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Everything posted by Maf
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Topic merged
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Wins Above Replacement - The Replacement for GS and Efficiency
Maf replied to sensei_tanker in Archive
I honestly don't understand why something like this doesn't exist yet. Yes, we had the effectiveness/efficiency rating, but I doubt that it was particularly good at showing a player's actual ability. Something like this would not only show who you're up against, but it could be used to create well balanced MM battles with teams of similar power. Your variables definitely have flaws. For example: Some turrets simply aren't made for accuracy (Twins/Magnum), no matter how good of a shot you are What counts as an "important kill"? How would the game know? -
Or has it? :ph34r: Topic merged
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Sounds interesting, but I feel like the bigger issue here is time. He simply doesn't have the time to go and regularly answer questions and give detailed explanations. Although I'll see what I can do about this.
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First of all, there are specific topics for posting screenshots (Tanki Picture of the Day) and specific topics for asking questions. What you are doing is spam. Second, you are spreading information that is not publicly accessible, which is a violation of rules 2.3.3, 2.3.4, or 2.3.21. If you want to discuss that screenshot, I recommend asking one of the helpers about it in PM. Please do not necropost. Closed.
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2+2 is 4, -1 that's 3 quick maffs (I'm sorry)
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I stopped hoping for any good rewards from containers. I open them expecting a "common" grade item and get pleasantly surprised when it's anything better. I think it's much better than constantly waiting for a legendary and being disappointed every time. Also, even though this star event is easier than the first one, I still think it's not worth actually forcing yourself to play more for the sake of getting the containers because you'll most likely be disappointed by what you get.
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Not good enough for a record. It's very easy to get zero.
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k
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People want to win, so they leave when their team starts to lose. Power balance in battles is often far from perfect, so unfortunately a lot of the time forces are skewed and the battle isn't fun to play. Playing for the losing team is still worth it due to the decent reward you can get, compared to what the losing team used to get a few years ago, but people don't want to stay when they literally can't do anything against the much more powerful enemy. This happens more often in CTF and RGB battles, less in ASL, TDM and CP battles and rarely in DM and JGR, since in solo game modes there are no teams and no "bad teammates".
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Under review Similar ideas: Like/upvote players, MVP of the game
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You really didn't need to write so much text about such an obvious suggestion. Of course developers remember that PRO battles exist and that players want juggernaut added there for custom games, rank-ups, parkour, etc. I'm sure they plan to add it to PRO battles, but simply didn't have the time yet. Sorry, no point having this as a separate topic.
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I'm talking about more generic strategy that's relevant to normal players. Not many want to bother doing off-topic challenges that give rewards or dedicating their free time to some helper duties. The vast majority of people only come to the game to play battles. It's just a creativity contest that the helpers came up with. If it's not something you're good at - don't participate and wait for a contest that's more relevant to the talent you have. Not all contests are aimed at every single player. P.S. Please don't go off-topic.
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This is a pretty well-known strategy that's been around since the beginning and especially after MUs and missions/chains were added. It was always hard to maintain more than one combo and many players ended up with a bunch of low modifications and struggled to get through higher ranks. So yeah, nowadays to succeed without buying you have to play only enough to complete missions, maintain at most two combos and spend crystals only during sales.
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This rule is pointless. One can easily do it with friends, unfriend them during the battle and add them again afterwards. Record itself is interesting though. Will most likely be added to the "public records" section.
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There's no reason to assume that he doesn't.
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I personally don't think EN community was treating him badly, since it was mostly the RU forum being toxic, but I guess he had other reasons to stop actively replying. After all, I don't think a lead game dev would have much time to chat on the forums.
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I'll admit right away that I didn't read the whole post yet, but... I've been following that graph for a long time (first looked at it in early 2014) and I must say that there is one thing that's very peculiar about it. If you compare this graph to WoT (Tanki's major competitor), you will find that while both games follow different paths in the beginning, after the 2014 peak the graphs for both of them are remarkably similar. Here's the link to the comparison (added war thunder as well for good measure): https://trends.google.com/trends/explore?date=all&q=tanki%20online,world%20of%20tanks,war%20thunder So what this shows is not that Tanki itself is losing popularity, but the whole genre of late 2000's MOBA shooters has gone out of fashion, with its audience most likely leaving those games in favour of similar, but more modern games (like overwatch). My point is, don't jump to the conclusion that devs are killing tanki just because of that graph. There are many complicated factors involved in the popularity of a game, so overall it's much more than just a case of "good update/bad update". I wouldn't jump to that conclusion either. From what I've heard, he left simply because the community treated him badly and blamed every problem on him, calling him incompetent, unqualified, etc. He understood that talking to the community is a waste of time and sanity, so he left it.
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Personally, I don't really see how star challenges ruin events (I don't notice any difference), but I respect your opinion. Although I suspect that you're in the minority here, since not many people would be against having an opportunity to earn additional rewards.
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Our I&S section is far better organised and maintained. As far as I know, the Russian I&S was neglected and no one filtered the content, making it a waste of time for devs to read. In here, not only do I make sure that pointless topics are removed, and valid ones get approved, but we've been regularly reporting ideas to developers (since mid-2016) in a weekly report, to make sure the best ideas are noticed. Even if devs don't have time to read and evaluate player ideas, I still enjoy the process of posting them and discussing them with others, like any discussion in any other forum section.
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Topic merged
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