Master List of Bugs Discussion
Thanks a ton for the very careful analysis. We had looked at possible causes for this bug in the past, and didn't get anywhere. This post has given us the idea to look in a different direction, and initial results are very promising. You may have just given us the data we needed to solve this issue. More info hopefully in the patch notes for the next update or the one after.Development Team Member - The Walking Dead: No Man's Land
Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.7 · Share on Twitter
Glad to be of help, in any possible way.
I had been looking at this in the last few weeks and meant to eventually post here as it seemed a fitting place. Even though it seemed like an obvious bug, I figured that there would be so few people retiring pinks that it would be a much lower priority than other bugs affecting daily game play. It was OneLessTitan's comment that the return value changes again after further trait upgrades, that prompted me to post my findings.
Still wish I could explain the variable with the epic to pinks (4.2 to 4.9%). That inconsistency, however small it is, leads me to think there is some other factor involved. But if this is progress, that's the main thing.
awesome work @DoTak !!! Thanks for that!
@JayZ -- dont forget that the rare Pitchfork has Destructive Trait! It seems to work fine against everyone other than Defenders, so I removed it from the list in case it is large combos of Iron Skin and Negan's leader trait, tho I'm pretty sure Negan wasn't involved every time. I'll keep investigating.
@Shteevie -- Thanks for the detailed responses!! There is a lot of good news there.
I think you misunderstood my bug report about Outpost Influence. If I start a Raid, the game says the influence available is 10. If I beat the defenders, I get 10, as stated. If I lose the raid by getting all my survivors killed or disconnected, I lose 20-25 influence, much more than stated when beginning the raid. So it's either a bug, or maybe things changed and you lose more than stated now and I missed that in the update notes.
I read through @OneLessTitan 's initial post in this thread with the big less of bug reports. Good work! Thank you from all of us players.
The bug list, and specifically the report of the Michonne hero trait bug, brings up another very good reason why the number of heroes in this game is a problem in this game. Testing all the permutations of heroes and their unique traits with all the permutations of survivors and their equipment traits is a monumental task. The QA manager at NG whose responsibility is to build a regression test suite, run exhaustive tests, and ensure their are no bugs with the number of heroes in this game has a difficult job now. Throw outposts (both offense and defense!) in the mix for testing of heroes and survivor traits and equipment, and you've added another level of exponential testing complexity.
I really hope that someone at NG realizes that with every complication added to this game, the likelihood of introducing serious bugs goes way up. And the time and cost of software development goes up significantly with every complex design decision too.
Simplicity should be a major factor in design,and I do think NG misses the mark by regularly increasing the complexity in this game, seemingly with every update. Sometimes software, even game software, needs a complete overhaul to reduce complexity in order for it to survive. Eliminating features, and simplifying design, is a necessity in the long term life cycle of high quality, successful software products..
@Shteevie here's some more info on the videos not working:
On iPhone I have to turn off "limit ad tracking" while I'm playing. If I forget and have it on when I load the game, I get no ads at all.
Here is another one @Shteevie
-The amount of Influence shown before the raid starts is the amount you will win. It is not also the amount you will lose. The Influence rewards have always been ELO-like - that is, the player with the higher score, who can therefore be expected to win, is risking more than the player with the lower score.OneLessTitan said:
If I start a Raid, the game says the influence available is 10. If I beat the defenders, I get 10, as stated. If I lose the raid by getting all my survivors killed or disconnected, I lose 20-25 influence, much more than stated when beginning the raid.
It is not always [in practice, hardly ever] possible for the matchmaking routine to give you an opponent with exactly the same Influence score as you have yourself. However, that match is the only time when the winner and loser would gain or lose the same amounts no matter who wins the match.
Sent that info to the test group. Thanks!Development Team Member - The Walking Dead: No Man's Land
Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
Thanks @Shteevie for the outpost feedback. I obviously missed that in the update notes when you guys recently changed that.
Another bug (not so important but here it is nonetheless): walkers in impossible places
This was supposed to be fixed already in previous updates just like the outpost-shooting-at-a-defender-through-the-gate situation but in some scavenge maps, I still encounter walkers underneath cars or stuck in corners. The zombie can't get out and melee survivors can't get to them. I don't have screenshots nor do I remember the specific maps but when I find it again, I'll post. In the meantime, feel free to add maps that you've encountered the trapped zombies.Looking for a guild? The Den is the place to be! We bring the fun back!
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There's a thing in Archives challenge map for instance, but happening everywhere else.
Whenever all 3 surviors get into a struggle, despite all 3 of them having armors with wrestler trait, the map ends instantly and we loose.
I'm not sure if this is intentional or a bug, but I'm leanin towards 2nd.
From my point of view it shouldn't be like this even if all 3 wrestlers would fail. Every turn gives you same chance to free urself, even if 1st one failed.
