Training grounds add-on

I’m pretty sure this is not the first time such idea pops up. Here goes my variation.
Enable training grounds upgrade, that would unlock new screen with slot(s) similar to those in the hospital. Max lvl of survivors is not impacted.
At this screen, you can put any hero/non-hero into the slot(s), where they stay busy for 24hrs. Massive gold amount can speed up the process, similar to a standard equipment upgrade or level up. Upon 24 hours we receive a few hero/class tokens, relevant to the character that was in the slot.
The amount is low, e.g. 65% for 1-4 tokens, 20% for 4-6 tokens, 10% for 6-8, 4% for 8-10 and 1% for 16. Gold to speed up should be proportional to the time left, so as not to be able to hoard desired tokens by cheap gold.
When in the slot, the char should be blocked for all the other modes including distance.
Benefits
- more reasons for the daily login, keep momentum, increase player engagement. I think the daily login is among performance indicators?
- players can grow low tier heroes, which otherwise would sit on the losers bench for ages. That might unlock a few new tactics, or just raise satisfaction from something happening (rather than not happening at the moment
)
- gold to speed up.
If this sounds too cheap, make these 24hr “quests” cost XP. E.g. cost to put a hero in the slot is 25k + (player level x 10k) xp. For 74lvl player that would be around 100k.
//sorry for poor typing - sent from mobile device. Made some corrections now.
Would love to hear some feedback from everyone, also in particular from @ATLAS-Z and @WellyLuga.
Enable training grounds upgrade, that would unlock new screen with slot(s) similar to those in the hospital. Max lvl of survivors is not impacted.
At this screen, you can put any hero/non-hero into the slot(s), where they stay busy for 24hrs. Massive gold amount can speed up the process, similar to a standard equipment upgrade or level up. Upon 24 hours we receive a few hero/class tokens, relevant to the character that was in the slot.
The amount is low, e.g. 65% for 1-4 tokens, 20% for 4-6 tokens, 10% for 6-8, 4% for 8-10 and 1% for 16. Gold to speed up should be proportional to the time left, so as not to be able to hoard desired tokens by cheap gold.
When in the slot, the char should be blocked for all the other modes including distance.
Benefits
- more reasons for the daily login, keep momentum, increase player engagement. I think the daily login is among performance indicators?
- players can grow low tier heroes, which otherwise would sit on the losers bench for ages. That might unlock a few new tactics, or just raise satisfaction from something happening (rather than not happening at the moment

- gold to speed up.
If this sounds too cheap, make these 24hr “quests” cost XP. E.g. cost to put a hero in the slot is 25k + (player level x 10k) xp. For 74lvl player that would be around 100k.
//sorry for poor typing - sent from mobile device. Made some corrections now.
Would love to hear some feedback from everyone, also in particular from @ATLAS-Z and @WellyLuga.
My F2P challenge videos are here: https://www.youtube.com/channel/UCAl_96Zig2NXqvGM_2Mf5Aw
imnfiction#8607 on Discord.
imnfiction#8607 on Discord.
9
Comments
You're sacrificing using that survivor for that 24 hr period and get a little kick back.
+1
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX SATISFIES. Check us out HERE
EMAIL US --> [email protected]"
I think it's so good that it's too good. I mean, I got 40 nerds that I almost never use. OF COURSE, I would park them in a token farm indefinitely.
imnfiction#8607 on Discord.
So my cost would be 25,000 + 740,000, or 765,000 XP (you said "player level x 10,000")?
I'd do that constantly. I can get that 800k XP in about 8 missions with infinite spawn.
But, sure: if the XP cost were sufficiently high, it's a balanced notion. I will Agree, now.
https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members"
imnfiction#8607 on Discord.
What about the XP cost vs the low amount of generated tokens? This has been discussed in some details above.
If this doesn’t look like a fair trade, do you see any other ways to balance this idea?
imnfiction#8607 on Discord.
imnfiction#8607 on Discord.
*Hero/survivor is kept in the training grounds for X hours
*After that time, the survivor is released and you gain X÷3 hero tokens or X÷2 survivor tokens (Rounded up).
* Survivor/hero level = X
So your level 27 Eugene would sit in Training Grounds for 27 hours and you get 9 tokens.
Or
Your level 27 bruiser takes 27 hours and gets 14 bruiser tokens.
imnfiction#8607 on Discord.
imnfiction#8607 on Discord.
"You smell the gunpowder and you see the blood. You know what that means? It means you're alive. You won. You take the heads so that you don't ever forget."
imnfiction#8607 on Discord.
imnfiction#8607 on Discord.
Buildings work in a rather standardized way, so it would be difficult and also risky adding a new functionality to a specific level (also it would not be possible to not have survivor level upgrades in a training grounds upgrade) - so it would basically have to be a new building with a new functionality, which would certainly require code/UI (on top of economy considerations). Then, from our perspective it's not a very impactful feature (both financially and engagement-wise) to put our time and effort into as it is another source of (technically) free hero/survivor tokens and the engagement from a feature like that isn't great.
Appreciate your reply.
imnfiction#8607 on Discord.