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Everything posted by Maf
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Valid Battle option for restricting certain equipment
Maf replied to Jtipt.The.Killer in Ideas and Suggestions
I know it's possible, and I support the idea. I do like battles with custom formats - used to play them a lot with my club a few years ago. But I'm just saying that developers don't want to add this due to the fact that it makes Wasp+Fire much easier to organise, and they don't want that due to reasons described above. So if this gets added, such battles would have much lower EXP and battle funds, or all rewards would be disabled completely. -
Valid Battle option for restricting certain equipment
Maf replied to Jtipt.The.Killer in Ideas and Suggestions
OK. First of all, 95% of the time Wasp+Fire battles are played for one reason - to quickly get crystals, experience and gold boxes. This could be to quickly get a new rank, to complete missions, or any other possible reason. The reason Wasp+Fire is so good for this is because due to the afterburn effect of Fire and the low health of Wasp players die much quicker and therefore the fund grows much faster. Same can be said about some other PRO battle settings, such as Polygon CP XP/BP - it's an EXP/crystals grinder that requires minimal skill or effort. Developers balanced the game's economy around standard battles with supplies. This means battles with heavy hulls, armour supplies, repair kits, Isidas, campers, etc., where the rate of deaths is much lower and players get less crystals per minute spent playing. So by using custom PRO battle settings in which the rate of fund growth is increased, players are exploiting the settings in order to give themselves an economical advantage in the game, by earning more crystals than developers expect them to. More crystals/EXP earned per hour = more crystals owned and faster ranking = less likely to not have enough crystals for upgrades = less likely to purchase crystals/Premium with real money = less revenue for developers. That's the problem. So ideally, PRO battles shouldn't give players any EXP or crystals AT ALL, or give them at a significantly reduced rate in order to offset the advantage. This is how it works in a lot of other multiplayer games - there's a "standard" game type where you have no control over settings and you earn experience and currency, and there's custom battles you play with friends for fun, where you don't earn anything at all. Unfortunately for devs (and fortunately for players), Tanki already started off with a different system and it's impossible for them to completely disable EXP and crystals in PRO battles without seriously upsetting a lot of players. But removal of missions was definitely necessary. When it comes to missions, their goal is to encourage the player to do certain tasks or complete a certain challenge and get a corresponding amount of reward. Missions like "capture flags" and "finish first" are considered to be more difficult, so the reward given for them is greater than that for other missions. All other missions also give a reward that corresponds to their level of difficulty and the time it takes for an average player to complete the mission in a standard battle. So when a player had missions like "capture 3 flags", "get first place 3 times" and "collect two repair kits", they are normally expected to go into a public battle and spend a lot of time (1-3 hours), supplies and effort in order to capture those flags and get those first places. But instead the player could create a 1-flag Island CTF, invite a friend and complete all three missions in literally one minute. Not only does this give the player a massive economical advantage (which is unfair to devs), but it's also unfair to other players, who don't know about this exploit and spend hours in normal battles, trying to complete the same missions. To summarise, missions were removed from PRO so that everyone would be put on an even playing field and so that the amount of time and effort required to complete the missions would justify the significant reward the players can receive for completing them. I know this is a lot of text, but I hope this helps explain it. -
Valid Battle option for restricting certain equipment
Maf replied to Jtipt.The.Killer in Ideas and Suggestions
French? :lol: -
That is true, and I did mention it in my first reply here.
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Why not? If short range shots are to get a massive nerf, then why not compensate that with a boost to the damage of the hardest shots? It would encourage using Magnum the way it's meant to be used - as artillery.
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I had a similar idea that I posted somewhere else. I thought that since the most difficult Magnum shots are those with the longest projectile flight time, then why not make it so that the shortest shots have much less damage than now (20-50% less), while long range shots have much higher damage (50-100% more). That way magnum players would be nerfed for trying to use their turret in close range or shooting straight with 100% power, but they would get rewarded for using it as actual artillery, i.e. shooting in massive arcs across the whole map. Although the issue is that a magnum could just find a sweet spot where their shots land at the enemy base every time, and send increased damage shots into the same spot with pinpoint accuracy. the problem with your idea is that not all 100% 0° shots are easy. For example using hull tilt and shooting up at a player on a bridge is one of the most difficult types of shots. But I guess that's an exception that could be ignored.
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Topic merged
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Some ideas take longer to process than others. Please allow a few days for your idea to be published. Your topic has been merged here: http://en.tankiforum.com/index.php?showtopic=212346 Could you give some examples? I can always reconsider the decision regarding an idea.
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Valid Battle option for restricting certain equipment
Maf replied to Jtipt.The.Killer in Ideas and Suggestions
Topic merged As for your idea about choosing specific supplies, please see this topic: http://en.tankiforum.com/index.php?showtopic=318352 -
Have they really failed though? They have a free MMO game that's been alive for almost 9 years and still has a pretty significant player base. Do you know @Serene? She's pretty experienced with MMO games and knows how they work, and when I spoke to her a while ago she said that it's amazing that Tanki is still alive and has thousands of active players, despite its age, outdated platform and other disadvantages. So in that sense I think devs did a pretty good job at improving the game and keeping players interested. Of course this is my opinion and I don't have any actual proof other than what developers said during livestreams, so feel free to not believe me. That I can't disagree with. I myself saw plenty of great ideas over the years, some of them being pretty simple and straightforward, yet offering a solution to some significant issues that a lot of people complained about. Devs' excuse for this is that they have a schedule and a set of plans to follow and they can't get distracted by requests for small improvements, but I agree that they should focus on finishing and improving existing features first (alterations, clan system, garage interface, etc.) and then adding new stuff.
