I love that this game is constantly being improved and developed. There are very little bugs. I believe this is the best game for Android and I hope the Devs team will keep this game going on! Thanks Next Games!
You playing the same game theres a load of MAJOR bugs and a plethora of minor ones too in the current build with the update notes adressing none of them.
Distance. One thing I'm not clear on. Will damaged survivors carry on that damage to the next distance event, or is each event a separate entity and it all resets.
@Dragonmate each event is separate. It has to be, otherwise, you'd reach a point where you could never play it again without building a completely new roster.
I was just re-reading the patch notes and these two items hit me kind of pear shaped:
1) Several Combat visual effects have been improved.
2) Some Camp Buildings have had their appearances altered, and these buildings' appearances will evolve more as the building is upgraded.
I appreciate that 2.7's main focus is new content, but with the left-over man hours allotted to this update, how did these cosmetic changes take precedence over any single bug that has an effect on actual gameplay?
@Monsuta I finished chapter 14 months ago with a 3 star survivor but never got the time to upload the videos of the missions. I have them recorded and will try to do it ASAP.
"Only the players who have the most powerful Survivors AND (emphasis mine) unmatched skill will be able to make it to the end of The Distance. (Update Notes under subtitle Overview)
Then he wrote:
"Between Missions in The Distance, the player can PAY GOLD (emphasis mine) to restore some Health to every damaged member of the roster (Update Notes under subtitle Damage and Healing) #
The latter statement makes the former statement a half-truth because it excluded the factor of Gold. A more honest statement should read like this:
"Only the players who have the most powerful Survivors, unmatched skill AND SUFFICIENT AMOUNT OF GOLD will be able to make it to the end of The Distance."
Let's be honest. If the difficulty of this is something like Story Missions Chapter 14 Nightmare mode but with time pressure, Gold is a very important factor, as important as "most powerful Survivors and maybe more important than "unmatched skill"
@paintbeast I'm guessing there's a small team of 3d modeling team specialized doing all those related thing in all their games. I can't imagine the same person doing artist & programming at the same time.
What's the cost of the buildings. I have been hoarding supplies since the buildings were announced. It would be just the workshop and these building which i would need to upgrade
What's the cost of the buildings. I have been hoarding supplies since the buildings were announced. It would be just the workshop and these building which i would need to upgrade
That has been vaguely answered. Cost 'is in line with other buildings of council lvl15', if I remember correctly. I would guess way below 1m per building.
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@Monsuta You think there's a separate team for that? I always assumed there was a fairly small staff that all did multiple things.
I remember NG saying on a previous update that they had specialized designers/artists working on this, separately from programmers, testers etc. Didnt someone post somewhere that NG was about 100 people strong? A good part of those are working on other projects, but let's say we have roughly 30 people working on NML, that would make maybe 6-8 developers, 5 testers, 3-4 artists/designers, 5 server people, etc pp (wildly guestimating numbers here).
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What effect will the Governor's trait have on Badge Scavenge mission rewards?
-There are no "Component" or "Badge" Scavenges; you get Components that you will use to make Badges from any mission crates in the game for missions of difficulty 15 or higher. You can do your Supplies, XO, pr Gear Scavengese to get the rewards you want,and also collect Compoennts along the way.
For players of high enough level, the Distance will also be a great place to collect Components.
Distance. One thing I'm not clear on. Will damaged survivors carry on that damage to the next distance event, or is each event a separate entity and it all resets.
-When the Distance starts anew on Tuesdays or Saturdays, or when you reset the game mode, your survivors are set to full health and no Charge Points. The health of your Survivors at the end of one Distance event will have no bearing on their state on the start of the next one.
I appreciate that 2.7's main focus is new content, but with the left-over man hours allotted to this update, how did these cosmetic changes take precedence over any single bug that has an effect on actual gameplay?
-Not all team members have the same skills. It wouldn't be a good idea to get me coding, for example. If you want to see this effect in your own work, ask about trading spots at your workplace with other people with different skill sets.
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.
Will that 2.7 update be released tomorrow (Monday) ?
Nope. The Gas Booster and XP Booster are still available in the Trade Shop. Those will disappear 24 hours before the actual update. Plus, the Reduced Healing Time "event" is still running through Monday. My money is on Tuesday.
Edit: Reading the news on the Healing Times Reduced says the event will end when 2.7 is released. The update will definitely be on Tuesday.
I'm excited about The Distance. But, as a single player campaign starting on Saturday, won't The Distance disincentive guild participation in Challenges? Could an element of guild bonus be added, like better guild Challenge rewards the farther a guild goes in The Distance as a whole?
@jammin Saturday is the 2nd Distance event each week. First one is Tuesday. We were just discussing this in our guild. I'm thinking if the rewards are better than the challenge we may want to play Distance twice each week. We'll see what everyone else does. Of course that means we'll get less guild rewards but the trade off might be worth it?
If we're getting bonus stars soon wouldnt you want to add back the ability to earn bonus stars from the Quests again? Any reason? I loved the stars from Quests when we received those. Added a nice element and I would love to see it come back.
The round passes should help a lot with the conflict between The Distance and challenges. Let's assume you're an end gamer who starts at RSL15 and gets to RSL25. You go through more than 20 rounds, which means you can use a round pass to skip 4 rounds in the challenge.
Those 4 rounds cost 6 x 4 x 4 = 96 gas. If Distance missions are 4 gas each, you can play 24 Distance missions from challenge round pass gas savings.
