TJS, at least someone is getting good stuff! Maybe there is a glimmer of hope but I'm not putting any legendary pieces with anything other than legendary. At least the worst I can get is epic that way cuz I'm 97% sure that's what I"ll get.
Badge regression (i.e., that you can craft lower rarity badges than what you put in) seems to be a very common concern among players. Is there an official NG stance on this topic @Shteevie, @Fearofabotplanet, and @Teeceezy? Is this something that is actively on NG's radar, something that NG might consider reviewing and looking into, or something that will never change?
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.
This is a common thing with NG to give you crap, piss everyone off, try to make u spend money, so tired of posted the same ship over and over, these people don't know how to please the community, just looking for $$$ signs, and please stop posting a great radio deal for $99 , it's a robbery and a crime for us to pay that crap, why don't you have a real deal one day like they do in the USA
So, yesterday I got 2 uncommon and 2 rare fragments from The Distance, filled them with all rare components and....ended up with 4 uncommon badges.. "Great!" Today, I finally found 4th epic component for epic fragment and got, of course, rare badge.. This system sucks balls! Big time!!
Five epic pieces (my only five since this update) yielded an epic badge. Color me annoyed. Devs, I'm with the masses that believe this should be changed. It's very frustrating.
I'd be fine with removing the potential for a higher level badge if it means no lower level potential (assuming all components are same rarity)
I remember only one other game with a crafting type system that had a regression possibility, and it was blatantly explained in the game text that the combiner "screwed up a bit, but the (end result) should still be useable" (Damn it, Wayne! - Parasite Eve 1)
On one hand, I can understand why it's technically a function in this game, because mistakes happen. And in the Apocalypse, you have to work with what you got. Won't always be pretty.
That being said, we as players deserve to see the likelihood of this occurring, so we can make informed gambles.
I definitely appreciate that with enough high quality components, a 1, 2, and even 3 star result can be eliminated, (because there would be mad uproar to burn 5 Legendary components/fragments just to yeild a 1 star result), but knowing the odds right there on screen, before combining, would be a massive benefit for EVERY player. The transparency is key!
Unsure what the general consensus is on the badges... mine...find it extremely disappointing that you are required to use gold to replace/remove once equipped. I note from above as I did that a rosita badge would be best equipped to rosita to get get additional bonus however must be team mate. Something which you find out by trial and error/experimenting. Similar hunter bonus equipping to a hunter won't activate additional bonus. If they wish to prevent players switching sets/ badges, then just place a cool down period in place or pay gold if you choose to do so immediately. I like the badge concept but would like to experiment without incuring cost.
But the conditional bonus clearly states that you need (Rosita/hunter/etc) AS A TEAM MATE. One survivor cannot be their "own" team mate, so I can't say I understand your confusion, or why that is a trial and error situation.
Can you suggest a clearer example of wording to be used?
I can't stand how often I put in all 2 star (all I really loot) components and keep getting 1 star badges. I didn't read the 15 pages of comments, but, I'm sure it's been said often. Also, I wouldn't expect a 3 star badge, either. They should each hold a % chance. All the same stars should be 100% for that level. Toss in 1 piece higher or lower, it gets a 20% chance at that level stars, etc. My experience shows even with all the same level, there's only a slight chance of getting a badge with matching stars.
For the second time, all of the nice epic fragments and components I received from the end of The Distance resulted in rare badges. These odds are horrendous, NG. This really needs some tweaking.
@Teeceezy@Shteevie@Fearofabotplanet Is there *any* possibility that NG will consider removing the possibility of getting a lower rarity badge than any of the components/fragments used? Or is this 'degradation' here to stay?
Health percentage bagdes: percentage of base health or of total health?
Coming back on this question. Health badge % increases ALL health. (including healthboost on armor, healthboost by hero). Damage badge % increases ALL damage. (including marksman/strong on survivor, Lethal on weapon, damageboost by hero).
In other words. When you want to know the end result before adding the badge, just take the current damage/health and multiply accordingly. (So if badge says +15%, multiply the number by 1.15)
Edit. Unless there is already a badge. Then you need to calculate back accordingly.
