I know I already said my wish above, but I need to say another because I think it's long overdue: Better balance in GW and I mean that in three ways: 1) RP balance, I've brought it up before: the RP for PvP are not fair (example in my guild which has mixed players - we have several players that take highest sectors, we also have players that end up doing all the pvp and KA. With defenders and more and more guilds getting perfect scores, PvP can be really tough so we have players having to spend a lot of gold in healing from incendiary weapons but they could also be taking 50 KA with Spy with no injury. This is not great for team morale and is not fair to the pvp players who are often f2p, as well (at least in my guild). 2) balance map difficulty (speaking again from a mixed guild which is nevertheless really close to perfect scores): it makes it very hard for players to grow when you can end up in a SFC with two types of unstunnable walkers, where you need to open every box, had autospawn and a 2 turn gate, and map with bad visibility - which is just a tool dump and not necessarly about skill, but then you can do a level four times higher with a GTE. Don't get me wrong, a certain level of uncertainty is great and it's why GW is actually one of my fave game modes but that combination I just described feels like it's just designed to take your tools and that's all, 3) with more and more teams getting closer to perfect scores, the map needs to be expanded to balance the rankings (which may also require more tiers for matchmaking), just at the end of last year, my guild was still doing sector 5, even 4, and we only had two players being able to hit 20, we have had no major changes in the guild and we only do the highest sectors now. Not bragging here, we still have lots to learn, but from what I've seen there's more and more guilds on this trajectory, and if it comes down to only red gas and strategic piling again, it's gonna become a very boring game mode.
And now that my essay is almost over I think this speaks to a larger wish many have, which is for more strategy (and not in the where do I throw my tool and when do I use my support sense) and balance between melee and ranged to be back in the game.
My request is related to assign a leader trait to regular survivors. Could be any LT of the same class heroes. If you want to give more relevance to these survivors, they need to be stronger.
One thing only I was suggesting that before new tool “special medkit ״can heal you from red to green 100% health only for one survivor of your choice. I think it’s can be only fair when sometimes we have maps in the challenge that can taking us 15-30 minutes of playing and in the end some walker grab you and you lose 2 stars. please think about that 🤗
I just started playing this game in 2021 and I really like it. Thanks for your good work! Super fun and entertaining.
If I could have one thing for 2022, it would be the ability to attack my guild mates prior to guild war. I'd like to be able to test their defense. Perhaps before GW defenses are set, a person in a guild can attack a proposed defender build (ie, all three heroes, gear, etc). this way, we could theory craft for defense and actually experience how the defense is working. Doing so might change defense plans b/c the AI could use certain traits or abilities better than others. I'd like it if defense was something we could tinker with.
Sorry if this is redundant with another suggestion; I didn't read through all the posts but I read through a bunch and didn't see it.
A lot of really interesting and insightful ideas, thank you so much everyone for participating in this conversation with your suggestions and reactions! 🙌
I'll be happy to leave this thread more visible for a while so there will be a chance for some more to join in with a suggestion (or two 😏), and feel free to react to the already shared suggestions so it will give a bit more visibility of how interesting some are within the community.
We have a few ideas already in our pipeline that will bring a bit to some of the suggestions here, but I will be going through all suggestions with the team soon 😊
An incendiary Melee weapon. Like a flaming Morning star or a flaming luke's mace.
Would this be too far fetched of an idea as well (only downside being the inflamed walkers hitting back thus inflicting fire damage and necessitating Tactical trait to be a must)?:
An incendiary Melee weapon. Like a flaming Morning star or a flaming luke's mace.
Would this be too far fetched of an idea as well (only downside being the inflamed walkers hitting back thus inflicting fire damage and necessitating Tactical trait to be a must)?:
They could make a Flaming Lucille (or other incendiary melee weapon) with a special function that gives you immunity to all fire damage. Problem solved.
I would unlock pvps in GWs so that the players doing them can get started right away and make them worth the same rewards as the walker missions they are next to -- take the stigma out of doing pvps. Maybe top guilds don't have this issue, but more casual players, even in coordinated, communicative guilds, don't have all hours in the day to be doing pvps. They also take fire damage. They don't deserve significantly less rewards for doing missions that the guild relies on to get island completion bonuses.
@Lexia i would like to see the Bonus in Badge swapping.. …my rodent eyes are not so good to see the Bonus under the “Only 3 badges per effect allowed”..
