REPEATABLES - Poll To See Who Wants To Keep Who Wants Gone and reasons

REPEATABLES - Poll To See Who Wants To Keep Who Wants Gone and reasons 
Hi guys and gals,.. It seems to be a question/argument that keeps popping up on the forums so out of intreast I'd like us to take a poll and lets finally find out what people want and why?
Putting down as many options as I can think of cheers : )
Hope iv about covered all angles but if not please feel free to let me know and I'll add more choices
Thanks
P.s I'm also intreasted how many people actually feel pressured to do these,.. So if your one of them please feel free to add it to your post,.. And of course those that don't,. You can say if you like
P.s All views and answers are welcomed,.. Good and bad,,. For and against,.. With no comebacks,.lets just find out how the player base really feels,.. For the good of everyone cheers

Hi guys and gals,.. It seems to be a question/argument that keeps popping up on the forums so out of intreast I'd like us to take a poll and lets finally find out what people want and why?
Putting down as many options as I can think of cheers : )
Hope iv about covered all angles but if not please feel free to let me know and I'll add more choices
Thanks
P.s I'm also intreasted how many people actually feel pressured to do these,.. So if your one of them please feel free to add it to your post,.. And of course those that don't,. You can say if you like
P.s All views and answers are welcomed,.. Good and bad,,. For and against,.. With no comebacks,.lets just find out how the player base really feels,.. For the good of everyone cheers
REPEATABLES - Poll To See Who Wants To Keep Who Wants Gone and reasons 73 votes
7
Comments
I don't see the harm in letting people that want to push themselfs to new and higher limits if that's what they want,.. Keeping repeatables in the game will cater for all simply be as those that want to can do,.. And those that don't simply don't have too
This option caters for both sides so shouldn't be a problem, I can't repeat as much as some do but I don't begrudge them but more so respect and learn from them
Absolutely no pressure at all
What Im seriously sad about was unexpected interrupt nerf. Especially its implementation. It NG will serve it as stun(+3lvls and its over), I will not give a s***, but now you cannot interrupt lvl15/16 already...sure, you can blast them, but sometimes you want to use your position for some kind of advantage and you cannot..and all those ppls investments in equip with interrupt...I really dont know what was behind these changes, but for stopping repeatables, this kind of interrupt nerfe was the WORST one that can be made.
I am the one and only Zee Black, climbed all the way to Level 75, part of SG Woot, the 3 million star guild
Though I imagine people won't be happy to not be able to get the stars from the low levels and the trade goods accompanying them. But at least this way it gets more interesting and you won't have to do the same map over and over before the rewards even get remotely worth it.
I doubt they would want us all using level 6-9 scouts, running through maps, and if failing, facing no consequences. I believe they have already voiced their opinions on easy repeatables caused by weak raiders that could be killed using zombies. I believe they have voiced their opinion on difficult repeatables by changing how interrupt works.
Great skill, tactics, gear and a little bit of luck should be what allows people to push to the top of the leaderboards. Playing 24/7 isn't healthy for the game or the player.
Walkers get tougher each wave, but at level 30 they don't go up anymore. With the right moves it is possible to play up to that level and then keep playing it over and over and over. Obviously this is well outside the design of the game.
Links to threads that are useful for beginners (and in some cases even for veterans)
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.
http://forums.nextgames.com/walkingdead/discussion/17054/no-mans-land-2-2-changes-my-opinion-regarding-repeatables-and-the-leaderboard#latest
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If a player has the ability to come up with a technique that can overcome these high level opponents, regardless of the method that they use, and has the patience and determination to repeat, then why take it away? Just because some players are not interested, willing or maybe capable of repeating, why politic with NG to remove that option for the players who are?
No one is required to repeat a repeatable. If your style of game play is just to get the stars you are comfortable achieving each challenge then I say good for you. But if you are a "I want it all, and I want it now" style of player who can repeat a single mission for 100, 200, 300 stars or more, I say go for it. I am lucky to play with a large group of these players every challenge. It is a pleasure to watch them rack up stars like they were playing a pinball game.
