Community Service map - are you happy with it?

ghost_pepper
Member Posts: 1,188 ✭✭✭✭✭
The map Community Service seems to generate more community ire than a randomly generated community frustration map like Green Thumb. Should this map Community Service be rebalanced?
Community Service map - are you happy with it? 44 votes
Comments
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Yes, rebalance the map pleaseTo me, a bit of the set must be rebalance.
Run for supply will be tough as hell for lower levels.
It's recommended to have strong toons for it.
The mines generate frustrations too 'cos of their too low visibility.
I share what people tell me. -
Yes, rebalance the map pleaseThe hole map set needs a rework. I stoped playing it.Cu next week.Proud member of WEIRDnDEADLY
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No, everything is fine
Get your participation trophies at the front desk. Have a nice day.
#Zombrex (Neo / Horizon / Genesis / Prime / Elite)
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Yes, rebalance the map pleaseLol egos
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No, everything is fineI'm actually 100% ok with the weak being sidelined once in a while
Bonus 👌😜
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Yes, rebalance the map pleaseAt this point there are more whiners whinging about whiners than there are whiners whinging about the map.Yup, I get the irony of whining about whiners, whinging about whinging....
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No, everything is fineI have a solution.
If you're stuck and it's just toooo hawd fo Uuuu, pass your phone to your mommies and maybe they can do it for you. There there it'll be ok.
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Yes, rebalance the map pleaseIt is certain that when it is easier than lower levels, it is more noble to laugh at them rather than help them and give them your support. That’s what definitely makes you a great player.
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Yes, rebalance the map pleaseThe map is probably fine.
However the initial spawn is BS
AFAIK in other maps - even those without split teams - you don't get spawns within 1 or 2 tiles from you. This map gives you spawn at 2 tiles away from multiple direction AND split survivor. And this happens like over 30% of the time (the other 70% is probably fine)
1. At the very least there should be spawn restrictions of minimum 3 tiles away (no walker should be at immediate striking distance).
2. Perhaps the spawn at the top should be limited as well to a maximum of 3 walkers
3. Then there should be restriction of maximum 4 walkers that may spawn within 3 tiles away from any survivor. You can dog or mask 2 walkers, then you just have to deal with 2 more, that should be doable.Member of MavsOG -
No, everything is fineIt’s a tough map for sure, but there is always a tough map each set. Kill all walker maps are some of the easiest maps of all time and for NG to make a KAW that’s actually challenge is quite a feat. If they are going to change it the only change that should be made is that the autospawn comes in 1 turn later.
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No, everything is fineCoolseb said:It is certain that when it is easier than lower levels, it is more noble to laugh at them rather than help them and give them your support. That’s what definitely makes you a great player.
Ok ok I'll hold your hand for you.
(playing the part of needling antagonistic is not my norm, but it is kinda fun 😜)
I work (too much) so I usually try start the challenge early in the week and try to make my way up gradually to the beginning of nightmare rounds in the mid 60s by the weekend. That's leaves me the weekend to tackle the actual challenge.
I'm at round 62 right now so right on schedule, the real fun is about to begin. And with Super Cool Useful Sniper Morgan being so helpful lol.
Community service will take some retries if your using Star hero, so plan on it. Gold. If this isn't good for you just use PMY or some other top strat.
Here's PMY round 62 👇https://youtu.be/RZdgq6Ws7hg
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Yes, rebalance the map please
Such as this spawn - never seen anything like it happens in other maps.
agree with @Firekid - can also delay the auto spawn. Although IMO the auto spawn is okay - I’d rather have more realistic but consistent random spawnMember of MavsOG -
Yes, rebalance the map pleaseATLAS-Z said:Coolseb said:It is certain that when it is easier than lower levels, it is more noble to laugh at them rather than help them and give them your support. That’s what definitely makes you a great player.
Ok ok I'll hold your hand for you.
(playing the part of needling antagonistic is not my norm, but it is kinda fun 😜)
I work (too much) so I usually try start the challenge early in the week and try to make my way up gradually to the beginning of nightmare rounds in the mid 60s by the weekend. That's leaves me the weekend to tackle the actual challenge.
