i dont get it. forest1 (0-2) has the same bonus RP as sanctuary13 (2-4). looks like NG doesnt want players to get a lot of RPs even though the difficulty is ramp up by 2
i dont get it. forest 0-2 has the same bonus RP as sanctuary 2-4. looks like NG doesnt want players to get a lot of RPs even though the difficulty is ramp up by 2
Yeah, the rounding in particular doesn't make sense. Sanctuary is harder, so at least those sectors should give 5 RP more imo. Not that I care too much. The RP difference between low and high sectors are too small to even bother trying to maximize the rewards. I'll just play way less Sanctuary now.
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I think the layout needs to be redone. It should be like the previous GW layout. Easier maps on the left and moving up to harder maps to the right. There’s too much hunting and pecking around the entire map.
Thanks for the good feedback! We did have this concern when designing the map, so we're looking into some ways of improving navigation/orientation on this bigger map. It's hard for me to guarantee anything now, but hopefully we'll have something in the next update!
Thanks for the good feedback! We did have this concern when designing the map, so we're looking into some ways of improving navigation/orientation on this bigger map. It's hard for me to guarantee anything now, but hopefully we'll have something in the next update!
Great!
If you could add a filter that hides/shows maps, that would be awesome. For example, hide all maps starting at Difficulty 42 and higher. Or hide all maps starting at Difficulty 38 and lower.
Something like that would reduce the map clutter a lot.
I like it how it is, you know what type of map your going into, forest, junkyard or sanctuary. People will learn where the difficulties they can play are, only bit that I think looks a bit messy is 10-11-12 seems to be in the wrong order and feel 10 and 11 should be flipped.
I think i read it somewhere (or just a hopeful imagination) that you will try to add option to Leader to remove/add players to specific days in signup page.
This filter that @Crocodile mentioned would be also great if Leader is the one who select viewable islands for whole team. That way i can hide all low islands and force @aquila and @WellyLuga to always do Island 20! Please make it happen
How about bumping up the RP for human maps a little. I have encountered a few that our opponent put some thought into their defenders to make it tough. Anti-stun, fire, etc. and almost took me out a couple of times. Couple that with long range movement & able to fire from a distance means they can do pretty good damage. I take more damage/healing time from those than the equivalent walker map worth 20 RP
I think the layout needs to be redone. It should be like the previous GW layout. Easier maps on the left and moving up to harder maps to the right. There’s too much hunting and pecking around the entire map.
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New GW map has: 1. horizontal sort of map type (forest, Junkyard, sanctuary) - left to right. 2. vertical sort (kinda) of map difficulty - top to bottom. It's a bit confusing, lots of jumping back and forth.
@Fluxxx How about both map type and difficulty having horizontal sort? Instead of current GW map with 3 columns (forest, Junkyard, Sanctuary), to have a map with 3 rows. Higher UI height instead of current higher UI width. That way we can have all difficulties on all map types. And it's easier for eyes because same difficulty forest, Junkyard, sanctuary are in the same column. Hope it makes sense, I can't draw
Well. I use the @Burmeliinis (aka Jubjab) calculator, and He is a genius, painted the islands with 8 different colours and assigned one colour to each difficut level. So, If you want to do Hard islands, look all the islands with this colour. NG solution is maybe for the next update. This calculator is available right now,
I think the layout needs to be redone. It should be like the previous GW layout. Easier maps on the left and moving up to harder maps to the right. There’s too much hunting and pecking around the entire map.
I like that there are some difficult forest and junkyard sectors
If all the hard missions we're stuffed back into the bottom right then it's all Sanctuary all day all over again which sucks
That being said some kind of better organization would be welcome
Great points! How about using three rows (also suggested above). Put Forest along the top row, Junkyard in the middle row, and Sanctuary on the bottom row with increasing levels of difficulty from left to right? That way, there's still variety of the map types for people to explore.
I think i read it somewhere (or just a hopeful imagination) that you will try to add option to Leader to remove/add players to specific days in signup page.
