As a thought, do you really want raiding for a game resource to be more difficult so you can spend real money to heal? It's pretty rudimentary to keep your IP over 5,000 with a decent defense team or simply making a few raids when you fall below 5000. What's the reasoning behind making collecting TGs more difficult? Explain it like I'm a 2nd grader.
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> @Grady said: > (Quote) > The Q&A in this thread says they do in guild wars: > https://forums.nextgames.com/walkingdead/discussion/38198/guild-wars-q-a/p1 > "A random Hero in the team is used for the Leader position. The Hero trait applies to the whole team. > Badges also have full effect for your survivors." > > Has that changed?
I don't believe they ever worked, I recall human enemies always being rather easy. Maybe I am wrong though. That being said here is a comment from Fluxx about GW Beta:
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Of course badges don't work for GW defenders. That's why they set the human battles at difficulty 29 cause any higher and the constantly spawning walkers would tear the defenders a new one.
That would be very hard to determine difficulty. If I have three bruisers with all 80% DR and someone else has 3 scouts with no stun...how would they determine what the difficulty is?
Having badges in outpost and ESPECIALLY GW would be awful in my opinion
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> @SCBMA said: > If you are a good enough player to have mastered killing all types of walkers in the RSL 40 and 50s then surely you can figure out how to kill fully equipped human opponents in both GW and the Outposts.
I agree with this 100%.
The key being "If you are a good enough..."
I still get many players coming to me for advice on killing the human enemies NOW. With no badges.
I teach them how, but I don't think many non-elite players would have the patience if they were badged.
They would quickly quit and OP / GWs would become Elite-only game modes.
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But my main thing is how do you control the “difficulty” level there or how many points you get. It shouldn’t be the same across the board if badges vary so much.
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It would depend on your badges I guess. If you're a high end player who is well stocked then fighting another players team won't be too much of a problem as you'll have the defences/fire power to match or beat them. I can imagine the frustration if you're a mid range player building up and your guild happens to be matched up against a strong guild. If you had mostly 2-4* badges your team would get wiped out by a well stocked enemy GW battle.
It's just frustrating that everything they make is to satisfy "mayority" of players, to make their game playable so they don't quit. Yes, you need to think about them, give them a chance, design mode so non-end gamer can be competitive too. But what about that 1-2% of other players, of best players in the game actually? They worked hard to make those badges, to develop their roster to perfection, (or still working on it) ... How it sounds when you can't use what you made? It's just a lazy work to not cover all sides, all aspects of the game.
Simplest solution in my head would be if we can just choose - beating badgeless survivors - 20 points. Beating fully badged enemy - 50 points(or even more).
Let's just try, let's see how will they perform, how strong we built our team. Easy to reverse it back to normal if it's pointless and unbeatable!
Also, there are lot of guilds with 20 x 2000+ stars players, all capable to play above lvl40 difficulty. Yet, they have to decide who will take on those "easy" lvl 32/3 missions (mostly is the one who come online first, lol) More 36-41 lvl sectors are needed.
Just give people a chance to reach their full potential and to use properly what they have built in this game... that's my point.
You guys are all talking like it is simply flipping a switch for NG to make the badges work. From what I've read in the past it was initially the intention to make the badges work for outposts (and as a consequence also for Guild Wars as it's probably the same code they're using) but they did the investigation and couldn't make it work due to the initial programmers nog being there anymore and nobody else who is there now is fully understanding the code.
They simply aren't capable of making the badges work without doing a full rewrite of a big part of the code base, which isn't going to happen with the staff at hand.
No amount of discussing about it is gonna change that...
You are right, @SCBMA (although 4 years might be a bit exaggerated as the game only exists for about 4 years and outpost was not there from the beginning). I'm not blaming the developers... It's all about management. But assessing the situation, it seems the only thing management cares about are their yachts ;-)
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They don't work for your defenders in guild wars either.
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https://forums.nextgames.com/walkingdead/discussion/38198/guild-wars-q-a/p1
"A random Hero in the team is used for the Leader position. The Hero trait applies to the whole team.
Badges also have full effect for your survivors."
Has that changed?
> (Quote)
> The Q&A in this thread says they do in guild wars:
> https://forums.nextgames.com/walkingdead/discussion/38198/guild-wars-q-a/p1
> "A random Hero in the team is used for the Leader position. The Hero trait applies to the whole team.
> Badges also have full effect for your survivors."
>
> Has that changed?
I don't believe they ever worked, I recall human enemies always being rather easy. Maybe I am wrong though. That being said here is a comment from Fluxx about GW Beta:
https://forums.nextgames.com/walkingdead/discussion/comment/398816/#Comment_398816
If badges WERE working it would be so obvious.
Like shooting a brick wall.
Demonstration below:
You think you spend gold on healing now? Imagine if all the defenders you attacked were D'd up like that.
I would enjoy it. But I'm not sure how many others would. The upper 10% most likely and that's it.
(Disclaimer - No actual Dwights were harmed in the making of this video clip)
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Having badges in outpost and ESPECIALLY GW would be awful in my opinion
Maybe something new called The Kumite.
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> If you are a good enough player to have mastered killing all types of walkers in the RSL 40 and 50s then surely you can figure out how to kill fully equipped human opponents in both GW and the Outposts.
I agree with this 100%.
The key being "If you are a good enough..."
I still get many players coming to me for advice on killing the human enemies NOW. With no badges.
I teach them how, but I don't think many non-elite players would have the patience if they were badged.
They would quickly quit and OP / GWs would become Elite-only game modes.
#Zombrex (Neo / Horizon / (OG) / Genesis / Prime / Elite)
Are you Lost? Alone? Looking for a killer team to have your back?
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But my main thing is how do you control the “difficulty” level there or how many points you get. It shouldn’t be the same across the board if badges vary so much.
Hey whatever. Bring it on.
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But if it'll work.
The number of players who play outpost will decrease signifcantly
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https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members"
Yes, you need to think about them, give them a chance, design mode so non-end gamer can be competitive too.
But what about that 1-2% of other players, of best players in the game actually? They worked hard to make those badges, to develop their roster to perfection, (or still working on it) ... How it sounds when you can't use what you made?
It's just a lazy work to not cover all sides, all aspects of the game.
Simplest solution in my head would be if we can just choose - beating badgeless survivors - 20 points. Beating fully badged enemy - 50 points(or even more).
Let's just try, let's see how will they perform, how strong we built our team. Easy to reverse it back to normal if it's pointless and unbeatable!
Also, there are lot of guilds with 20 x 2000+ stars players, all capable to play above lvl40 difficulty. Yet, they have to decide who will take on those "easy" lvl 32/3 missions (mostly is the one who come online first, lol)
More 36-41 lvl sectors are needed.
Just give people a chance to reach their full potential and to use properly what they have built in this game... that's my point.
Cheers
https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members#latest
They simply aren't capable of making the badges work without doing a full rewrite of a big part of the code base, which isn't going to happen with the staff at hand.
No amount of discussing about it is gonna change that...