Tu as tous dit @JayZ ce que NG veut nous faire passer comme message c'est "De mettre RGG à fond" parce que plus tu as des étoiles rose plus tu as de la chance de commencer chargé, et ça fait un moment que les défis ce passe de cette façon, il y a 0 stratégie! Et comme tu dit, il sufit de recommencer si nous avons pas un bon début de partie.
En tout cas, le jeu donne de moins en moins envie!
Watch any level 45+ video and there will be a point where you can say if that bruiser didn’t stun that walker or eugune dodging a hit it would be game over. Yes you need skills to get to the point that that is all that is required but don’t see how this map set is much different to those.
But there’s a difference between maps like these ones below which require careful thought and movement:
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.
I'm rather enjoying this challenge. The bleeding is definitely not optimal, especially since you can't get far enough away to heal without incurring another hit from the fast walker...
But everyone complaining about how much luck/chance plays a role in the challenge is really downplaying or outright ignoring the fact that NG removed a HUGE chance based issue - the dodging capabilities of the fast walkers. Now it's possible to actually strategize who you're going to hit and not worry that your hit will go unrewarded.
I agree with Fluxxx on his points, some challenges are harder than others. Your results will likely end up being relative to a usual week: you'll score less, but so will everyone else. Try to enjoy something different and more challenging!
The preference is always for easier challenges and the right bonuses that allow you to push as far as you can, and that make sense. But it seems that many have grown averse to any kind of difficulty in the challenge. Just a reminder, it's not supposed to be super easy. Every now and then, there will be a challenge that will be tougher or require you to play differently.
come on, surely when you have an Origin event on and lower lvl players struggle to get to 610 stars to get all the tokens, you run this map set ? very poor IMO
Maybe more players have dropped out of the game forever, but NG still has to keep the cash flow going. Unfortunately, in my opinion, this change will have the opposite effect. the players will certainly not spend more money, but more players will turn their backs on the game forever. ng shouldn't exaggerate his greed or at some point NG will no longer earn anything from the game.
What are you talkin' about my friend? Not happy with those mini-spikes too, but blaming NG on greed? Really? TWD is the one of very few games that allows you to progress and win even without any donates. And all the loot costs at in-game shop are reasonable. Sometimes NG makes bad decision, but it's nevet about greed.
It's simple. If you don't like a challenge, don't spend money or gold. If you like the challenge, open up your wallet.
The powers at NG that control everything in this game look at their sales numbers just about every single day. They are not going to do things that drive sales down on a continual basis.
Collectively, the players here have considerable control over things in this game if they just choose to use the power of the wallet.
@nadecir there was once a time when a company let’s call NG nerfed bundles. They decreased the radios and gold, but told you it was okay cause they gave more TGs.
This was also a time they revamped Challenge rewards for guilds and individuals.
Some called me crazy but I threw a fit and said it would impact bottom $€£ and well eventually bundles became much better.
Point is companies burn themselves many times. Amazon is a prime example after trying to charge me 75 bucks for the toilet paper I normally buy I will not be renewing my membership especially when Walmart has all the same stuff cheaper now.
Point is companies burn themselves many times. Amazon is a prime example after trying to charge me 75 bucks for the toilet paper I normally buy I will not be renewing my membership especially when Walmart has all the same stuff cheaper now.
Is your TP made out of Gold? Literally Expensive shit xD
The constant "chance of" add-ons are everywhere in the game now and it sucks. This is supposed to be STRATEGY and not "Interactive Jackpot Machine". And now you are constantly doing things that forces us to burn resources (toolbag, gws).
Of course NG needs money etc. And me and many here are fine buying stuff when it's a fair deal.
But this is just dirty and cheap.
Me and many players are feeling disrespected.
Be smarter. At least fool us.
Have to agree here. @Fluxxx feel free to view my spend records. I'm voting with my wallet. This isn't making it harder like you say it's making it out of bounds. Suck the strategy right out of it.
I stated how we feel about map set and the change and I got a spanking so I’m taking it to heart and giving out hugs. Cause it isn’t changing and given the last two maps NG has saved me over 200. So I’m Def giving out free hugs in thankfulness
I stated how we feel about map set and the change and I got a spanking so I’m taking it to heart and giving out hugs. Cause it isn’t changing and given the last two maps NG has saved me over 200. So I’m Def giving out free hugs in thankfulness
I'd take the drunk hug any day over the kick to the hoden this change represents. I mean The Garden seems mostly impossible to avoid a fast walker and top to bottom at the gate is only 6 spaces. Somebody's taking a hit. Sure feels like my ability to stun a fast walker equates to them having stun resist armor.