(This also perfectly illustrates the shortsightedness of the "lost crates" argument that some people have used to criticize round passes)
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My question is it seems that you start at level 15 only one time by then you'll be getting passes so you'll never start at level 15 again cuz each week of passes but you'll keep getting less and less passes
What about gas...the supposed "gas savings" from passes would be enough only if a player does not reload but given that The Distance will be "very difficult," there's going to be a lot of reloads but the gas economy stays the same and was not rebalanced to take into account this new game mode. Correct me if I'm wrong, but I conclude that The Distance is a premium feature (not free to play) because players will need to buy at least unlimited gas and will need gold healing in an attempt to beat both the difficult missions and the ticking clock.
Great post @Monsuta was what I wanted to see for days allows me to see things clearer, So with your example If the first week you get 6 passes in the second you will have 6 rounds with double reward so when you complete 5 rounds you will get 2 passes instead of 1, so when you finish 28.3 you would have 5 passes. In the third week as you have 5 passes you will double the first pass so by completing 28.3 you will get 6 passes again
@mimica I'm not sure if my calculation of the Trade Goods was correct or not since I'm calculating based on the first round was 600 TG, then increase by 25 every round up till 1000, then it's repeating the 1000 TGs every round.
@Monsuta Don't worry that is not important (at least for me) I don't even know how many Tg or phones I currently get, what I wanted was to understand how many passes I could get and with your post it's clear to me that if next week I complete 28.3 I will have 6 and in the following weeks would have to complete 29.1 to enter a cycle of always having 6 and my beginning would be 21.1 always
For all players, who have Council under 18 level, pls try Aaron first and tell us is it good enough
p.s. If I were NG, I would give the players chance to open Beth, Shaun or Hershel. I think they are better characters than Aaron, and also they are from early seasons.
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I was just re-reading the patch notes and these two items hit me kind of pear shaped:
1) Several Combat visual effects have been improved.
2) Some Camp Buildings have had their appearances altered, and these buildings' appearances will evolve more as the building is upgraded.
I appreciate that 2.7's main focus is new content, but with the left-over man hours allotted to this update, how did these cosmetic changes take precedence over any single bug that has an effect on actual gameplay?
Edit: grammatical error fixed.
Probably making a video!
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"Only the players who have the most powerful Survivors AND (emphasis mine) unmatched skill will be able to make it to the end of The Distance. (Update Notes under subtitle Overview)
Then he wrote:
"Between Missions in The Distance, the player can PAY GOLD (emphasis mine) to restore some Health to every damaged member of the roster (Update Notes under subtitle Damage and Healing)
#
The latter statement makes the former statement a half-truth because it excluded the factor of Gold. A more honest statement should read like this:
"Only the players who have the most powerful Survivors, unmatched skill AND SUFFICIENT AMOUNT OF GOLD will be able to make it to the end of The Distance."
Let's be honest. If the difficulty of this is something like Story Missions Chapter 14 Nightmare mode but with time pressure, Gold is a very important factor, as important as "most powerful Survivors and maybe more important than "unmatched skill"
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Didnt someone post somewhere that NG was about 100 people strong? A good part of those are working on other projects, but let's say we have roughly 30 people working on NML, that would make maybe 6-8 developers, 5 testers, 3-4 artists/designers, 5 server people, etc pp (wildly guestimating numbers here).
contact us via email at [email protected]
For players of high enough level, the Distance will also be a great place to collect Components. -When the Distance starts anew on Tuesdays or Saturdays, or when you reset the game mode, your survivors are set to full health and no Charge Points. The health of your Survivors at the end of one Distance event will have no bearing on their state on the start of the next one. -Not all team members have the same skills. It wouldn't be a good idea to get me coding, for example. If you want to see this effect in your own work, ask about trading spots at your workplace with other people with different skill sets.
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.
Edit: Reading the news on the Healing Times Reduced says the event will end when 2.7 is released. The update will definitely be on Tuesday.
JSS
Those 4 rounds cost 6 x 4 x 4 = 96 gas. If Distance missions are 4 gas each, you can play 24 Distance missions from challenge round pass gas savings.
(This also perfectly illustrates the shortsightedness of the "lost crates" argument that some people have used to criticize round passes)
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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Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
1st week start at RSL 15 & finished at RSL 28.3, completed 30 rounds & earn 6 round passes, collect 26600 Trade Goods & 1233 stars.
2nd week start at RSL 21.1 & finished at RSL 28.3, completed 24 rounds & earn 5 round passes, collect 24575 Trade Goods & 1257 stars.
3rd week start at RSL 20 & finished at RSL 28.3, completed 25 rounds & earn 6 round passes, collect 24850 Trade Goods & 1253 stars.
4th week start at RSL 21.1 & finished at RSL 28.3, completed 24 rounds & earn 5 round passes, collect 24575 Trade Goods & 1257 stars.
5th week start at RSL 20 & finished at RSL 28.3, completed 25 rounds & earn 6 round passes, collect 24850 Trade Goods & 1253 stars.
The following weeks will be repeating the 2nd & 3rd week results.
Edit: corrected with the double round pass during round passes.
If the first week you get 6 passes in the second you will have 6 rounds with double reward so when you complete 5 rounds you will get 2 passes instead of 1, so when you finish 28.3 you would have 5 passes.
In the third week as you have 5 passes you will double the first pass so by completing 28.3 you will get 6 passes again
Ups now I saw the edited in your post.
p.s. If I were NG, I would give the players chance to open Beth, Shaun or Hershel.
I think they are better characters than Aaron, and also they are from early seasons.
What do you think guys?