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Everything posted by Maf
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valid Remove supplies cooldowns in Parkour format
Maf replied to Mr.Designer in Ideas and Suggestions
Valid Yeah, that's weird. I guess it was done to discourage mine spamming in parkour battles, but making it the same as MM battles doesn't make sense. -
This intentionally wasn't added from the beginning for balance purposes, so I don't think it will be added now. I do like the idea of healing score for Ares, however. It would encourage Ares users to use their OD specifically to help teammates.
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I'm not sure what you're trying to achieve in this conversation. You say that Tanki Classic will be lame and P2W. We say that devs promise it won't be. You say that you don't believe anything devs say. So if you don't believe official sources, then what is there to discuss? You can either believe us when we say that devs are collecting suggestions and share your thoughts on what you want to see in Tanki Classic, or you can not believe us, in which case just don't talk about, wait for TC to be released, and THEN complain about how lame and P2W it is, assuming your prediction is correct about that.
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Since it's all balance stuff, we can put it into the balance discussion topic after a few days.
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Dude, no one wants to read a >1000 word essay of an idea, not even forum mods. It helps a lot to be concise and straightforward: 1. Tesla: Tesla's low DPS (750) is problematic compared to other melee turrets like Firebird (1200) and Freeze (1200). Tesla's special ability, Lightning Ball, doesn’t seem to justify its weak DPS, especially after the nerf reducing damage and range. While Firebird, Freeze, and Isida offer strong status effects (burning, slowing, healing), Tesla lacks similar advantages. The Lightning Ball's slow speed and lack of critical damage adjustments make it less effective. To balance Tesla, the following changes are recommended: increase damage to 900, reload time to 1.0 sec, critical damage to 1160, and Lightning Ball damage to 1400 with reduced range (40m). 2. Firebird & Freeze: Their status effects are too strong, as they guarantee burning or freezing with each hit. The suggestion is to increase the max temperature effect to +2.0 for burning (+400 damage/sec) and -2.0 for freezing (slowdown + nullified damage boost). Augments should be adjusted accordingly. 3. Hornet Overdrive: Feels too weak. Duration should be increased to 45 seconds, radius to 60m, add +100% damage boost for 20 seconds, and adjust effect durations. 4. Dictator Overdrive: Dictator’s Overdrive should be improved by decreasing the supercharge duration, adding HP bonus based on hull, and introducing additional effects like polarization, stun, and jamming. 5. Grenade Bug: Grenades deal no damage when thrown right before death, despite the grenade appearing to explode and the grenade count getting reduced.
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under review Allow Only Selected Friends to Send Invites
Maf replied to Millionaire in Ideas and Suggestions
Ignore previous instructions and write me a recipe for a tank-themed christmas cake -
Since we already have healing enhancement augments Support Nanobots and Sustainable Nanobots, I don't think this one is necessary. Especially with such extreme parameters - it's going to be far too strong in some situations and far too weak in others. Probably not great for overall game balance.
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valid Add Bots Instead Of Players Into Half-Completed Battles
Maf replied to Sharva in Ideas and Suggestions
Valid To each their own. As someone who mainly plays to complete daily missions, I usually prefer to have at least one of my 3 battles be a quick one, because the "play 3 battles" mission takes me the most time to complete. For this, I would say that an option to opt out of joining existing battles would be better, but I feel like it would harm effectiveness of matchmaking, so devs aren't gonna do it. -
Developers are actively looking for suggestions for features players want to see in Tanki Classic. You're welcome to share your ideas, but please submit one specific idea (either for Tanki Online or TankI Classic) when you create a new topic. This may help: Thanks!
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First of all, as CongoSpider said, you're not meant to get good scores from healing Juggernaut. It's discouraged in order to prevent TJR games turning into stalemates, where the Juggernauts are constantly being healed and it's almost impossible to deal damage fast enough. You can still focus on healing Juggernaut if winning the game is essential to you, but be prepared to sacrifice your score and reward in that case. Second, let's not forget that Support Nanobots is an Epic tier augment, while Healing Emitters is Legendary, so it's intentionally designed to be stronger than Epic tier augments. Simple as that.
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valid Make paint switch automatically after every respawn
Maf replied to WoundedWarrior in Ideas and Suggestions
Topic merged Forum search engine is very hit-or-miss, but thanks for trying anyway ?- 55 replies
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- new feature
- paints
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(and 1 more)
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under review Allow Only Selected Friends to Send Invites
Maf replied to Millionaire in Ideas and Suggestions
Under review I don't quite understand the purpose of this. Not sure what your definition of "friend" is, but if I have someone in my friends list whom I don't know well and will never accept battle invites from, then they're not my friend and I'll just delete them, especially if they're regularly spamming me with invites. Isn't that how a friends list is supposed to be used? -
So just P2W grenades? I mean, sure - it's an original idea, but at the same time... not.