The preference is always for easier challenges and the right bonuses that allow you to push as far as you can, and that make sense. But it seems that many have grown averse to any kind of difficulty in the challenge. Just a reminder, it's not supposed to be super easy. Every now and then, there will be a challenge that will be tougher or require you to play differently.
I'm agree with you @Fluxxx in some way but in that case I just ask you a question. Until what level the devs test the final version of the walker ? Just an idea : why not change for a % chance of bleed instead of a sure one ? Systematically bleed is a peace of.... cake (hum). Imagine only that for beginning: hit + bleed + past turn/bleed again... Just to say, "you know the game, babe"
may I arrive a bit late... Why chance of is a problem ? Right, lot of thing actually works like that... but a chance of is a chance of, isn't it ? Is that not better than a sure bleed ?
I’m not sure which maps are like that at the moment though drunken? I can’t see many where a starting spawn will make a difference and the lucky dodge to win or a critical aim or getting charged up from hitting 2 walkers is always a thing on nearly every map on every mapset.
Fact of the matter is this set was far to easy so they made it harder, they did the same with boom barrel.
Lol, are you serious dude? Pile of Fire and The Garden are all about praying that you get lucky and your Bruisers can stun.
Also, last week was the definition of this spawn/luck-dependent.
Museum: Hope your Bruisers stun the humans.
Trailers: Hope you start charged and walkers are clumped nicely.
Next Door: Hope you start charged and you can quickly close the doors.
Main Gate: Hope the starting spawn is good. Hope your Bruisers survive.
Yard Work: Hope your Sasha charges quickly enough to root the fatty.
Green Thumb: Total lottery with the boxes.
Contrast this with the Quarry Junction challenge a few weeks ago. For those maps, you have breathing room at the beginning. You could maneuver strategically to set yourself up. Only 1-2 of those maps involved fleeing, retrying, and hoping you were lucky. The majority of maps required patience and strategic execution.
Yes, some element of luck is necessary all the time. But it's boring AF when maps are all luck and no skill.
And you now hope for a change (sorry it's nervous lol) validate !
The constant "chance of" add-ons are everywhere in the game now and it sucks. This is supposed to be STRATEGY and not "Interactive Jackpot Machine".
This stuff points out that the NML game designers don't understand this game well enough to make appropriate design decisions.
Case in point - every challenge map that has 3 boxes to close that are reachable from the starting area (like Green Thumb) is now just a slot machine pull. Did the game designers consider this before adding the extra action to Glenn's trait?
I am beginning to think this game would be much better off if NG just open sourced it. NG can still keep the money from in-game purchases. Perhaps give the new designers and coders a small cut off the revenue, so they have an incentive to keep the game producing revenue.
The players themselves understand the game much better than the designers. True for many games, but even more true in a complicated game like this one.
The constant "chance of" add-ons are everywhere in the game now and it sucks. This is supposed to be STRATEGY and not "Interactive Jackpot Machine".
This stuff points out that the NML game designers don't understand this game well enough to make appropriate design decisions.
Case in point - every challenge map that has 3 boxes to close that are reachable from the starting area (like Green Thumb) is now just a slot machine pull. Did the game designers consider this before adding the extra action to Glenn's trait?
I am beginning to think this game would be much better off if NG just open sourced it. NG can still keep the money from in-game purchases. Perhaps give the new designers and coders a small cut off the revenue, so they have an incentive to keep the game producing revenue.
The players themselves understand the game much better than the designers. True for many games, but even more true in a complicated game like this one.
I've made maps before for 2 games I've played. I would LOVE to design maps for the players in the Line chats who are so sure they can overcome any obstacle. Even if i simply did it with text and mspaint, I'm quite sure i could create interesting designs to engage and enthuse.
I think we all understand and appreciate real challenges, most of us are willing to try out new maps and complications are normally engaging. And yes, some maps are harder than others. However, there's no strategy that can be used to deal with the amount of fast walkers we're getting, and Pile of Fire is just plain ridiculous.