I mentioned elsewhere but this seems to be the correct place. We need a better filter option system for badges, they need to be filtered by not only badge shape group, but also by: rarity, modifier and position. Also an option to click on a badge and it take me to the survivor it is equipped to, for easier removal, if needed. This filtering is a huge pain with only 50 badges, I can't begin to imagine it with over 300.
removing the possibility of getting a lower rarity badge than any of the components/fragments used? Or is this 'degradation' here to stay?
-It works both ways; you can get a higher rarity badge than the rarity f the components that are used. This system allows all components to have some potential value to the players.
We have some players who are accustomed to only caring about the best possible rewards; these players are likely to ignore or even complain about components and badges that aren't Legendary, even though those badges provide hundreds of points of health or damage.
The goal of the "range" of crafting results is to give players a path to follow with the new items - make some, probably lower rarity at first, play with combos and teams, and then work towards replacing the lower-rarity badges with better ones over time as they work out what they want their optimal setups to be. If we just jumped to the end and went straight to Leg Badges from the start, there would be a lot less discovery, tinkering, speculation, and [we think] fun to be had with the system.
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.
@Shteevie We need a guaranteed legendary badge from using legendary fragment & all legendary components. The legendary badge itself already have a outcome of lower or higher % or flat number, & the bonus condition too.
@Shteevie - I wouldn't say people complain because they are not getting legendary badges. That seems to be stretching things a bit. I think people will be happy with epic and even rare (depending on what lvl components they used).
Most people aren't expecting only the best rewards and badges on every occasion, so that does seem to me, to be overstating that aspect.
Personally, I take what I get and learn my lesson about wasting epic and leg components at all, having experimented.
But the range, and random chance could be tweaked to be a little bit fairer. Nobody actually expects Legendary to that extent.
"-It works both ways; you can get a higher rarity badge than the rarity f the components that are used. This system allows all components to have some potential value to the players."
Unfortunately this statement failed when we're using all legendary materials to craft, there's NO higher rarity above legendary. Why we're being punished in this situation?
@Shteevie I appreciate your point(s), but the fact is, everybody here is not having the experience you at NG wish us to have. We are upset and frustrated over the results. I think that in itself should be reason enough for you guys to reevaluate your thoughts on the reaction of the user base and adjust accordingly.
removing the possibility of getting a lower rarity badge than any of the components/fragments used? Or is this 'degradation' here to stay?
-It works both ways; you can get a higher rarity badge than the rarity f the components that are used. This system allows all components to have some potential value to the players.
We have some players who are accustomed to only caring about the best possible rewards; these players are likely to ignore or even complain about components and badges that aren't Legendary, even though those badges provide hundreds of points of health or damage.
The goal of the "range" of crafting results is to give players a path to follow with the new items - make some, probably lower rarity at first, play with combos and teams, and then work towards replacing the lower-rarity badges with better ones over time as they work out what they want their optimal setups to be. If we just jumped to the end and went straight to Leg Badges from the start, there would be a lot less discovery, tinkering, speculation, and [we think] fun to be had with the system.
@Shteevie I appreciate your direct answer. I have no problem with lower level badges. In fact, I have some survivors currently decked out with sets of common badges. Some badges are better than none, right? I agree that we should be working our way up to legendary badges.
But it's extremely disheartening when you use all rare components and only receive an uncommon. Or all epic and only receive a rare. Or (although I haven't done this personally) all legendary components and receive only an epic. THIS is the issue that I think most players feel needs to be addressed. I woudl gladly give up the chance of having a higher level badge if I could be certain to not have a lower level badge. Rare components should = rare badge, epic components should = epic badge. etc. etc. This is the way it works if I purchase an epic or golden gear crate in the TG store. Shouldn't it be the same for badge crafting?
"-It works both ways; you can get a higher rarity badge than the rarity f the components that are used. This system allows all components to have some potential value to the players."
Unfortunately this statement failed when we're using all legendary materials to craft, there's NO higher rarity above legendary. Why we're being punished in this situation?
I think a reasonable way to approach this would be:
- If you use all like frags and components (for example a Rare fragment and 4 rare components) you are guaranteed a Rare badge. A additional way for NG to gain some admiration from players would be to include a low percentage possibility that the badge gets a bump in an upward direction. Some gravy if you will.
