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Everything posted by Maf
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You can always share new paint ideas, but the chances of them being added to the game at this point are basically zero. Even if devs were actively adding new paints, they wouldn't directly use one that a player provided, because it raises potential legal issues (digital copyright or whatever it's called).
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Cant argue with that. The prices are pretty insane. But that doesn't make it a "pump and dump". Prices in any market are driven by demand, so if people are buying the offers, then prices will stay as is. Well? Give an example then. An example of a feature or update that developers added, which intentionally does not help the game in any way, short term or long term. Can you explain it in a different way please? Your explanation was not very clear and we had to guess what you meant.
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A unique texture that's not like any of the 455 is also not very feasible ?
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Unfortunately, P2W is what the people actually want to buy. The only cosmetic non-P2W items that people care about are either exclusive skins, which are very time-consuming to create, or brand new types of cosmetics, like the very first animated paint, the very first custom sound shot effect, very first skin, etc., which aren't a sustainable source of revenue. Devs already tried to make a game that was mostly focused on selling cosmetics instead of P2W items. You can see where it ended up. If Tanki Online is to stay alive, it needs to maintain a certain level of P2W and devs can't afford do implement features like a trading system that would allow players to easily exchange exotic augments and funnel them from their alts to their main account. You may have a valid point there. I think Tanki's audience is more loyal compared to the typical online F2P user in other games, so that might allow developers to get away with implementing more extreme monetisation strategies while still retaining the audience. That being said, Tanki Online is far from a typical "pump and dump" greed-fuelled scheme. I'll say this again — it takes serious dedication to retain an audience in a browser-based video game for over a decade, and this can only be achieved if the project managers really care about the game's survival. And if they care about the game's survival, they will be careful to only implement features that benefit the game in the long term. In fact, I believe that this is what they've been doing the whole time and I know this is somewhat off-topic, but I challenge you to prove me wrong.
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I've been involved with this project for over a decade, so I've watched it change and noticed how certain updates affect further development. Remember the Rebalance of 2012? That's when the developers made fundamental changes to equipment and decided to completely refund players' whole garages into crystals and give them a fresh start. Everyone was very happy that finally devs are "giving back for once". But do you think they were so happy that they decided to reward developers by spending real money? Nope, quite the oppposite. Because everyone suddenly had enough crystals to buy all the equipment they needed, revenue was at a record low, so a few months later came the infamous Update 123, which slashed battle funds in half and made battles not worth playing. It was so bad, that myself and a few other people decided to play only private PRO battles without supplies, because normal games were unplayable. Mind you, this is 2013, i.e. the time that many people often say was the "best Tanki". My point is that the game's economy is a sensitive subject and features like trading between accounts cannot be added without proper consideration, meaning that such a massive benefit would have to be compensated either by unreasonable limitations (pay 2000 tk for each trade), or by removal of other freebies (such as fewer containers from missions and challenges). Idk man, people have been saying "enough is enough" and "this is the final straw" for every bad update since 2012, yet here we are 12 years later. Devs wouldn't be able to keep the game alive for so long if their mindset was just greed.
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Adding an ability to refund items could also be considered a "one off good gesture", but it would also completely destroy the economic balance and likely kill the game. That's why we don't accept ideas for things that directly benefit players' ability to get more currency/items, and that's why this idea is on the verge of being declined for the same reason. We don't know Alternativa's company structure, but it's almost certain that they have a full-time employee who keeps track of sales and revenue. This person will be able to predict/calculate the impact of adding or removing freebies, and this is the kind of person who decides "yes, we can give a token of apology with a thousand tankoins" or "no, we can't give players a higher reward for rankups".
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Something like a trading system falls into the overall economic balance of Tanki Online, which is an aspect completely separate from things like gameplay mechanics, interface design and equipment balance. For that reason I'm not too keen on having such ideas, because it's obvious that players want it to be added not because it's a cool or interesting feature, but because it would help them benefit by getting the items they want cheaper or easier. In fact, I'd even argue that trading should fall under rule 2(d) of I&S - no ideas regarding refund or sale of items. But whatever, we'll keep this one valid. I don't even understand what exactly you're proposing above. What does it mean to "only trade between two accounts" and how is that a restriction? If I have a hundred free-to-play accounts of similar ranks, I can just trade between them, doing one trade at a time, to get the items I want on one account. The rank range is not a problem. Devs already established a long time ago that they're comfortable with allowing low ranks to have Legend-tier equipment, because "those accounts will rank up very fast when they play, and they will soon reach Legend rank anyway". The problem is that by opening random free containers on many accounts, on some of them you will eventually get some augments, paints or skins that you like. So then you can just trade those items onto your one main account (in exchange for some trash status augment you don't care about) and enjoy them all on your main. The result is as I said above - instead of having an incentive to spend real money to get more container keys, you're just funnelling good items from your alts onto your main for free. This is why any kind of trading system would inevitably require a very high payment for every trade. This is why I don't like to discuss features that affect the game's economy. They're difficult to understand and difficult to explain, so I'd rather just leave it to the experts and focus on gameplay/interface/community ideas instead.
