fair goes. I hope when the challenge comes out tomorrow NG is truly interested in rebalancing things to make things fair and the rewards are rebalanced too. Since it's going to be harder to hit the milestones for the bigger rewards with luck and interrupt merged, I hope the long arm of the Rebalancer reaches into the reward tiers.
I have seen several ideas on how to end repeatables without taking away competition and none of the are without flaws. I've always been of the mindset that the 30 minute cool down is too short in higher level challenges and is what leads to burnout. After the levels get past 20 the cool down should be on a sliding scale. Level 20 the cool down is 30 minutes. Level 21 the cool down is 40 minutes. Level 22 the cool down would be 50 minutes and so on and so on. Each time level 30 is completed the cool down increases by 10 minutes. This would allow for some competition without complete burnout. You could always adjust this to 20 extra minutes per level or whatever you deem a good balance between competition and reason.
The arm of the rebalancer also needs to realize that the RSL in maps with multiple armored or tank walkers isn't accurate and needs the touch of the re balancer. A map that says RSL 22 that has no special walkers is much easier than a map that says RSL 22 and has 2 or 3 fatties is much tougher than RSL 22.
I'm curious how far this rebalancing to make things fair goes. I hope when the challenge comes out tomorrow NG is truly interested in rebalancing things to make things fair and the rewards are rebalanced too. Since it's going to be harder to hit the milestones for the bigger rewards with luck and interrupt merged, I hope the long arm of the Rebalancer reaches into the reward tiers.
I have seen several ideas on how to end repeatables without taking away competition and none of the are without flaws. I've always been of the mindset that the 30 minute cool down is too short in higher level challenges and is what leads to burnout. After the levels get past 20 the cool down should be on a sliding scale. Level 20 the cool down is 30 minutes. Level 21 the cool down is 40 minutes. Level 22 the cool down would be 50 minutes and so on and so on. Each time level 30 is completed the cool down increases by 10 minutes. This would allow for some competition without complete burnout. You could always adjust this to 20 extra minutes per level or whatever you deem a good balance between competition and reason.
The arm of the rebalancer also needs to realize that the RSL in maps with multiple armored or tank walkers isn't accurate and needs the touch of the re balancer. A map that says RSL 22 that has no special walkers is much easier than a map that says RSL 22 and has 2 or 3 fatties is much tougher than RSL 22.
Totally agree.
For me, when I got to 370 I'd generally stop, some weeks I did 450 but mostly no. If people want to continue playing for hours and hours, why not? Who are they hurting? They spend more money on gold and certainly on gas too.
If they didn't design levels so poorly, theee wouldn't be an issue. At the very beginning of the game, you're taught about AP points, 99% of turns, I use end turn and often it's for using interrupt. I love starting a mission, looking wheee the walkers are and planning it out, now it's basically a case of blasting through, far more boring and no tactics or thought needed.
If the 100% interrupt only worked on walkers up to 3-4 levels above you, then that would make more sense. But it not working on levels equal or below? That's stupid and the only real reason I can see is to make people who have invested a lot of time and money, invest more in a new squad of survivors.
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One thing also, the last missions on nightmare, are now impossible without interrupt. I loved the update until I found out about interrupt, I use the forums a lot and how did I find out? By playing the game, no mention of it at all in the release notes.
We have 40 players in our guild and many of them want to quit and want refunds, this is one guild. I think this change is not for balancing, it's for greed and @Shteevie can say it's not, it's about making it fun but to me, it now being blast blast with no strategy, it's not fun.
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@nickc25 totally agree without I terupt melle survivors are almost useless at even a few lvls higher and certainly on fatties and armoured no interupt no dodge equals stand with one foot in the exit and blast with ranged survivors no strategy at all .they finally made scouts a viable survivor to only make them almost useless again without interupt or dodge ability
I love how the Devs are just brushing the interrupt thing things like it's nothing and not expect players to be going crazy over it just proves how much fucks was giving they dident even put the change in announcements this will come back to bite them how many refunds claims go in after this bs.
@nickc25 totally agree without I terupt melle survivors are almost useless at even a few lvls higher and certainly on fatties and armoured no interupt no dodge equals stand with one foot in the exit and blast with ranged survivors no strategy at all .they finally made scouts a viable survivor to only make them almost useless again without interupt or dodge ability
The last month or so, I've spent about £90 getting a goood scout squad together, none of them with 100% interrupt too. So shows that steevie's response of "one strategy" is flawed. I like to have a strategy based on the mission.
Yeah most people may just blast blast blast anyway but that's the one thing I loved about this game, the strategy, how it's just one strategy, blast blast blast lol
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Has always been useless if you only had total 80% or even 90%.
You can't build tactics around this trait anymore. So it's more than just a nerf.
Interrupt is now useless - it's the new defensive stance.
I agree, I'd never have used a silver interrupt weapon before, it's either 100% or nothing. Can't rely on it even if I had 90% because you can't have a strategy around something working 90% of the time in my opinion, which is why I didn't go to town with luck and dodge..
