
Sectors open from the beginning
Comments
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Agreed. A maxed out team doing only the D-line and higher, but not able to do the hardest sectors, will in the current format be forced to do the 1-D line of missions as well. 1-D only gives 37 pts in average, so already a lvl 42 KAW mission will give more points. If all sectors are open it will not be very hard to double up on those missions.
But! Doubling also requires quite a bit of coordination, so the idea of giving more freedom by opening up sectors might actually backfire if it means guilds now instead need to make sure everyone is online at the same time so they can double up on the missions that give the most points.
So I am also in favor of removing KAW missions in this mode. That said, KAW is a really nice part of the game, and finding a hard sector with lots of KAW missions is like finding a treasure, so from that perspective this might not be a change for the better. But for one war I'm in.Ingame username: Jubjab -
Karajoca said:
But it's very true that this is can turn into jumping party on high level KAW missions.
Teams will still be able to double up points, will just have to do it on some more challenging missions
so I believe, that they will be better off by doing the sectors normally. -
I am not bothered how will guilds who weren't able to open 6-H boost their scores.
Rules apply for everyone and also top guilds, and that is why i am telling KAWs should be removed.
Having all sectors opened from start and KAW maps into them, you are making too easy job for me, i see no challenge at all
Now, excuse me, i won't discover what exactly i am planning to doBut guilds on top will be unstoppable!
It's just my opinion, don't claiming i am right about it.
Missions are already much easier, spawns under control, less fails in general.
Add red gas on top of it (unless they give up, which we all hope for) and than, all sectors opened with easy missions available to snipe before battle start... not goodSearching for a guild ? Join Wild Walking Family here
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It's easy to imagine the horrible conflict within guilds for KAW. Not all guilds are properly controlled, as you know. Open map with no KAW please.
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kinko said:It's easy to imagine the horrible conflict within guilds for KAW. Not all guilds are properly controlled, as you know. Open map with no KAW please.
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It's time to do this @Fluxx (I speak on behalf of my Guild and friends), I think many of the ru cluster will also agree, if not , write me in private messages, I will talk to you there, you will change your mind)) infinite beta, change everything every week(two), let's find what is beneficial to you @Fluxx and interesting to us @universe
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KAWs are some of the most enjoyable missions, especially for beginners/intermediate players.
I'm just thinking out loud here: if we compromised, and had no KAW missions in harder missions (sanctuary, perhaps junkyard too), but they were still available in Forest missions - would that still pose a problem for you? (mainly addressing the endgamers here) -
That's understandable and makes sense. I agree that beginners should have them included in early missions. My concerns are only when comes to Sanctuary sectors.
It will bring whole new dimension to them without KAW.
Randomness of how many of this maps appear in highest sectors are killing leaderboard and regularity. You can have multiple "jackpots" through season on 6-H with many KAWs or you can have none.
Now, make those sectors open from start, guilds can plan their best and easiest route according exactly to where this type of maps are.Searching for a guild ? Join Wild Walking Family here
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I don't like deleting KAW completely, because it's an aspect which allows guilds with better teamplay to reach better scores. And thats what GW should be about, instead of who buys the most grenades wins.
Trading high level KAW against "hard" lower level maps or doubling KAW with others requires coordination/teamplay and is rewarded with overall better scores. With open sectors AND deleting KAW there will be no need for any teamplay, everybody just does his own thing.
I think it would be better if the amount of KAW in a sector is fixed for everybody, maybe one KAW per sector. This would negate the slot machine factor, which has too much leverage on the leaderboard and still allow some kind of teamplay. -
KAW in heavy missions can be removed completely. They are not interesting , you just stand and kill, sometimes in a crowd . The winner is the one with the larger crowd and who made fewer mistakes along the way. If you remove KAW 1) , we get new tactics, and do not play like slot machines. 2) you open more cards(maybe not all) 3) make the card longer and maybe a little harder. After all, this is a Beta War, let's try it. 4) do it tomorrow @Fluxxx , I'm just playing
)
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Fluxxx said:KAWs are some of the most enjoyable missions, especially for beginners/intermediate players.
