No more supplies for max players

@shteevie, @Teeceezy
Why has NG created a weird system to avoid supplies.
Currently level 58 players (which I assume will need to updated after the new building updates. I hope you remember) will not receive supplies from certain things. (Wall, TG, Guild Gifts), but not missions under RSL 20???
Would the easier solution not have been just to create a permanent Supplies to XP option.
Most of the times when we won't get supplies, I assume we are going to get XP. So give us the choice.
It would have also allowed all players to use this, and give them the option of updating survivors and weapons if they wanted to.
Sometimes the easiest solution is the best.
Why has NG created a weird system to avoid supplies.
Currently level 58 players (which I assume will need to updated after the new building updates. I hope you remember) will not receive supplies from certain things. (Wall, TG, Guild Gifts), but not missions under RSL 20???
Would the easier solution not have been just to create a permanent Supplies to XP option.
Most of the times when we won't get supplies, I assume we are going to get XP. So give us the choice.
It would have also allowed all players to use this, and give them the option of updating survivors and weapons if they wanted to.
Sometimes the easiest solution is the best.
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Comments
But NG does not like this solution (even though they were the ones who thought of it and implemented it in the first place). They feel that it promotes hoarding of TG and they don't like that. So we get this instead.
This being said, even at level 58, you can still earn food from food scavenge missions and from using Glenn and harvesting your food plots.
Besides, supplies trades will be back eventually, and then people will tell me that they want more supplies. Trying to please everyone is a good way to drive one nutters; large population games require compromise between the perfect and the possible and the preferences of the masses.
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.
- A lot easier to program
- A lot easier to maintain in future
- A lot easier to understand for players
- A lot easier for players to utilise how they want
Hell, you could of even had a supply store
10000 Supplies =
4000 XP
1 gold
2 gas
1 "bronze equipment chest"
This is approximately what the options are on for max players when they are pulling chests.
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> @all lets be civil, not everyone has or has to have the same views.
No they don't, but stop wining about it.
Move on please.
This is why the rewards are often randomized, and why many crate types give one of a wide selection of things - it helps us even out the players income, it keeps those crates relevant to players no matter what they are hoping to get, and it gives players reasons to try things they might otherwise ignore. As I said, I would expect to see more rewards tied to effort-based requirements down the road. Maybe a TG shop slot that requires 10 challenge rounds, or a phone call that is only available to player who have beaten a specific story mission. [For clarity, let me say that those are just ideas off the top of my head that are not features we're already working on.] You get the idea.
Asking players to play everything and then using different rewards to encourage a variety of play is standard game design procedure. Since Outpost and Challenges generate the same reward currency, this is the way we can ask players to consider trying it out if they otherwise might not. Not all players have to agree, and everyone gets to make their own choice on the matter; not playing Outpost gives you more time and gas to get further in challenges or to grind out scavenges for gear. Far as we're concerned, a playing player is great for us, no matter what game mode they are playing.
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.