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@TheLostOnes@Shteevie you are absolutely right. If it doesn't work every time as we expected, then it is useless because you can't rely on it. If and when it fails against a higher lvl walker, you are going straight to a struggle so what is the point.
Serious question: Are the beta testers at NG only mid level players? Curious because I wonder how many low to mid level players employ 100% interrupt?
I'd be totally dine if it only worked 30% of the time on enemies 4 levels above you, but 4 levels below and the same level, that's not right. I've now deleted the game, good luck everyone.
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null You stated you can now upgrade other traits. Thats good, although to avoid backlash you should've had those upgrades in effect simultaneously with the nerfs. People might be more understanding you took away something if you have given something in return (not just waiting on wishes). You are the dev with the oversight of what you want the game to be in the longrun true. However you cant assume the player will have the same view. More bees with honey or some other nonsense, carry on.
***open to everyone*** 'leathernecks' Uncle Sam's misguided children you know who you are. Semper Fi
@Shteevie for the 4th time i will try: why do i get RSL 21 on normal scavenge missions when i have 2 L20 survivors?
@Teeceezy i find it funny that you closed mynother thread, "NGs likes pain?". Your idea was that discussion should be held in the main 2 threads, right? Well my thread was me letting something off my chest, so why did you close it? Plus, my questions here do not get answers anyways, so i am lost, cannot understand your position...
@all, there's a master thread for combat re-balancing that includes interrupt and other traits, so it was either merge or close the other thread and move the discussion here.
@nickc25 don't know how you feel about golf but golf stars is an awsome game has a learning curve but online tournaments is like you're a virtual pro golfer worth checking out warning it's addictive too
@blynknz so basically it's the exact same strategy I always want luck and dodge on both weapons and armour and survivor . It's still the best setup just not near as effective so much for meeting luck to make other traits more value just made that strategy half as effective
Combat rebalancing: Traits - stunned or struggling survivors can no longer dodge incoming attacks Absolutely Wonderful and Immersive Change - Interruptor trait change to no effect when Body Shot One of the Worst Changes Ever ; I hated body shots with passion as they were, mostly because you can do nothing about them as this is out of your control through any means, and now they are just worse... it is unbearable. To add insult to injury it goes the same in melee combat. Can someone from NG side explain their thinking process here? Maybe I am missing something... - Wrestler change Love it, good direction! - Daryl's Silent Shot change Again, great change - Concussion adjustment for the extra stun Don't like it, hate it really Bruisers, like Scouts, need some more love - this is really bad direction. First we see armor trait that prevents stunning, then we are basically rolling a dice on the extra stun turn. Feels like kicking someone already lying on the floor. In my opinion Bruisers are for the Stun and to soak up damage. They don't really deal damage, have to rely on other classes to do it. What good they are if stun is slowly taken away? - Large Caliber change don't like it, why change it? worked OK imho - Critical Hits vs. Dodge Great change I hated missing with my critical attacks, now at least they can hit as normal - Brain Stab change, increase in dmg Awesome change, Scouts need some love
Comments
I played your other game - was in the top posse, you've not updated that game since APRIL and had to get a refund from Apple with some of the changes there, at least there it wasn't fraud, u like with this.
I love this game and the little community our guild is and now it's just gone because I won't do business with people who will literally offer something for sale and then hours later totally change it. I've heard that Morgan's staff doesn't work as welll anymore, that was another £10 purchase too.
Join our guild chat with GroupMe!
YouTube Channel
Now other viable traits have become worse to!
Especially when the total % of stacked traits is 30% or less.
Swift strike has become a joke again. Near back where it started when it didn't work and nobody cared for it.
I hear you say that in future updates bad traits can get boosted now. (I do hope so)
I don't understand why some of the lesser traits wheren't boosted already in this update.
Also. I must say, I don't think luck is only for dodge.
Critical hits, swift strike, stun resistance and threat reduction where equal interesting for me personally.
IMO. Luck was indeed overpowered, now you made it near obsolete. Is there no middle ground?
So you got dodge down to a more sensible max. But in the process killed a lot of other traits? A little counter productive.
There must be a better way.
Edit. also this. Now the higher the percentage you already have, the higher luck helps you. Personally I'd rather seen it the other way around.
Make some kind of system wherein luck ads a max of 30% at theoretical 0% and 0% at theoretical 100%
for example: 15% and 30% luck is 15 + 0.85*30
30% and 30% luck is 30 + 0.7*30
(just an idea)
Anything would've been better then this
Someone in my guild said it is only stunning one at a time now
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This monday season stuff sounds interesting...but for what? To earn more gear with crappy traits or more survivors with crappy traits? Why? You took out all the strategy. You didnt make it more strategic and interesting and you didnt make it more like the show. In the show the zombies are becoming less and less of a threat as they decay and get weaker and the bones are rotten. They dont get invincible at a certain point in the show. We were using strategy and if the posted videos made it look like interrupt made the game easy it is because you made us spend an insane amount of time grinding and practicing that strategy in order to earn rewards and we were getting good at it. I firmly believe you just made the game harder and more frustrating for newer players and more boring for the veterans.