I'm at round 62 right now so right on schedule, the real fun is about to begin. And with Super Cool Useful Sniper Morgan being so helpful lol.
Community service will take some retries if your using Star hero, so plan on it. Gold. If this isn't good for you just use PMY or some other top strat.
Here's PMY round 62 👇https://youtu.be/RZdgq6Ws7hg
🙏🏼 -
Yes, rebalance the map pleaseI'm glad you're having fun atlas. It's good that someone is.
Delaying the auto spawn isn't the issue although that addresses some of the build up.
The start is a big part of the issue. Betas LT helped the first time we ran this. To replace that, a monied version of the LT was introduced. Coincidence? I think not. The alternative is to use tools, lots of them, and those still might not be enough.
There are 2 ways to address the start.
1) move the starting hero spawns closer together2) remove more starting walkers from in between the starting hero spawns.
Either of these, or a combination of both, will result in improving the map.
Thematically, this community service map falls pretty short of what we saw in the show.
-The heros wouldn't start so far apart because it's dangerous.
-The walkers would show up at stairwells and doorways, not magically from the floor like on a startrek transporter.
-The spawn waves are brief and extreme rather than prolonged and staggered.
Thematically, there is the implication that Eugene is at this for awhile. It would be both more thematically accurate and more easy/fun if the spawn points (doorways and stairwells) generate walkers for a longer period of time but with fewer walkers at each spawn. If players control 1 area, they have the likelihood of being over run from the other areas.
Some of these challenge map sets are so bad/difficult the entire week is now worth skipping. Round passes are better spent the following week. I finished 2 challenges back to back last month. Now it's been several weeks I would have preferred to skip. There's a whiplash effect in this experience.
I'm glad that some players want more difficult mapsets. The opposite is true from a silent majority. We want the most difficult maps to be at least marginally easier, some how.
Apathy has set in and I would rather skip a week than end up with 1-2k stars instead of 4-5k stars. I will not play this game around the clock to maximize gas. I'm in a medical degree program now and I will happily drop this game entirely rather than suffer a constant stream of challenge failure due to bad maps. I will skip a week here and there, that's fine and my guild seems cool with that. But play every week and struggle for 2k? That's not fun for me. And I'm not buying Mike or whatever the next silly thing is.
Either chain together the easy play to the mid-play to the high-level play more appropriately and with a greater sense of natural progression or players will simply wander off in the absence of mid-level play. Experiences like this are unsatisfying. -
Coolseb said:To me, a bit of the set must be rebalance.
Run for supply will be tough as hell for lower levels.
It's recommended to have strong toons for it.
The mines generate frustrations too 'cos of their too low visibility.
I share what people tell me. -
Chris7thLegion said:Coolseb said:To me, a bit of the set must be rebalance.
Run for supply will be tough as hell for lower levels.
It's recommended to have strong toons for it.
The mines generate frustrations too 'cos of their too low visibility.
I share what people tell me.
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No, everything is finei don’t care too much i finally found a way to use gore…. i think everyone has tons of gore in tools. 1 gore and in 2turns your survivor to the right is moved to the left. it’s probably the only map i never failed this week
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No, everything is fineI personally think it’s alright as it is, didn’t get too many retries on that one. Round 76 & 80 though 🤮 (“Search The Area” and “The Tunnel”)
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No, everything is fineNot saying they should change them, just saying I had a bunch of retries… some because of the bug with tactical 😐
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Yes, rebalance the map pleaseJordanYuki said:I personally think it’s alright as it is, didn’t get too many retries on that one. Round 76 & 80 though 🤮 (“Search The Area” and “The Tunnel”)
However 76 is theoretically doable anytime, even if unfavorables spawns may mean 40-60 minutes grind (and so many opportunities for errors) for an otherwise 15 minutes run. (On this one ideally there should be minimum 2 visible walkers after half movement point for Princess to get charged off). But in any case it is feasible to do, regardless initial spawn.
