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Everything posted by Maf
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I don't know, seems a bit too specific for a separate record. But I guess we could put it in the clans section.
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"What do you mean there's too many paints? Nonsense!!!" :ph34r:
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I'd rather have something more fun and bizarre, like a pop or... fart? :lol:
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Even if something like this is ever added, don't expect it to make your life any easier. There's always a good reason why certain items are expensive, and they don't normally become cheaper out of the blue.
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I didn't mean "now" as in "after the nerf". Sorry, poor wording on my part.
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Wolverine is right. Before booster got nerfed, you could cause absolute chaos to your enemies while it was active for just 5 seconds. Booster gives 400% damage while your proposed supply gives 300%, but 10 seconds of 3x damage is a lot. Anyway, I see this more as an alteration for Booster or the DD supply (if such alterations ever get implemented), rather than a whole new supply.
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Sorry, but ideas for the clan system are merged into this topic The only exceptions are really good and interesting ideas with a lot of potential for discussion, which yours are unfortunately not. If you really want to, you can post the ideas again in a separate topic and I'll keep it in the section for a few days before merging, so that you can get feedback from players.
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Yeah, totally. I don't even understand why it's taking them 2 years to convert the game to HTML5. Just copy-paste the code, then do Ctrl+F and replace all instances of "Flash" with "HTML5". Easy!
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They're all decent suggestions, but developers already said that they do not have the clan system on their priority list right now, so any updates for it may only happen once the game upgrades to HTML5, and even then it will probably take a while.
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Category Ideas for extra information to add in the Tab score table
Maf replied to BlackWasp777 in Ideas and Suggestions
Interesting idea. I think GTA V has a similar thing, where in the middle of a match you sometimes get notifications like "Revenge kill on sensei_tanker, 3-1". KInda useless, but interesting to see nonetheless. -
As far as I know, clan paints are not planned at the moment. At least not fully custom unique paints for each clan. There are way too many paints anyway. What's the point of having a clan paint if it will look just like any other ordinary paint (no one will recognise it as a clan paint)?
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I think it won't be balanced these days because Legends can buy it and accelerate their progress towards a new rank. Ranks give crystal rewards now, which was not a thing when SMP was in the game, so I think that's one of the reasons it won't be revived. There's probably some other issues too.
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Actually you're right. Perhaps it could have lower projectile speed and/or initial damage, but then it would increase after every bounce. That sounds quite interesting and balanced. In fact, I remember suggesting years ago (before alts were a thing) for Ricochet to have increasing damage after bounce, because I noticed that barely anyone uses the rico's main ability and people mostly just shoot straight instead. Since I was a big fan of Rico and was always on the lookout for angles to bounce my shots, I thought it would be fair that this advanced tactic gets rewarded. Also that was back when Rico only had 10-12 shots in one energy tank, so trying to bounce the shots was inefficient because by the time you find the right angle you're already out of energy.
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Interesting, but needs much bigger disadvantages. I'd say slower projectile speed and lower damage, or the damage should decrease after every bounce.
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Me, an intellectual: "Bring back 2009 Tanki" :ph34r:
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I don't know, I feel like balance now is better than ever, especially considering how much more complex it has become compared to years before. You're forgetting about budget. Experienced programmers means employees with a lot of pay. I'm sure if they, as a company, could afford such experts - they'd hire them. But with how small of a business they seem to be, hiring experts doesn't seem to be an option. Also, who's to say that the current devs working in HTML5 are not experts? After all, they are rewriting the game from scratch and there aren't many of them, so that's why it takes a while. The reason they didn't start this earlier (i.e. before 2017) is because back then they were hoping for Unity-based Tanki X to take over from TO. But now that Tanki X didn't turn out to be what they were hoping for and Flash has very quickly started to lose support, they had to start the HTML5 process. When I said that updates help retain players, I didn't mean they stop the loss of players completely. They just help slow it down. To put that in perspective, Tanki was losing popularity fastest during 2015, when there were barely any game updates:
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You're almost certainly mistaken about this not being a benefit to free players. You are right in saying that this will NOT remove the P2W aspect from Tanki, but it will definitely help. Even if it takes ages to earn these coins, it means that it's once again possible (albeit very difficult) for a free player to obtain every single item that can be purchased with money. And now this also includes buying kits 4 ranks before the equipment in them unlocks normally, which is a feature I thought was really unfair when it was released.
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How about "tomorrow"? :ph34r:
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By that logic there should be a -1000 kills "reward" to compensate for all the "fake" kills you accidentally made in parkour, or when you were spawn-camping the enemy team, or killing weak tanks.
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But then if you get 1000 deaths taken away for no reason, you lose the satisfaction because you know that the number is fake.
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You have to understand that a careful balance must be maintained between major updates and small changes to keep people interested. AlternativaPlatform are a small team with very little experience of developing actual games. After all, Tanki Online is literally their first major game dev project. They can't just go and do something like converting the game to HTML5 within a couple months. And they also can't just go all hands on deck for this HTML5 task and abandon the game completely in the meantime. If there were no changes in these 2 years while HTML5 is being made, players would really leave and once HTML5 is finally released, it would be met by no more than a couple thousand remaining players. Of course some of those smaller updates ended up being released with bugs, but a bugged update that mostly works is better than no update at all. Devs said it themselves - you can claim all you want about "bad updates making people leave", but the truth remains in numbers - even the most negative and controversial changes in this game resulted in more people playing and improved player retention.
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Not when the game is outdated and runs on an old game engine that keeps crashing for 80% of players.
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You don't really understand the concept of jokes, do you? :P Wasp's bomb radius could be increased, but if that makes it too OP then other aspects can be nerfed, like max damage range, cooldown time, activation countdown, etc. But like I said in my first reply here, simply increasing the range is pretty boring, so something like a throwable bomb without any other buffs (and maybe even a slight increase of delay or something) would be a much more interesting mechanic. Doesn't matter if it doesn't make sense - Tanki Online isn't meant to be realistic, and throwable bombs are definitely not the most far-fetched thing we have.
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We don't say that F-word here :ph34r:
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But then what's the point of "repairing" it if no one will believe the number displayed regardless of what it is, because the pass exists. The idea defeats its own purpose - if the number can be changed, then no one will believe it because they will assume it's changed, regardless of whether or not it's true. Might as well just remove it from profiles at that point. Instead of doing this nonsense, there should just be an additional number that shows K/D for the past week, month and year. That way you can show your actual up-to-date numbers, not counting previous mistakes. But then again, K/D is just a number and doesn't reflect your true potential. I find effectiveness to be much more accurate (although it does use K/D in its formula).
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