"Always be yourself unless you can be a capybara. Then always be a capybara". --> Do you need a guild? ...send me a Private Message. LINE ID: capyrodent - My Recruiting den and my "Art Objects" in the Next Games Collection.
We have a few ideas already in our pipeline that will bring a bit to some of the suggestions here, but I will be going through all suggestions with the team soon 😊
@Lexia Once you’ve reviewed our suggestions with the team and they’ve evaluated the viability of each suggestion in terms of time, resource, and complexity, can you conduct a poll and let us vote on the features that have made it through the first cut? It would be interesting to see what the devs think are viable features as well as enable us to provide feedback on what we really want based on available options.
Please add chance of reducing body shots to Critical Chance badge. This is only one useless badge. It's only worth having for Beta with MS. Critical Chance increases when survivors deal non-body shots, therefore it's useless without reducing chance of body shots.
CC badge Increases X% Critical Chance, reduces chance of body shots X% for Melee, Y% for Ranged Survivors.
We now have a new “Ensnare” trait. If CC badge reduces body shots, it makes this trait more useful.
And I’d like to see Scout Daryl great again! It not only benefits melee, but also useless ranged heroes. Hilltop Maggie becomes a specialist rooting special walkers and human enemies. Alpha can also do the same on top of that she can move if she deals body shot.
There was mention on the previous page about badges. I'm going to bring that up again.
The badge system is due for an overhaul. If you want to remap it, we'll still figure it out. What I'd like to see is an easier experience for badge crafting for newer (and existing) players. Crafting badges slows players down from developing, which is wrong. Finding grey and brown fragments, not components, is unnecessarily difficult. Bonuses with desirable traits are desirable while bonuses with undesirable traits are a "waste" and I'd like to see this fixed.
This is where the idea expands beyond 1 thing because I start talking about how to rearrange screens so player don't waste reroll tokens on brown badges they're just trying to sell and how to modify BM offers and how to fix existing hero traits so they can reenter the meta. But it's all 1 thing which needs to be addressed in each seasonal update with smaller tweaks so players perceive that it's constantly getting better.
Badging needs a dozen easier smaller tweaks to make it much better and some larger fixes which will take varying amounts of time/resources.
MAKE HUNTER DARYL'S LEADER TRAIT USEFUL. I'VE SAID IT BEFORE, I'LL SAY IT AGAIN, HE'S THE FACE OF THE SHOW, AND THE FACE OF THE GAME. MOST PLAYERS DON'T EVEN USE HIM ANYMORE.
I loaded the game to take a screen shot of mine... And there he is right on the front. So here's what mine looks like. Stock traits. No badges. Unused tokens. The only reason to upgrade him to 1 pink is for the BM to trade up blue to gold.
Useless. Totally useless.
I think I accidently had mine in the outpost on defense last year. That's how much action this guy gets.
There was mention on the previous page about badges. I'm going to bring that up again.
The badge system is due for an overhaul. If you want to remap it, we'll still figure it out. What I'd like to see is an easier experience for badge crafting for newer (and existing) players. Crafting badges slows players down from developing, which is wrong. Finding grey and brown fragments, not components, is unnecessarily difficult. Bonuses with desirable traits are desirable while bonuses with undesirable traits are a "waste" and I'd like to see this fixed.
This is where the idea expands beyond 1 thing because I start talking about how to rearrange screens so player don't waste reroll tokens on brown badges they're just trying to sell and how to modify BM offers and how to fix existing hero traits so they can reenter the meta. But it's all 1 thing which needs to be addressed in each seasonal update with smaller tweaks so players perceive that it's constantly getting better.
Badging needs a dozen easier smaller tweaks to make it much better and some larger fixes which will take varying amounts of time/resources.
I know this isnt a discussion thread, but I agree with this.
And if HUGE badge reform isn't realistic @Lexia, then at least consider removing "teammate & hero" bonuses from the pool, and add in all the new survivor traits.
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There was mention on the previous page about badges. I'm going to bring that up again.
The badge system is due for an overhaul. If you want to remap it, we'll still figure it out. What I'd like to see is an easier experience for badge crafting for newer (and existing) players. Crafting badges slows players down from developing, which is wrong. Finding grey and brown fragments, not components, is unnecessarily difficult. Bonuses with desirable traits are desirable while bonuses with undesirable traits are a "waste" and I'd like to see this fixed.