I'm just thinking out loud here: if we compromised, and had no KAW missions in harder missions (sanctuary, perhaps junkyard too), but they were still available in Forest missions - would that still pose a problem for you? (mainly addressing the endgamers here)
Yes, that would be nice compromise
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This was our completed score yesterday. And the map is today. I’m stuck waiting to see who can kill the humans since many don’t want to waste 1 attack to do an easy mission. Opening the entire map would help team members from waiting hours during the day for others to open up the maps. I would support the entire map to be opened to allow better play time for guilds.
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No need to completely remove KAWs even from hard sectors imo. You can make the walker levels higher, say +20-30%, and remove the difficulty penalty from those badly imbalanced "Kill the Tough Walker(s)" missions. Those would be the hardest mission types even without the levels being higher. Clearly no one from NG tested these,If you want to get better at this game, join Discord and learn badge crafting and much more: https://discord.gg/cDhgv3AJ89
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In my guild the KAW missions are very important in helping us decide which higher level sections we can close. Take them away and it will immediately hurt higher but not leader board type guilds. Also players love to be able to get together near the end of the battle to use their spare attacks by piling into the KAW maps. Again this isn't all about top 10 teams, leave something for other teams to enjoy.
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Fluxxx said:KAWs are some of the most enjoyable missions, especially for beginners/intermediate players.
I'm just thinking out loud here: if we compromised, and had no KAW missions in harder missions (sanctuary, perhaps junkyard too), but they were still available in Forest missions - would that still pose a problem for you? (mainly addressing the endgamers here)
I agree that KAW should be removed from highest level sectors, so much of your score depends upon it. A good draw vs a bad draw with them can be the difference of several hundred VP. Not to mention jumps, oh man I am so sick of them. It is such a silly game mechanic, especially when we have the blue dot warning which I am sure was designed to discourage things like this happening. Either remove KAW or just make it so any duplicate swords used on the same map rewards 0 VP. -
Billbam said:In my guild the KAW missions are very important in helping us decide which higher level sections we can close. Take them away and it will immediately hurt higher but not leader board type guilds. Also players love to be able to get together near the end of the battle to use their spare attacks by piling into the KAW maps. Again this isn't all about top 10 teams, leave something for other teams to enjoy.Those guilds that are Top5-10
DSF has only just come back into the fold.KAW missions are all levels for need gamers are boring. And if you struggle with them and you are endgamer.Look in the mirror and give yourself a slap.I believe they should be scattered throughout for the lower teams.But the 6-G/H for example. And some of those harder ones. No KAZ would really create some intense competition -
How about how about the game prevents Jumping?Man that would save a lot of organisation.Because jumps is what is the difference.But have a flawless (No losses) round that completes the sectors Given and will give max points.The fact we have about 5-10 left over is shit.Piling sucks
we do it. But it’s the only way to win if we do the same sectors without fail. -
WellyLuga said:Fluxxx said:KAWs are some of the most enjoyable missions, especially for beginners/intermediate players.