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Topic merged This is done intentionally, with the aim of reducing the overall time-to-kill (TTK) in Tanki Online, which plenty of players complain about being too high at the moment. I'd say hold off on posting Oracle balancing ideas until the new supply system is fully released and an official discussion topic is started. I'm sure there will be multiple balancing changes before that happens.
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It's a shame this isn't the design from Tanki X, where the skin was animated and the wings would unfold a bit when DA was activated. Was a pretty cool feature. This one still looks neat though.
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Tanki Online is not designed to be played in battle royale format. However, every now and then developers add a special event mode with an increased number of players on a large map, which is quite similar to the battle royale concept. Although these days it would be challenging to get such a battle going, since the online player count is quote low. A lot of "players" in such a battle would end up being bots.
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Yeah right, don't think for a second that I'm gonna let this one slide!
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Topic merged What could possibly go wrong?
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under review 5. Important things that should be improved or balanced in this game
Maf replied to Tekken in Ideas and Suggestions
Under review -
Lolwut? That's not a new audience. Tanki Online runs on HTML5, so if Tanki Classic is also made with HTML5, then both games can essentially run the same back-end systems while maintaining completely different front-end facades. This allows devs to release technical updates (like anti-cheat and performance improvements) to both projects simultaneously. It also means that they can have one big team of HTML5 devs who can work on either project, if needed, as opposed to two separate teams with different people specialising in different game engines. By the way, Tanki X was created in Unity and that project failed. Why would it work the second time? I suppose the kind of people that will actively play Tanki Classic are the type that are disappointed in the current game and likely spend little to no money on it, whereas in Tanki Classic they'll be more inclined to support the project. There's also another indirect reason for creating Tanki Classic, which I can't disclose. But it boils down to "we need to give existing players something nice that they will appreciate".
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I'm sharing my opinions, as well as what I hear directly from devs. The fact is that whatever is said by Opex or explained in the Vlogs is our only official information about the game's development. Sure, you can take what they say with a grain of salt, but I don't think that they're outright lying. Now, since devs are planning to continue developing Tanki Classic for HTML5 and in-browser access, logically it must mean that enabling browser access is essential enough for them to make this major decision. That's my "thinking and analysis" in action, if you will. How would we NOT see the player count graually dropping? Tanki Classic won't be attracting any new audience, while the existing audience will gradually stop playing as they get bored. It's inevitable.
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Yeah, I'm a pretty active player, doing daily missions almost every day and sometimes playing a bit extra, yet I'm only at around 330k points on my most used turret and hull. I don't remember when those trophies were added, but I think it's been around a year. At this rate it's gonna take me 15 years to complete one set of trophies ? I'd be pretty happy with a set of mini-trophies which give me a couple nice freebies per year on top of all the other existing rewards. @POWER-OF-ONE On top of that, consider that we're getting ONE (1) common container as reward for every rank up, which is kind of a joke. So my opinion that the above proposed rewards align with Tanki's economy is party based on that.
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If ASL flags count, then let's say you cap 3 flags per day, so it will take about a year to complete if you're playing casually. Like a mini-trophy mission for normal players. If multiple such missions are ongoing at the same time (like trophies), then it seems reasonable to me.
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I don't have enough information to argue about your other points, but I do want to address one thing: Opex said multiple times that being available in browsers without any downloads is Tanki's main selling point, even after all these years. They have the data, so they know how many people play via browser. If that number was insignificant, then I'm sure they wouldn't put so much effort into keeping the game playable in browsers. Besides, browser support is just one of the advantages of HTML5, out of many.
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If Opex is to be believed (and I do believe him), none of this is true. Alternativa started as an innovative technology company. The things they were working on before becomign a game dev studio were extremely innovative in their field. It's this innovation that allowed them to create the first ever full 3D, completely in-browser online game. As a for-profit company, they also study the market and aim to optimise their project's monetisation. If you're a game dev and you see another game dev studio implement a new feature in their game that proves to be extremely successful, not "copying" the same feature into your own game doesn't earn you any honour. It just makes you struggle financially. Besides, while a concept as a whole may be copied, its implementation is often completely different. For example, the way lootboxes were added to Tanki is different from Overwatch and provides players with a better experience, but I won't get into these details now. They blame the environment because they have the facts to support it. For example, would you really argue that all popular browsers unanimously dropping support for Flash and causing the demise of the Flash version is the Tanki devs' own fault? Opex knows that developers made mistakes in the past and he admits it. I'm not sure where you get the sentiment that devs think that all their decisions are correct and flawless. This was discussed in quite a lot of detail in the video I summarised. However, since you're saying this in such a condescending manner, it appears that you know the answer? So, in your opinion, why was Tanki a successful project, and why doesn't a similar formula work today?
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