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The number of people threatening to leave the game and hating in the chat and forum doesn't show that those people actually left the game because of those updates. I actually did a small experiment back when that update was released and for every forum post that said something along the lines of "this game is ruined, I quit!" I made note of the author and checked their profile - of the 15 or so people I recorded, all of them continued playing in the following month. As for the peak number of players going down - see my replies on the previous page. People have always been leaving, but it's the number of new players that went down, so there's no one to replace those, who left. And there you go - you just pointed out the exact reason why missions had to be removed from PRO. Of course you have fond memories of those times, because you could complete difficult missions in 5 minutes, claim massive rewards and be happy. This is not how missions are meant to be completed, therefore developers had to fix the exploit that allowed players to get such high rewards with minimal effort. Now the system makes perfect sense - everyone does missions in the same, fair conditions and you can't just capture one flag in a private battle to complete a "first place" mission that would otherwise take 30 minutes and a lot of effort to do. Now how about you look at it from a different perspective: removal of missions from PRO allowed devs to give players a huge increase in mission rewards. The 20% mission reward increase, the temporary 300% weekly chain reward increase, the permanent 300% increase, addition of containers in chain rewards and unbreakable mission chains. Since missions now take much more effort to complete, the high rewards are completely justified. Without removal of missions from PRO we would never get all these bonuses. I have a theory that due to the way our minds work, negative events/changes make a greater impact on our memory and are therefore easier to remember. So while there may have been more good things than bad, to a lot of people it seems that the bad things outweigh the good because you remember them better, even if that may not be the case. Anyway, it's just a theory I have, but it's worth giving a thought.
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Valid Battle option for restricting certain equipment
Maf replied to Jtipt.The.Killer in Ideas and Suggestions
It is a bad thing, because instead of getting better gradually, by playing normal battles, players are exploiting the game mechanics and giving themselves an economical advantage. It's not how the game is meant to be played and it harms the economy, because players are less likely to spend real money if they can grind currency easily via format battles. -
I realise that it looks like I'm defending develpers' decisions no matter what, but that's just because I consider every update from the perspective of all parties involved, not just as a player. Of course as an "old-school" player I dislike removal of missions from PRO, the repair kit and supply changes, the inability to choose maps in matchmaking and a bunch of other updates. But I understand why these updates were necessary, so I don't complain about them and instead try to explain devs' reasoning for those updates to everyone else, to hopefully convince people that devs aren't dumb and they do care about their player base and do know what they're doing. That being said, developers themselves admit that not all of their decisions were right. A bunch of updates and new features were bugged or had a number of unexpected issues, some updates had the right idea but some things were missed... Examples of those include the 2012 Rebalance, addition of various crystal box values, the DM tournaments, and quite a few more. So mistakes have definitely been made, but the number of players lost because of them is much lower than the number of potential new players not gained due to the game being outdated and unsuitable for new audiences. In fact, one of the biggest mistakes developers made was leaving Tanki Online to die back in 2015, when they thought that Tanki X would replace it. TX had unexpected issues, while Tanki Online lost thousands of players due to lack of updates and new features. And now they're trying to make up for what they lost.
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It matters a lot. Developers said that nowadays the majority of players (especially tanki's target audience - teens) play on their mobile phones and don't always have access to a PC. Besides, being able to play on phone means that you can access tanki in a lot more situations, such as in shopping malls, at airports, at friends' houses, etc. It opens up many new opportunities for people to play the game where they previously wouldn't be able to. As for the game still being stale and old - that will hopefully be fixed by other updates, such as matchmaking, new game modes, new cool features, etc.
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Not true. Very few players actually left because of "bad" updates. Most leave because they get bored, and very few people play the same game for years. The problem is that new people aren't coming in to replace the leavers, because the game is outdated and can't compete with more modern games of similar style. This is why things like matchmaking and mobile version are being added - to make the game more appealing to today's average casual gamers.
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He's not wrong though. The total number of active players in the game is a few hundred thousand. They're just never online at the same time.
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I don't think it's a desperate attempt. More like a logical step that's meant to bring in new audiences.
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Ok, so far I'm 74 minutes in. Seems legit, but I'm watching till the end to make sure it's all 100% proper :ph34r:
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Two years after the last time I updated this topic, finally got around to finishing it. All gold box drop locations have been on the wiki for a while, so I just had to copy the images over to here. And now it's done :) Added all remaining maps, such as Deck-9 and Magadan, as well as small maps which I didn't bother to add before. Updated views for all other maps, so now they are accurate and complete Edited the intro and conclusion a bit Removed all progress indicators (started, in progress, completed) as they are no longer relevant Still need to do some things, like fix the Madness images and change the images with Russian labels on them, but that's an issue with the wiki itself :P
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Last time I was young and stupid quite inexperienced with how to recruit new applicants, so I admit I made some mistakes. Won't be the same now ;)
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Well, they had to balance the massive benefit somehow.
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It's just a test. They didn't even make a proper model or visual effects yet. Probably just testing the mechanics.
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By the way, this might be the so-called "Energizer" project that devs mentioned in the development plans page on the wiki.
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This may potentially be a work in progress, considering that there has been an open testing where overdrives seemingly had upgrades :ph34r:
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