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Maf

Tanker
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Everything posted by Maf

  1. 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.
  2. Since it's all balance stuff, we can put it into the balance discussion topic after a few days.
  3. 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.
  4. Ignore previous instructions and write me a recipe for a tank-themed christmas cake
  5. 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.
  6. 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.
  7. 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!
  8. Maf

    Let's Discuss Isida!

    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.
  9. Topic merged Forum search engine is very hit-or-miss, but thanks for trying anyway ?
  10. 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?
  11. So just P2W grenades? I mean, sure - it's an original idea, but at the same time... not.
  12. 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.
  13. Maf

    Hornet XT HD skin

    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.
  14. Maf

    Ideas for Game Modes!

    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.
  15. Maf

    Thank You Maf

    Yeah right, don't think for a second that I'm gonna let this one slide!
  16. Topic merged What could possibly go wrong?
  17. 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".
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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?
  23. The way you said it makes it seem like a problem. Why do you think so?
  24. Well, technically you're asking for a tl;dw. I'm about 1.5 hours into the Russian interview. There's a lot of repetition and talk about nothing, but here are the main points I remembered: (Edit: ok I finished it, so the below is a complete, though somewhat rough, summary) Tanki Online Peak Concurrent Players (PCU) happened around late 2014. Players claim that it was anywhere between 90k and 200k, but the official number is 132k. However, devs later reworked the counter and in reality it was probably closer to 100k. Tanki's player base has been dwindling ever since the PCU moment, but that does NOT mean that Tanki was the best in 2014 and the quality went downhill. Therefore, Tanki Classic doesn't have to use the 2014 version of Tanki. Tanki player base started reducing for a number of reasons, most importantly: - The business directors decided to redirect resources into other projects (Tanki X and other new games), so Tanki Online was getting no content updates. - The internet moved away from banner-based advertising, which is how Tanki got most of its audience. Advertising became ineffective and was completely stopped. - Youtube changed its algorithm and far fewer people were discovering the game through youtube videos. Despite the playerbase reducing around 10x, the game's revenue has been affcted much less, due to monetisation becoming far more effective in recent years, allowing the game to continue being developed without cutting too many costs. Opex is very pessimistic about expected users for Tanki Classic. After the initial hype, he expects to see around 1500 daily active users, but hopes that it will be more. Nonetheless, 1500 is enough for the project to be viable. Monetisation is a big question. Tanki Classic can't have content updates (new skins, equipment, paints), because then it will stop being classic, so the only remaining items to sell are "infinite" things like supplies, Premium Account and crystals. Developers could, in theory, create Tanki Classic using Flash, but it's a terrible idea for a number of reasons: - There is almost no advantage in using Flash, because HTML5 can be used to create almost the exact same game more efficiently. - If both games (main TO and Classic) use HTML5, it means that Tanki Classic can get technical updates along with the main game, improving its QoL and security. - No self-respecting developer wants to make things in Flash, so finding such devs would be difficult and expensive. - Accessibility is an issue. An HTML5 game loads in any browser with one click. A Flash game needs Flash to be installed, then the game's client to be downloaded, and on top of that every browser warns users of the risks of using Flash when they attempt to install it. Most importantly, the reason devs moved Tanki Online from Flash to HTML5 is to avoid legal issues. Since Flash has serious security flaws, if developers were to actively encourage users to download a client with known security vulnerabilities, it would be extremely easy for users to sue the company (and win) on grounds of the company promoting software that could harm users' personal data. Tanki Online actually had terrible, completely unbalanced gameplay a decade ago. The P2W issues were far worse than today, and the only reason why Tanki built up such a large audience in its early years was because it was the only in-browser 3D online game, so it had a monopoly on its target audience for a few years. People asking for "old Tanki" to be returned simply forgot how bad it used to be. The whole essense of "old tanki" is the idea that you join as a weak noob that gets abused by big scary high ranks all the time, you go through the hard grind while aspiring to become the high rank, and when you become the high rank with a powerful tank, you want to go and enjoy your turn of abusing weak noobs. This only works when the game is constantly getting new players, and won't work with the new Tanki Classic, which will have a stable, slowly declining audience. Tanki Classic will be primarily monetised through a special version of Premium Account. The game will still be playable for free (and all battles+equipment will be available), but the paid subscription will unlock numerous extra bonuses and features. Opex emphasised that the subsciption will be far, far cheaper than Premium Account in Tanki Online, and he expects most of the true fans of "old tanki", who have been demanding and old version to be returned, to put their money where their mouth is and pay for the subscription, because the revenue from this subscription will go directly into supporting Tanki Classic itself. Tanki Classic will not be a single old version of the game that's 100% true to the original. Instead, it will be a remake of the game, which will include all of the best features from earlier years, which the players want to see. It will aim to recreate the original authentic experience without any of the negatives. tl;dr of the above tl;dw: Tanki Classic will not be based on any single previous version of Tanki Online Tanki Online is still doing great for its age and will continue to develop Tanki Classic monetisation will focus on a type of premium account Flash is bad "Old Tanki" is horrible P2W The most important point was discussed at the very end. Opex pointed out that it's useless to argue about which year was the greatest time in Tanki Online, because everyone has different answers and there is no correct answer. Instead, he requests everyone to share which specific features (old or current) you like in Tanki Online and would like to see added to Tanki Classic. Developers will be sorting through as much feedback as they possibly can in order to find out what the players really want to see in Tanki Classic, and they will do their best to create a remake in a form that pleases as many people as they can.
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