As someome has made a suggestion in our guild chat, it's probably a left over from pre wrestler trait change.
Would be nice if this got addressed.
@bladgier you may want to read this.
What is Struggle?
When a survivor is low on health, they can be too weak to fight against attacking walkers and get in a struggle. You won’t be able to use them until you save them by killing the walker with another survivor.
If all your team members get stuck in struggle, you lose the mission automatically.
There is a time limit on the struggles. If you can’t free your struggling survivor in three turns, the walker will overpower them and you lose the mission.
Just did an outpost. I opened the gate and the defenders were blocking the tg so I used my assault to stun them. I was only able to stun two. I then attacked the stunned bruiser with my scout (which would be the last move of my turn). The stunned bruiser retaliated and then ALL 3 defenders took a turn.
@zbot with all due respect but I'm not sure what was the point of providing me with the struggle definition.
I'm not an idiot and know game mechanics pretty well.
You might go ahead and try to read my post again, witn understanding this time please.
Please dont get it in hateful way. Its my character, I do not mean any harm or offence. If i did I am sorry.2 · Share on Twitter
I haven't been on here in a while, I have skimmed through some posts and haven't seen this mentioned as a bug, visual or other. So I thought I would post here, forgive me if it has been mentioned. I just fully upgraded a 21 pistol, that shows the same damage (equipped) as my level 20. Please tell me this is a visual bug.
For some reason it's not letting post my
Ok had to do it a different way
@Heisenberg that isn't a bug. Because of the golden skull the damage of both pistols is the same.
You win 15% damage from upgrading a weapon from 23 to 24 and you win 15% damage from the golden skull.
I noticed a bug that isn't mentioned here.
Interrupt works, if defender dodges the attack.
I noticed this on both sides (as defender and as attacker).
If an attacker on overwatch with interrupt attacks, the defender got interrupted even if the defender dodges the attack.
That doesn't make sense for me.
Wow that totally sucks, I get that the gold skull adds to damage, but there should still be an increase in damage with the next level of gear, not happy that I wasted all that XP
Would like to second the report of the outpost interrupt bug.
When attacking outpost and interrupt activates against an outpost defender, the defender still gets an overwatch attack if you move another survivor next to them. It has happened to me many times in the last 2 weeks.
Thanks for the reports, folks.
Thirded. I always thought that was intentional (and stupid), but glad to hear that it's not.Mabiki said:
Would like to second the report of the outpost interrupt bug.
When attacking outpost and interrupt activates against an outpost defender, the defender still gets an overwatch attack if you move another survivor next to them. It has happened to me many times in the last 2 weeks.Proud member of Mavericks OG, a top 3 global GW and challenge guild.
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Actually, remove the word "still". They shouldn't be allowed to overwatch at all in this case because they were trying to make an attack, which is how they ended up being interrupted.
Another outpost with bullet-transparent gate. Hadn't seen it on rural field map before. Almost hate to keep pointing them out, but in the spirit of fairness and removing exploits I will continue. Would it be helpful to note the IGN of defenders?
If so, I will start taking note.
I've noticed the defender becomes visible on all these maps only when an attacking survivor is placed in a specific location. In this one, defender becomes visible with shooter placed where mine is here. Some of the others require an attacker placed on a grid square further away and out of range, but once revealed, a ranged survivor can attack from a separate spot as long as someone is in the magic location to reveal (I think, will confirm if and when I find another).
Hope this info helps you start to track things down.
Stun effects are not stacking for assaults.
I can stun walkers for 2 turns by using an assault charge followed by a bruiser attack in the same turn, however if I use 2 assaults to stun them in the same turn it only stun them for 1 turn.
@Steeboon does Puddleypoop (wow) have concussion trait on the weapon? If so, the "stacking" may actually be concussion activating.
If not, I bet bruiser stun stacking with assault stun is the actual bug. Stuns NOT stacking seems more likely the intended function.
But if THAT's the case, we should shut up about this one right now (too late).Bad Pig
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My ads now has proper time to 'sleep' or 'disappear' right in the mid of 'Spring Event'. When there's no 'Event' it works just fine, so weird, please someone make waking call for those 'missing' videos
BuffyD Member Posts: 26Have never been able to stack stuns. Great idea though
> @Pig said:
> @Steeboon does Puddleypoop (wow) have concussion trait on the weapon? If so, the "stacking" may actually be concussion activating.
> If not, I bet bruiser stun stacking with assault stun is the actual bug. Stuns NOT stacking seems more likely the intended function.
> But if THAT's the case, we should shut up about this one right now (too late).
@Pig Yes, he does have concussion on the weapon and I tried another round with a normal one and you are right on the concussion activation instead of stacking.
However this is not the case in the past. Anyway there shouldn't be any diff between stacking the stuns and me stunning the walkers again in the next turn?
This discussion has been closed.
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