- If players want to roll the dice and experiment. They have the ability to do this with mixing frags/components. For example a Rare fragment with some Epic components sprinkled in would let you run the gamut of the possibilities of an Uncommon badge to a Legendary badge.
I think NG missed an opportunity here to build some goodwill among the player base.
So in this scenario I'm going to have to fork up 15 gold to remove one of my 3 damage badges and then another 15 gold to free the spot to equip the upgraded epic badge? Seems a little excessive in the cost department and makes me not want to equip any lower level badges
Comments
Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.
Youtube channel: https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg
Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
Today, I finally found 4th epic component for epic fragment and got, of course, rare badge..
This system sucks balls! Big time!!
I'd be fine with removing the potential for a higher level badge if it means no lower level potential (assuming all components are same rarity)
Did you mean 5 Legendary pieces? I would assume so, from your context.
On one hand, I can understand why it's technically a function in this game, because mistakes happen. And in the Apocalypse, you have to work with what you got. Won't always be pretty.
That being said, we as players deserve to see the likelihood of this occurring, so we can make informed gambles.
I definitely appreciate that with enough high quality components, a 1, 2, and even 3 star result can be eliminated, (because there would be mad uproar to burn 5 Legendary components/fragments just to yeild a 1 star result), but knowing the odds right there on screen, before combining, would be a massive benefit for EVERY player. The transparency is key!
> @General_Quatre
> Did you mean 5 Legendary pieces? I would assume so, from your context.
Oops! Yes.
Can you suggest a clearer example of wording to be used?
Rant over.
Health badge % increases ALL health. (including healthboost on armor, healthboost by hero).
Damage badge % increases ALL damage. (including marksman/strong on survivor, Lethal on weapon, damageboost by hero).
In other words. When you want to know the end result before adding the badge, just take the current damage/health and multiply accordingly.
(So if badge says +15%, multiply the number by 1.15)
Edit. Unless there is already a badge.
Then you need to calculate back accordingly.
We have some players who are accustomed to only caring about the best possible rewards; these players are likely to ignore or even complain about components and badges that aren't Legendary, even though those badges provide hundreds of points of health or damage.
The goal of the "range" of crafting results is to give players a path to follow with the new items - make some, probably lower rarity at first, play with combos and teams, and then work towards replacing the lower-rarity badges with better ones over time as they work out what they want their optimal setups to be. If we just jumped to the end and went straight to Leg Badges from the start, there would be a lot less discovery, tinkering, speculation, and [we think] fun to be had with the system.
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.
Most people aren't expecting only the best rewards and badges on every occasion, so that does seem to me, to be overstating that aspect.
Personally, I take what I get and learn my lesson about wasting epic and leg components at all, having experimented.
But the range, and random chance could be tweaked to be a little bit fairer. Nobody actually expects Legendary to that extent.
Last Stand BE have 4 places available for genuine GW players.
I can be contacted by PM for recruitment questions.
"-It works both ways; you can get a higher rarity badge than the rarity f the components that are used. This system allows all components to have some potential value to the players."
Unfortunately this statement failed when we're using all legendary materials to craft, there's NO higher rarity above legendary.
Why we're being punished in this situation?
But it's extremely disheartening when you use all rare components and only receive an uncommon. Or all epic and only receive a rare. Or (although I haven't done this personally) all legendary components and receive only an epic. THIS is the issue that I think most players feel needs to be addressed. I woudl gladly give up the chance of having a higher level badge if I could be certain to not have a lower level badge. Rare components should = rare badge, epic components should = epic badge. etc. etc. This is the way it works if I purchase an epic or golden gear crate in the TG store. Shouldn't it be the same for badge crafting?
I think a reasonable way to approach this would be:
- If you use all like frags and components (for example a Rare fragment and 4 rare components) you are guaranteed a Rare badge. A additional way for NG to gain some admiration from players would be to include a low percentage possibility that the badge gets a bump in an upward direction. Some gravy if you will.
- If players want to roll the dice and experiment. They have the ability to do this with mixing frags/components. For example a Rare fragment with some Epic components sprinkled in would let you run the gamut of the possibilities of an Uncommon badge to a Legendary badge.
I think NG missed an opportunity here to build some goodwill among the player base.