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Everything posted by Maf
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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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Yeah, that works.
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Topic merged.
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I don't mind those missions, but then there isn't any game mode that I absolutely hate, so I'm ok playing them. Although lately they're slightly annoying, since I only play Juggernaut, and getting game mode missions requires me to go elsewhere. Anyway, I'm much more in favour of removing box collection missions, since those just blatantly encourage players to mult and sabotage.
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I think this is enough It's just another supply. Doesn't even add any new gameplay mechanics - simply makes it easier to get overdrive.
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Started A "Click" sound when we click on a graphical interface button.
Maf replied to Coat in Ideas and Suggestions
Implemented in the mobile version :ph34r: -
valid If account gets blocked for refunding purchase, unblock by refunding 10x the refund
Maf replied to GuidoFawkes in Ideas and Suggestions
I don't think I ever used that as an only reason to decline an idea. Usually there's a bigger issue with the idea. -
Seems like a luck-based public record. Yes, you have to get first place, but that's easy. The biggest factor is randomly ending up in a battle full of heavy hull drugging campers, who just don't feel like killing each other. This one sounds more interesting
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