GW suggestion Plz read and comment TY ❤️

So I read over this entire topic yesterday, frustrated and wondering what could we do to make things better for all parties. So, I grabbed my bottle of whiskey as I normally do when I need a moment of clarity. After long thought about stacking and not stacking, ties and all other issues with GW I thought it was time to give it some serious thought. Some feel stacking is cheap, some feel it’s a great tactic. We all know ties have been more prevalent now with tools and routes laid out. It’s kind of taken away the suspense of GW and not knowing what could happen when two guilds faced off. I wondered how could we resolve this issue and still keep all happy with the outcome.
It finally dawned on me what if 3 more mission were made available to each player as a bonus and costs 1 red gas each to play. These bonus mission would be dependent on the highest rsl that player has ever completed and would progress by 1. For example me 6H I played rsl47 play so I would get 1st bonus mission 48 followed by 49 and finally 50. These missions would NOT be replay-able. If you fail you get no bonus points and these missions would be worth more Rps as they are much more dangerous and tougher to complete. Loss results in half RP since you did sacrifice resources ie red gas and obviously gold since you got your ass whooped 😂. To further add to this mayhem I’d like to also suggest that if all members of your team finish 1st bonus mission of their tier they are awarded an additional War Lord bonus of X amount of VPs. This would also take effect for tier 2 bonus if all complete and tier 3 for those who think they can top their max difficulty as an entire team.
Since I had my thinking cap on at the time, my mind started to click. So with that being said I thought of diff type of walkers that could be introduced that have actually existed in TWD universe, so I present the Radioactive Walker! These would replace all fast walkers in NML. Their powers are presented in a circular pattern present in the Shane shotgun special attack (similar radius) the closer these walkers get to you the more they affect you! So it’s super important to target them early and often. Maybe they have on hazmat suits? Or maybe regular dressed who knows? Their circular radius makes your survivor sick and slows your movement for 1 turn so kill them and get back ASAP! Exploding them can prove deadly if they are too close as their explosion can affect you with radiation poisoning damage, maybe with balancing a small percent of damage from poisoning can also be present in their damage radius as they move toward you.
Finally I would like to introduce a new tool, The claymore trap. Set this trap to cover your retreat or to punish incoming freemen or GW raiders. Attack spread is similar to the festive shotgun range Fan. The base damage is 33% damage followed by bleeding.
I would love to hear what you all think about my suggestions, please feel free to comment with your honest feelings.
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Comments
Good ideas bamf
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Cheers
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I say this because we have teams and individuals that like the current format. Then there is us hardcore individuals that need more. With the addition of new tools 6H isn’t as scary.
This format now is already eating my tools and gold to keep up a little. I really can't figure out how adding more tools, more missions can be made possible without lower level players pushing to spend more money than any app or game is worth but that's my opinion. And only adding something new that will start for players when a particular level reached, maybe.. but I'm doubting we'll be seeing all the consequences of that thoroughly beforehand..
Do you want a bigger group of end players or keep it as if or even smaller? Sometimes there already seems to be an unclosible gap between all kinds of players..
Didn't @xbamfx suggested these extra missions and tools to be available for every player or did I understood that part wrong? I'm not yet convinced it won't affect me..?
If it's for every player, it will mean I will have to do those missions. If the difficulty is adjusted to your highest level all-time that means heavy injuries without a doubt and a longer gw day for me. Taking out raiders is absolutely not a walk in the park for me. So I need and want to push myself, only way to get decent amount of points, being able to buy good things in the shop and grow a little bit.
I haven't got a single draw (yet) but if guilds encounter multiple draw's in the same season that's indeed frustrating. Is this happening more with top guilds? If so I would feel more for the idea of adding more maps of higher difficulty or changes only to that G-H path. That way only those players should get affected and maybe the tier shifting in the beginning of every season goes faster.
This could be an interesting discussion, I hope more players from all levels step in..
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There are all sorts of end game players. There are players who will never upgrade another hero level. There are players who are level 75 and just starting to get their heroes rerolled. There are players who have all their heroes super badged and rerolled and could level their heroes 4 more times but don't because of GW benefit. End game is very diverse. You are either growing or you aren't.
I loved Bamfs ideas. Especially the claymore idea. Maybe this is yet another thing that PGG is just so good at if he's the only one who can run away after the claymore is set. Everyone else has to stand there until it's their turn again to move away (unless tactical?).
I think he's right about the bonus rounds offered. Playing them with red gas, that's cool. I like that it gives a chance to have players rewarded for their play as individuals (rp) and to have teams measured in strength against other teams (bonus to vp).
Is it possible that the introduction of tools made it harder to grow consistently unless you buy enough of them yourself or if you are in the position where you don't have to worry about contributing a little less during your makeovers?
I'm not yet a fan of having to use and buy red gas (spend my hard earned gw cash) but I've read that a lot of players still have a lot from earlier days. If I was in that case I also wanted a purpose for it I guess..
On the one side, it's really cool that anyone can have a better chance to get through tough spots with all the game play modes. That's really cool.
What's NOT cool is the price. Way too expensive. And they can become a crutch, then more than a crutch. There is the addiction for their use and then the expectation you and others have of your new performance with them. And now suddenly you're letting your guild down if you don't BUY MORE when you have to have them because YOU MUST WIN!!! The design behind gw is fun in certain ways, really fun, but also really bad in other ways and tools are exacerbating the bad aspect of gw. There needs to be some serious change with tool use in the gw landscape. I think they know this by now.
My advice to everyone at any level of development is do not use tools regularly. Don't do it. Save as many of them as possible. If using a tool gets you that extra gold component or bunch of tokens in distance, great. If using a tool helps you finish one big map in gw and you're having fun, fantastic. If using a tool helps you reach some new reward plateau in challenge, amazing! But don't over use them and play within your means without tools.
Much later, when you are "done" with development, or just taking a break from it, go ahead and have fun with them when you want to approach some very difficult stuff. The worst thing of all with tools is when they not only distract you from developing your technique as a player but when you STOP developing your play as a player because you can just use tools instead.
Fun story.
End of last season of gw, I threw a grenade to pop a goo and that explosion caused a 2 turn stun on my bruiser who was going to hold off the advancing hoard from the exit (and fail at doing this). I threw this grenade because I calculated that my exploading goo stunned bruiser would then get grabbed by the correct walker from the correct direction to hold off the advancing walker hoard by just 1 extra space, and then I could spear rick power strike charge kill that one walker and escape to the exit. It wasn't the grenade damage as a crutch which helped me win the map. It was my growing understanding of the game mechanics and how to utilize them, which happened to be through a grenade, which made the difference for me to pass the map. And doing that "blew me away".
The fix for tools is simple. We need 2 categories. We need stronger and more expensive tools. These will have a good value. We also need simpler and weaker tools, perhaps with more specific use. We should be able to craft these weaker and more abundant tools as well as gather them through certain forms of game play. Example, the new Cripple mechanic. Let us craft caltrops and throw them out on the ground. When a walker (or human) moves over them, it slows them to Cripple for 1 turn. Something like that isn't game breaking but sure as hell is convenient when you're running from a fatty you can't kill.
Lots of typing!
Brilliant how you tackled that gw mission!
But if you guys wanna introduce more tools, isn't there not going to be a new problem: for crafting you need your components. components now can be earned after missions. The more different tools/components etc. the game has, the less chance on a specific one to get. And the longer it will take, not? Does the award system need a review too?
Thanks for the ideas @xbamfx and I hope NG feeds on them.
Also: Guild Wars was the worst thing that ever happened to the game. And unfortunately it can't be fixed. Awesome idea, terrible execution.