It's not endless walkers in a mission like you're referring to. It's playing a challenge mission, over and over, for more and more stars, because the walker difficulty level stops increasing. It's not possible with all challenge missions, only 'repeatables'. Of course, for a majority of people, even getting to RSL 30 would be an accomplishment.
How about bug fixes first. And the so-called "quality of life" issues and stop wasting everyone else's time with, let me say again, a non-issue. In fact, they have given us some cool videos from @Terminates and others, so what's the harm? Am I to boil over from someone doing something that I can't or won't do? Pfft.
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Repeatables are a non-issue & dev time is best spent elsewhere
And if the changes to Interrupt & Luck are due to ppl on the leaderboards complaining about repeatables I'll be a mite pissed.
But I don't think that the challenge becomes impossible at +2/+3/+4.
If you have the surviviors, equipment, skill & luck, then you should be able to keep playing.
Just don't cap it at level 30, let the walkers level keep going up.
I don't have the time to play them, the odd time I have on a not so busy week or if I have a day off but still don't go crazy on them.
But there are far more that want them to stay than not. If you want em play em, if you don't want to then don't, it's not that complicated and at least the option is there.
If your in a competitive guild and feel the pressure to get stars but don't want to play the repeatables then your in the wrong guild, it's simple. Sure you want your name at the top of the list but it takes work to be at the top. It's just the way the world works.
I'm not jealous of those that get crazy stars, hey more power to them, they deserve it if they can do it and have the time. Just because I don't doesn't mean I'll complain to take it away. If it was that important to me to be at the top then I'd have to find time and put more effort. But I'm fine with where I am.
I just see way more complaining they are gone than people saying I'm glad their gone, go with the majority. Those that don't want them just remember it's optional.
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I'd like to see the repeatable challenge mission difficulty dynamic based on the individual player. This would be based on the players' survivor's level. I'd like to see round one enemies a level below the players survivors. With each round, the enemy level would go up by one. TG can be awarded for each mission, phones for completing each round.
You could cap enemy difficulty level at some point, perhaps 5-6 lvls above the players' survivors, and let the player repeat these missions indefinitely. This way players and guilds can still collect stars for bragging rights.
This is a strategy game. I want to feel a sense of accomplishment for my wins. Grinding away at insanely easy missions is tiresome an insulting. I will never spend money on these easy missions, but if I were challenged I might eventually buy something to aid my quest.
The next design flaw I see is born out of these "high level walkers", given that we are stuck with that mechanic for increasing difficulty. My level 3 player should for all intents and purposes never dodge an attack from a level 30 walker. My level 20 survivor should never be hit by a level 1 walker. These types of things should be near enough to absolute that the minute chance of it happening would be miraculous. The percentage of such an event occurring should scale with the level differential. If I have 50% chance to dodge at equal level, perhaps that is reduced to 45% at +2, 40% at +3 and so forth. Likewise, it should be 55% at -2, 60% at -3. I've played plenty of games where my high level character can go stomp on a rabbit if he chooses too, but the rabbit will never have the capacity to hurt the player...I mean, I'm wearing armor and carrying a weapon and its a rabbit.....However, when I go attack a fully grown dragon by myself, I have no practical chance of living through the encounter.
If the system functioned in such a way, repeatables would not exist as they currently do. There may be some missions where sheer luck can let you pass them on occasion, but it wouldn't be a formulaic method of running the mission 87 times.
The currently implemented fix to repeatables is poor customer service on top of poor design.
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From what iv seen so far they keep nerfing everything in an attempt to stop them but all it seems to do is make the other game aspects harder or fun wise unplayable,.
Basicly put they seem to be ruining the whole game to stop one tiny aspect which to most players isn't that a thing