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Is this a problem? I can decline it if you insist ?
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Topic merged Trading will only be added if every trade involves a substantial fee in tankoins. And I'm talking hundreds, if not thousands of tankoins per trade. Think about it, if getting a normal legendary augment requires someone to spend thousands of tankoins on Epic Keys, then if you're giving an augment you don't need to a friend who really wants it, this friend will be less inclined to buy Epic Keys with real money, thus reducing the game's revenue. Therefore, I believe developers intentionally decided not to add any kind of trading system, because such a system would go one of three ways: The trading is cheap, so Tanki Online loses money; The trading is expensive, so players complain that devs are greedy; The trading system is designed in a constrained way so that players can't benefit from it, so players complain that it's trash and never use the system, meaning that devs spent a lot of time and resources developing a useless feature; Every option is an overall negative for Tanki, so why bother adding it?
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I remember when hover hulls were first added, the question about how they will set off mines was a popular one. Opex-Rah said something along the lines of "I'm pleased to announce that we've upgraded all of your standard mines to smart proximity mines completely free of charge! They will detect enemy hover tanks and detonate under them. You're welcome!"
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Great news! With the ability to combine Saboteur drone with Miner hull augment, mines are now even MORE of a problem!
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I just don't like how RNG it is in terms of crits. You could spend ages chipping away at an opponent, dealing little bits of damage with rockets and normal shots, only to have him turn around and get two lucky crits on you and kill you. Other than that, the gameplay is quite fun.
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Topic merged
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Topic merged
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The Turrets. Which you Hate? How you like to play with it? Which you Use?
Maf replied to Master120 in Game Discussion
What a weird question. The purpose of every turret is to damage enemy tanks ? I guess you could say that some turrets are for defending and some for attacking, and are more suited to specific size maps, but with augments that completely change a turret's play style, even that is no longer relevant. -
Well looks like you're going though a... crisis
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How does that work with just your thumb? With keyboard arrows/WASD you use three fingers on one hand to control your tank. If this was implemented on mobile, you'd be pressing one button at a time, severely reducing your manoeuvrability.
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New 3D models and visual effects are very expensive and time-consuimg to create. If such features ever get added, don't expect to immediately get access to them because you already have a GT skin and a heavyweight augment. Instead they'd be the final reward of something like the Trick-or-Treat game.
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I used up all my brain on pointless twitter arguments ?
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Heart says yes but wallet says no Do you guys offer discounts for seniors? I'm basically an old man in internet years.
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Once again — it's not a suggestion, but a bug report. "Merge" tags are given to topics, which thematically fit into larger category topics, but we keep them as standalone threads for a few days to provide an opportunity for feedback and discussion. We'll report this to devs so that they can investigate the issue.
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This is more of a bug report than a suggestion. Besides, I'm not so sure that what you're describing is what's actually happening. Faust augment fires rockets so fast, that each one hits a tick after the next one, or even faster. This means that every time the tank's health is calculated, it takes a sum of all incoming damage and healing. So if you heal 400 HP and the enemy rocket deals 1200 HP damage, the health goes down by 800 HP with no healing visible. In your video, it seems that you managed to do 400 hp of healing, but the Striker shot his salvo so fast, that your teammate died before the server could register any more healing ticks. That checks out with the fact that you have 50 ping, so the last two rockets hit before your healing could register. There's also server lag causing the visual discrepancy of the tank's explosion. You can see that the first two rockets even look like they missed, when they actually hit. Anyway, I don't think there's any kind of logic with giving priority to damage over healing. Most likely it's just lag.
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I'm not gonna try and give excuses for why it's not being fixed, but the bug could be more complex than it seems, so perhaps devs didn't have an opportunity to come up with a solution yet. I agree that it's one of the most frustrating things in the game right now, even more so than buyers with OP augments. It's a serious issue and the game will lose players if things like this keep happening, so I suspect that devs have their eye on fixing this problem. But since there's no way we can answer the "when" question in the original post, I'm locking the thread since there's nothing constructive to discuss here. Closed.
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People in Tanki can't even come to terms with being on the losing team "because of trash teammates", even though winning and losing hardly matters since the rewards are the same. The only thing you miss out on is "win battles" mission progress.
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