This filter that @Crocodile mentioned would be also great if Leader is the one who select viewable islands for whole team. That way i can hide all low islands and force @aquila and @WellyLuga to always do Island 20! Please make it happen
How about bumping up the RP for human maps a little. I have encountered a few that our opponent put some thought into their defenders to make it tough. Anti-stun, fire, etc. and almost took me out a couple of times. Couple that with long range movement & able to fire from a distance means they can do pretty good damage. I take more damage/healing time from those than the equivalent walker map worth 20 RP
I think this is a great idea and should be its own thread
New GW map has: 1. horizontal sort of map type (forest, Junkyard, sanctuary) - left to right. 2. vertical sort (kinda) of map difficulty - top to bottom. It's a bit confusing, lots of jumping back and forth.
@Fluxxx How about both map type and difficulty having horizontal sort? Instead of current GW map with 3 columns (forest, Junkyard, Sanctuary), to have a map with 3 rows. Higher UI height instead of current higher UI width. That way we can have all difficulties on all map types. And it's easier for eyes because same difficulty forest, Junkyard, sanctuary are in the same column. Hope it makes sense, I can't draw
1. Zoom view is not persistent either. If you zoom map, click on sector, then back - it zooms out to full view. 2. Two-finger zoom in-out opens random sector instead of zooming.
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I’m in the 2’ guild of a family. With the current map, we are close to the 1’ guild, because they have 10 players capable to reach lvl 44 and we have 4. But 4 was enough. One guy doing 4d with lvl 39 max is similar to one thougher. But with the new map 10 lvl 44 are millions miles ahead of us. So, we do humans or we play against minor guilds. It’s like African expeditions. We carry the bags of European explorers. 😳
As I said, we are a weak guild with this map. In the 4’ week, we lost the 4 battles we fought. El Origen 2 is no longer a menace for guilds that can do islands 11 or 17.
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Edit: Oh, the Locked maps need 8 attacks.
<edited>
This filter that @Crocodile mentioned would be also great if Leader is the one who select viewable islands for whole team. That way i can hide all low islands and force @aquila and @WellyLuga to always do Island 20! Please make it happen
https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members#latest
@Fluxxx I disagree for one reason.
I like that there are some difficult forest and junkyard sectors
If all the hard missions we're stuffed back into the bottom right then it's all Sanctuary all day all over again which sucks
That being said some kind of better organization would be welcome
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1. horizontal sort of map type (forest, Junkyard, sanctuary) - left to right.
2. vertical sort (kinda) of map difficulty - top to bottom.
It's a bit confusing, lots of jumping back and forth.
@Fluxxx
How about both map type and difficulty having horizontal sort?
Instead of current GW map with 3 columns (forest, Junkyard, Sanctuary), to have a map with 3 rows. Higher UI height instead of current higher UI width.
That way we can have all difficulties on all map types. And it's easier for eyes because same difficulty forest, Junkyard, sanctuary are in the same column.
Hope it makes sense, I can't draw
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
NG solution is maybe for the next update. This calculator is available right now,
Great points! How about using three rows (also suggested above). Put Forest along the top row, Junkyard in the middle row, and Sanctuary on the bottom row with increasing levels of difficulty from left to right? That way, there's still variety of the map types for people to explore.
Here's the post from @Fluxxx... https://forums.nextgames.com/walkingdead/discussion/comment/434644/#Comment_434644
@Fluxxx Visual of my proposal:
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
2. Two-finger zoom in-out opens random sector instead of zooming.
Please fix those.
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
elongated view with level difficulty and grid:
elongated view without level difficulty and grid:
for your reference
And we'll lose to the bigger guilds is what it is, NGs gotta bring home that bacon
#Zombrex (Neo / Horizon / (OG) / Genesis / Prime / Elite)
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 FAMILY.
Our page :
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Send me a PM
El Origen 2 is no longer a menace for guilds that can do islands 11 or 17.