Also as someone pointed out, I do not like being called an offender because I took a lot of time and money to practice the strategies and accumulate the right gear in order to play well over reccomended level @Shteevie. That is offensive.
I have seen several ideas on how to end repeatables without taking away competition and none of the are without flaws. I've always been of the mindset that the 30 minute cool down is too short in higher level challenges and is what leads to burnout. After the levels get past 20 the cool down should be on a sliding scale. Level 20 the cool down is 30 minutes. Level 21 the cool down is 40 minutes. Level 22 the cool down would be 50 minutes and so on and so on. Each time level 30 is completed the cool down increases by 10 minutes. This would allow for some competition without complete burnout. You could always adjust this to 20 extra minutes per level or whatever you deem a good balance between competition and reason.
The arm of the rebalancer also needs to realize that the RSL in maps with multiple armored or tank walkers isn't accurate and needs the touch of the re balancer. A map that says RSL 22 that has no special walkers is much easier than a map that says RSL 22 and has 2 or 3 fatties is much tougher than RSL 22.
For me, when I got to 370 I'd generally stop, some weeks I did 450 but mostly no. If people want to continue playing for hours and hours, why not? Who are they hurting? They spend more money on gold and certainly on gas too.
If they didn't design levels so poorly, theee wouldn't be an issue. At the very beginning of the game, you're taught about AP points, 99% of turns, I use end turn and often it's for using interrupt. I love starting a mission, looking wheee the walkers are and planning it out, now it's basically a case of blasting through, far more boring and no tactics or thought needed.
If the 100% interrupt only worked on walkers up to 3-4 levels above you, then that would make more sense. But it not working on levels equal or below? That's stupid and the only real reason I can see is to make people who have invested a lot of time and money, invest more in a new squad of survivors.
Join our guild chat with GroupMe!
We have 40 players in our guild and many of them want to quit and want refunds, this is one guild. I think this change is not for balancing, it's for greed and @Shteevie can say it's not, it's about making it fun but to me, it now being blast blast with no strategy, it's not fun.
Join our guild chat with GroupMe!
Send me a PM if interested
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Send me a PM if interested
Join our guild chat with GroupMe!
Yeah most people may just blast blast blast anyway but that's the one thing I loved about this game, the strategy, how it's just one strategy, blast blast blast lol
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Send me a PM if interested
Has always been useless if you only had total 80% or even 90%.
You can't build tactics around this trait anymore. So it's more than just a nerf.
Interrupt is now useless - it's the new defensive stance.
Check out the DMZ guild. We're recruiting. Here.
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I'd be totally dine if it only worked 30% of the time on enemies 4 levels above you, but 4 levels below and the same level, that's not right. I've now deleted the game, good luck everyone.
Join our guild chat with GroupMe!
You stated you can now upgrade other traits. Thats good, although to avoid backlash you should've had those upgrades in effect simultaneously with the nerfs. People might be more understanding you took away something if you have given something in return (not just waiting on wishes). You are the dev with the oversight of what you want the game to be in the longrun true. However you cant assume the player will have the same view. More bees with honey or some other nonsense, carry on.
'leathernecks'
Uncle Sam's misguided children
you know who you are.
Semper Fi
@Teeceezy i find it funny that you closed mynother thread, "NGs likes pain?". Your idea was that discussion should be held in the main 2 threads, right? Well my thread was me letting something off my chest, so why did you close it? Plus, my questions here do not get answers anyways, so i am lost, cannot understand your position...
Dodge/Luck is even worse if you only have 1 dodge.
If you have 2 Dodge, 1 Luck
30% * 1.15 = 34.5
Vs 1 dodge, 2 luck
15% * 1.30 = 19.5
So basically to have any chance of dodge helping, you NEED to have it on both your survivor and armor
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Combat rebalancing:
Traits
- stunned or struggling survivors can no longer dodge incoming attacks Absolutely Wonderful and Immersive Change
- Interruptor trait change to no effect when Body Shot One of the Worst Changes Ever ; I hated body shots with passion as they were, mostly because you can do nothing about them as this is out of your control through any means, and now they are just worse... it is unbearable. To add insult to injury it goes the same in melee combat. Can someone from NG side explain their thinking process here? Maybe I am missing something...
- Wrestler change Love it, good direction!
- Daryl's Silent Shot change Again, great change
- Concussion adjustment for the extra stun Don't like it, hate it really Bruisers, like Scouts, need some more love - this is really bad direction. First we see armor trait that prevents stunning, then we are basically rolling a dice on the extra stun turn. Feels like kicking someone already lying on the floor. In my opinion Bruisers are for the Stun and to soak up damage. They don't really deal damage, have to rely on other classes to do it. What good they are if stun is slowly taken away?
- Large Caliber change don't like it, why change it? worked OK imho
- Critical Hits vs. Dodge Great change I hated missing with my critical attacks, now at least they can hit as normal
- Brain Stab change, increase in dmg Awesome change, Scouts need some love
tbc