This is where the idea expands beyond 1 thing because I start talking about how to rearrange screens so player don't waste reroll tokens on brown badges they're just trying to sell and how to modify BM offers and how to fix existing hero traits so they can reenter the meta. But it's all 1 thing which needs to be addressed in each seasonal update with smaller tweaks so players perceive that it's constantly getting better.
Badging needs a dozen easier smaller tweaks to make it much better and some larger fixes which will take varying amounts of time/resources.
I know this isnt a discussion thread, but I agree with this.
And if HUGE badge reform isn't realistic @Lexia, then at least consider removing "teammate & hero" bonuses from the pool, and add in all the new survivor traits.
People might start buying reroll tokens again.
I think the better option would be to let the hero or teammate bonus work for that specific hero and class as well. That would make those badges even better than trait badges, since we may have to reroll traits if new ones are introduced (like when PSV was introduced).
Comments
We should have a "revenge" button on Outpost. But maybe limit to once per defense lost.
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< Co-Managing Deadly Alliance - We Strive for Perfection >
new tool “special medkit ״can heal you from red to green 100% health only for one survivor of your choice.
I think it’s can be only fair when sometimes we have maps in the challenge that can taking us 15-30 minutes of playing and in the end some walker grab you and you lose 2 stars.
please think about that 🤗
I'll be happy to leave this thread more visible for a while so there will be a chance for some more to join in with a suggestion (or two 😏), and feel free to react to the already shared suggestions so it will give a bit more visibility of how interesting some are within the community.
We have a few ideas already in our pipeline that will bring a bit to some of the suggestions here, but I will be going through all suggestions with the team soon 😊
https://forums.nextgames.com/walkingdead/discussion/comment/403511/#Comment_403511
https://forums.nextgames.com/walkingdead/discussion/43293/nml-weapon-error-compilation
Deeply sorry.
They could make a Flaming Lucille (or other incendiary melee weapon) with a special function that gives you immunity to all fire damage. Problem solved.
*** Vencedor do "Dream Challenge II Community Contest - Fase: Cable Ties" ***
…my rodent eyes are not so good to see the Bonus under the “Only 3 badges per effect allowed”..
--> Do you need a guild? ...send me a Private Message. LINE ID: capyrodent - My Recruiting den and my "Art Objects" in the Next Games Collection.
Please add chance of reducing body shots to Critical Chance badge. This is only one useless badge. It's only worth having for Beta with MS. Critical Chance increases when survivors deal non-body shots, therefore it's useless without reducing chance of body shots.
CC badge Increases X% Critical Chance, reduces chance of body shots X% for Melee, Y% for Ranged Survivors.
We now have a new “Ensnare” trait. If CC badge reduces body shots, it makes this trait more useful.
And I’d like to see Scout Daryl great again! It not only benefits melee, but also useless ranged heroes. Hilltop Maggie becomes a specialist rooting special walkers and human enemies. Alpha can also do the same on top of that she can move if she deals body shot.
The badge system is due for an overhaul. If you want to remap it, we'll still figure it out. What I'd like to see is an easier experience for badge crafting for newer (and existing) players. Crafting badges slows players down from developing, which is wrong. Finding grey and brown fragments, not components, is unnecessarily difficult. Bonuses with desirable traits are desirable while bonuses with undesirable traits are a "waste" and I'd like to see this fixed.
This is where the idea expands beyond 1 thing because I start talking about how to rearrange screens so player don't waste reroll tokens on brown badges they're just trying to sell and how to modify BM offers and how to fix existing hero traits so they can reenter the meta. But it's all 1 thing which needs to be addressed in each seasonal update with smaller tweaks so players perceive that it's constantly getting better.
Badging needs a dozen easier smaller tweaks to make it much better and some larger fixes which will take varying amounts of time/resources.
I'VE SAID IT BEFORE, I'LL SAY IT AGAIN, HE'S THE FACE OF THE SHOW, AND THE FACE OF THE GAME.
MOST PLAYERS DON'T EVEN USE HIM ANYMORE.
And there he is right on the front. So here's what mine looks like.
Stock traits. No badges. Unused tokens. The only reason to upgrade him to 1 pink is for the BM to trade up blue to gold.
Useless. Totally useless.
I think I accidently had mine in the outpost on defense last year. That's how much action this guy gets.
I know this isnt a discussion thread, but I agree with this.
And if HUGE badge reform isn't realistic @Lexia, then at least consider removing "teammate & hero" bonuses from the pool, and add in all the new survivor traits.
People might start buying reroll tokens again.
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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 :
https://m.facebook.com/Zombrex2015/
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