This is not the case with Community Service. In some cases it might not even be possible to do (without Beta lead, as @ghost_pepper pointed out). It is not about how "difficult" it is but rather how lucky you are with the spawns. Which is the problem, because as soon as you load the game and you see it is not possible to do - it's stupid.Member of MavsOG -
No, everything is fineI think people are forgetting how hard this game used to be, which is what I think a lot of people who are clamouring for a harder challenge are wanting. You used to get to a point where you really couldn’t complete a map, or you got a real sense of satisfaction when you one star it. Each week you tried to get through one more round. Or try different teams to and tactics to get through.As for community service I did it several times with a few different teams (although most did involve zeke in 3rd position). Also if you were struggling on it zeke leading assault with Rar and a shooter with fire cripple
made it super easy.Search the area, did 3 different teams at 76 each taking around 6-7 mins and only a couple of retries. They weren’t impossible maps but did take some thinking to get through them.Basically I like that this game isn’t a point and shoot repeat game. Although I know some people do like that or want that. Difficult for NG to strike that balance. -
No, everything is fineFully agree with Firekid. People seem to expect to finish the challenge with 5358 score, without using a single tool, and preferably also not having to replay any missions.
Why even play the game in this case?
The Challenge is supposed to be challenging, so having one map per week where you either need to be super lucky, or use a couple of tools to 3-star, is exactly how it should be.
I have said it many times before, but we need harder missions, not easier. Community service is definitely a hard one (perhaps even the hardest of them all), but that's a good thing!Ingame username: Jubjab -
No, everything is fineThe title seems contradicting 😂
Are you happy with it?
1. Yes I am happy, but rebalance the map2. No I am not happy, everything is fine😂
Overall it's fine. Just need a couple retries to get a good spawn and some luck with Mercer.# Playing since 11 October 2015 #
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Yes, rebalance the map pleaseAdeline said:The title seems contradicting 😂
Are you happy with it?
1. Yes I am happy, but rebalance the map2. No I am not happy, everything is fine😂
Overall it's fine. Just need a couple retries to get a good spawn and some luck with Mercer.
+10 points for you! -
Yes, rebalance the map pleaseBurmeliinis said:Fully agree with Firekid. People seem to expect to finish the challenge with 5358 score, without using a single tool, and preferably also not having to replay any missions.
Why even play the game in this case?
The Challenge is supposed to be challenging, so having one map per week where you either need to be super lucky, or use a couple of tools to 3-star, is exactly how it should be.
I have said it many times before, but we need harder missions, not easier. Community service is definitely a hard one (perhaps even the hardest of them all), but that's a good thing.
I will never have a 5358. I don't want one and I know just unrealistic that would be.
I don't want to finish. It'd be nice but I only sometimes make it to nightmare. I usually stop around the walkers in the low 50s for gas purposes. If I do make it to nightmare, I usually run out of time/gas or simply stop because of hemorrhagic tool use to get through the maps.
I used to write down different teams and equipment combinations for each map and as I cycled through them reference my notes. I don't do that anymore. I prefer picking one team as much as possible and just playing that. This removes the constant problem of going into maps with wrong teams and equipment and having automatic losses that way.
I used to calculate several turns in advance to maximize my chances of victory. Not anymore. Now, after getting wounds from grabs on critical heros like Sasha or Zeek, I don't usually even bother to try substitutes. In most instances subs will work at least to a certain point.
I spend more time on other discord servers because that experience is more meaningful than tapping this damn game. Why? Because maps like this one don't even have a "middle" difficulty range or level. So what's the point for me?
I remember hearing about how difficult the maps used to be. If they had remained that way, I never would have stayed and played as I developed. If the pendulum swings back that way, there's no point for me to stay.
I maintain my position I've held for years. There should be better rewards for mid-range challenge while the difficulty towards the very end of challenge should be more difficult. Bad challenge map sets like we've seen several weeks in a row now exacerbated the poor player experience the unbalanced situation of rewards and difficulty I've just explained.
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