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Everything posted by Maf
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The biggest issue, and the thing that makes this 100% useless, is the fact that you are segregating players into just two separate groups (based on yes/no regarding them spending money), despite the fact that when it comes to spending money: One can spend it on cosmetics (like paints), which give no advantage in battle and do not make a player more powerful than anyone who didn't spend money One can spend just a tiny amount. A person who spend $2 is far weaker than a person who spend $10000 Every single item can be bought without money anyway. There are cases (more often at higher ranks), where a free player easily outclasses a buyer. So you'd just end up with separation of players, which does nothing but harm the game and its community. The balance situation in the game would most likely remain completely unchanged.
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Same as always - Overdrives are still in development and they will not be released until all bugs are fixed and the feature is polished. Wait for announcements. I don't think anyone will tell you what exactly is wrong.
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That's why testing exists - to check balance. I'm sure most of the issues you described will be addressed in the actual release.
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Topic merged No, PC and Mobile players all play in the same battles. Please use the Q&A topic to ask questions, like I said in your previous topic.
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The battle fund is still there in PRO battles, but in Matchmaking battles it is no longer shown due to being unnecessary. According to what others have discovered, the fund mechanics in MM battles have changed. Now, instead of X number of crystals being added to the fund for every action (kill, capture, goal, etc.), the fund constantly increases over time. The fund growth rate is constant, unless some of the players are being inactive, in which case the growth rate will be reduced. If you have any more questions, please post in the Q&A topic. Closed.
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With the high calibre alteration you are constantly getting high damage, so it's a pretty good advantage, despite the long reload time. With destibilisation it's more of a random chance to get good damage, so in order to make it more worthwhile it also gets the constant increased impact force. I don't think this needs changing.
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But still, according to the rest of the team it seems that the mapmaker update isn't considered essential. Oddly enough.
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Valid Doesn't seem like this would be a good way to monetise the feature, since only you will see it (while most items are bought either for power, or to show off). Animated loading screens are interesting, and I agree that the quality could be improved.
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Not a mistake, just the new loading screen. It was mentioned in yesterday's V-log, so it was definitely intentional. Please discuss in the V-log topic. Also, it was mentioned here: http://en.tankiforum.com/index.php?showtopic=379602 Closed.
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Developers don't have enough time in their schedule to focus on non-essential things like this at the moment. To make it worth their time, the feature would have to be monetised (imagine a $30 pass to make maps and a $5 pass to play them), which players would obviously hate. I think there's much better features which could be added instead. Although the feature would definitely be pretty cool.
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OK, fair enough. I understand the lower crystal rewards due to lower prices, but didn't think of it that way in terms of supplies.
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Yeah, that's true. But on the other hand, keeping them for opening later isn't intended at all, so it's almost like an exploit of sorts. Although I agree that the system should be improved. In fact, I don't understand why lower rank players get less supplies at all, since their mechanics are exactly the same, so if you want to play normally, you would end up using the same amount of supplies as a Legend player.
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I'm 90% sure that the rewards will increase if you save your containers. This can be tested by someone about to rank. They can open their weekly containers now (before ranking), then earn some more container before ranking, then rank, and then open the containers already owned and see if the rewards are greater.
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Aw ye!
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Closes the currently active window.
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Here's another one. Finding a player who doesn't turn their turret, pushing them up against a wall by their side, but not shooting them. I usually do it as an experiment to see if they are really incapable of turning turrets, or just too lazy. In most cases, after a few seconds of helplessly shooting ahead of them they finally remember to turn the turret towards me.
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My favourite thing to do is to drop a gold and then target the pile of players under it, destroying everyone. I then sometimes take the gold, or leave it for some newbie, who's falling behind :P I think I also successfully pulled the Alt+F4 prank on a few people a while ago :ph34r:
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Probably for balance reasons. But I do agree, and I also found that a bit weird when Striker was released.
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Topic merged If the spot is so far away that you need a marker to see it, then it's probably too far for you to get to anyway. Either way, developers intentionally made it so that not everyone will be able to get there by the time the gold drops, so that less experienced players will also sometimes get a chance to take the gold, if it drops in a less popular area and they are the only ones to notice it. Also, having the marker be visible from everywhere will turn it into a bigger distraction than it is now, meaning that more players will stop what they're doing to go towards the gold.
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We most likely removed it because it's basically the same as your record, and having 0 deaths instead of 1 does not make it more impressive and doesn't justify a separate record.
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Neither of us has the official data, so we can only speculate. However, developers have said in livestreams that the "small buyers" bring much more revenue than massive buyers, who spend thousands of dollars. 1000 players spending $6 each contribute more than 1 player spending $5000. And based on how many people I've been seeing with the Battle Pass in these two challenges, it seems like the majority of players are willing to spend small amounts.
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Valid Lower healing rate when Isida heals another Isida
Maf replied to BlackWasp777 in Ideas and Suggestions
Hmm, I guess this bit got implemented ^_^ -
Sarim is correct. My ideas neither hold any more value nor have a higher chance of being implemented than everyone else's, so it doesn't matter who posts the idea.
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I know this was pointless since the overdrive allocations were already decided, but I improved your poll to make it easier to understand. Keep this in mind if you make polls again in the future ;) Old poll for reference:
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