It was already mentioned that we have no armour to stop them from making you bleed. Nothing new since we already had spikeys with the same feature. But we've NEVER had to face 8 spikeys in one mission at the same time!!! One is okay, two is a pain... 8? There's no strategy that can be used against this. Not even with medkits or grenades.
So @Fluxxx, I think most have stated very valid points and given great suggestions. I think we all hate this new feature and think they are complicated enough being fast, so the bleeding part should be removed. Now, if the idea was to make a more difficult walker to deal with, ok, leave them as they are, unpopular but ok. Additionally, improve bulletproof as it was suggested so we can get some kind of resistance, make bandage half of a turn instead of full turn, give survivors the chance to dodge them... Or don't. A simpler solution? DONT PUT EIGHT FAST WALKERS TOGETHER! Two max per mission as in Occupied and that's something fun to deal with. No new armour or extra changes needed (although I support bulletproof change).
And about Pile of Fire, well... It was too easy, now it's too difficult, it looks like the problem is the map itself... I'd rather have a door instead of this.
Comments
En tout cas, le jeu donne de moins en moins envie!
https://youtu.be/egYfUwVjdRM
https://youtu.be/E89_drqw5wY
https://youtu.be/SOpXbhDwbEg
https://youtu.be/Nc7SjADy-kA
Why can’t more maps be designed like the former?
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
But everyone complaining about how much luck/chance plays a role in the challenge is really downplaying or outright ignoring the fact that NG removed a HUGE chance based issue - the dodging capabilities of the fast walkers. Now it's possible to actually strategize who you're going to hit and not worry that your hit will go unrewarded.
I agree with Fluxxx on his points, some challenges are harder than others. Your results will likely end up being relative to a usual week: you'll score less, but so will everyone else. Try to enjoy something different and more challenging!
I remember having fun with Pile of Fire, the timing and moving of the heros. It's not fun now.
😘🥰
The powers at NG that control everything in this game look at their sales numbers just about every single day. They are not going to do things that drive sales down on a continual basis.
Collectively, the players here have considerable control over things in this game if they just choose to use the power of the wallet.
Point is companies burn themselves many times. Amazon is a prime example after trying to charge me 75 bucks for the toilet paper I normally buy I will not be renewing my membership especially when Walmart has all the same stuff cheaper now.
Just an idea : why not change for a % chance of bleed instead of a sure one ? Systematically bleed is a peace of.... cake (hum).
Imagine only that for beginning: hit + bleed + past turn/bleed again...
Just to say, "you know the game, babe"
Why chance of is a problem ?
Right, lot of thing actually works like that... but a chance of is a chance of, isn't it ? Is that not better than a sure bleed ?
Case in point - every challenge map that has 3 boxes to close that are reachable from the starting area (like Green Thumb) is now just a slot machine pull. Did the game designers consider this before adding the extra action to Glenn's trait?
I am beginning to think this game would be much better off if NG just open sourced it. NG can still keep the money from in-game purchases. Perhaps give the new designers and coders a small cut off the revenue, so they have an incentive to keep the game producing revenue.
The players themselves understand the game much better than the designers. True for many games, but even more true in a complicated game like this one.
Fail 👎🏻
It was already mentioned that we have no armour to stop them from making you bleed. Nothing new since we already had spikeys with the same feature. But we've NEVER had to face 8 spikeys in one mission at the same time!!! One is okay, two is a pain... 8? There's no strategy that can be used against this. Not even with medkits or grenades.
So @Fluxxx, I think most have stated very valid points and given great suggestions. I think we all hate this new feature and think they are complicated enough being fast, so the bleeding part should be removed. Now, if the idea was to make a more difficult walker to deal with, ok, leave them as they are, unpopular but ok. Additionally, improve bulletproof as it was suggested so we can get some kind of resistance, make bandage half of a turn instead of full turn, give survivors the chance to dodge them... Or don't. A simpler solution? DONT PUT EIGHT FAST WALKERS TOGETHER! Two max per mission as in Occupied and that's something fun to deal with. No new armour or extra changes needed (although I support bulletproof change).
And about Pile of Fire, well... It was too easy, now it's too difficult, it looks like the problem is the map itself... I'd rather have a door instead of this.
https://forums.nextgames.com/walkingdead/discussion/44464/add-bleeding-resistance-to-bulletproof