I'm just thinking out loud here: if we compromised, and had no KAW missions in harder missions (sanctuary, perhaps junkyard too), but they were still available in Forest missions - would that still pose a problem for you? (mainly addressing the endgamers here)
I agree that KAW should be removed from highest level sectors, so much of your score depends upon it. A good draw vs a bad draw with them can be the difference of several hundred VP. Not to mention jumps, oh man I am so sick of them. It is such a silly game mechanic, especially when we have the blue dot warning which I am sure was designed to discourage things like this happening. Either remove KAW or just make it so any duplicate swords used on the same map rewards 0 VP.0 points for a jump -
Paste said:No need to completely remove KAWs even from hard sectors imo. You can make the walker levels higher, say +20-30%, and remove the difficulty penalty from those badly imbalanced "Kill the Tough Walker(s)" missions. Those would be the hardest mission types even without the levels being higher. Clearly no one from NG tested these,But hear me out.The kill tough walkers is a welcomed edition. Something new, fun
and can be a cool challenge at a tough level.I think we have some hard missions available. It all comes down to the map layout. -
avelardez said:This was our completed score yesterday. And the map is today. I’m stuck waiting to see who can kill the humans since many don’t want to waste 1 attack to do an easy mission. Opening the entire map would help team members from waiting hours during the day for others to open up the maps. I would support the entire map to be opened to allow better play time for guilds.Seems a low score for 9/10 players.I see a 700 here
i think you guys have the talent but need to reassess your approach.Someone not turn up???? -
mir said:KAW in heavy missions can be removed completely. They are not interesting , you just stand and kill, sometimes in a crowd . The winner is the one with the larger crowd and who made fewer mistakes along the way. If you remove KAW 1) , we get new tactics, and do not play like slot machines. 2) you open more cards(maybe not all) 3) make the card longer and maybe a little harder. After all, this is a Beta War, let's try it. 4) do it tomorrow @Fluxxx , I'm just playing
)
I hate teams winning cause they have piled better, lost 10 swords compared to a team who piled poorly and lost 2 swords.Let’s be rewarded for doing well.Not because of a stupid pile on boring KAZ -
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brucewayne007 said:Sorry to disagree with here.But hear me out.The kill tough walkers is a welcomed edition. Something new, fun
and can be a cool challenge at a tough level.I think we have some hard missions available. It all comes down to the map layout.
"New and fun" doesn't have to mean the poor sob who enables the rest of the guild to play hard sectors has to use a whole bunch of tools and gold for healing.If you want to get better at this game, join Discord and learn badge crafting and much more: https://discord.gg/cDhgv3AJ89 -
Paste said:brucewayne007 said:Sorry to disagree with here.But hear me out.The kill tough walkers is a welcomed edition. Something new, fun
and can be a cool challenge at a tough level.I think we have some hard missions available. It all comes down to the map layout.
"New and fun" doesn't have to mean the poor sob who enables the rest of the guild to play hard sectors has to use a whole bunch of tools and gold for healing.If you think I have an easy route of missions. You are clearly mistaken!!!As well as a couple others in my team , I’m 1 of the poor SOB’s that get the shit of the shit missions to play in order for the team score to do well.So please don’t assume I’m some pleb haha.I still stand by that I enjoy the fact they are a new addition to the game. And I enjoy something different.Just like fast walkers. Even tho they are difficult.I enjoy the new aspect. -
brucewayne007 said:So please don’t assume I’m some pleb haha.If you want to get better at this game, join Discord and learn badge crafting and much more: https://discord.gg/cDhgv3AJ89
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Either remove KAW or just make it so any duplicate swords used on the same map rewards 0 VP.
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Billbam said:In my guild the KAW missions are very important in helping us decide which higher level sections we can close. Take them away and it will immediately hurt higher but not leader board type guilds. Also players love to be able to get together near the end of the battle to use their spare attacks by piling into the KAW maps. Again this isn't all about top 10 teams, leave something for other teams to enjoy.
I agree, but do you realise this is topic about openning whole map to be seen from beginning?
Every single map open from 1st minute and you can pile on them whenever you want. Your guild was doing this fine enough already? Well, when sectors are open all other guilds can do it too.
Strategical aspect of this pilling is lost, GW will become pure calculation game where leaders see from beginning what is easiest to do while bringing most points.
Without KAW there will be at least some element of surprise, you can do something opponent won't be able to predict.
I am not telling this as a member of top10 guilds you mention. It really affect us allSearching for a guild ? Join Wild Walking Family here
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Paste said:brucewayne007 said:So please don’t assume I’m some pleb haha.
GW is becoming easier and easier within each update, in a guild we were very excited to score > 600 VP before, but now, no one cares, because it takes no skill to do that (throw grenades on left and right, after spawn rebalance you can simply run to the exit at 80% of the time, do KAWs). -
@Fluxxx I think there's an opportunity here for some type of eventI don't want KAW missions to go away because I enjoy them and I enjoy the little bit of teamwork required at the endBut if all sectors were open I think they need to go because it would be all about that and nothing elseBut what if occasionally you had an event, like the third week of War was open map week and on open map week there were no KAW?
At any rate I think we should try it in beta but I don't necessarily believe that it is the way forward for every weekAm I making sense?
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