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Posts
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Everything posted by Maf
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@Spy I'm still in charge of I&S though.
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I've been dethroned as a result of a violent coup d'état. Big sadge...
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You saw nothing
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ඞ Oh wait I'm blind, you literally mentioned amogus in the first sentence...
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A lot of players genuinely like DM mode, and they use it to see how many kills they can get, and whether they can win and take first place. I think it's pretty good to have celebration modes in DM, because that way you don't have situations where 5 out of 6 guys on one team are catching gold boxes while the last guy is trying to play and gets frustrated because of the useless gold-digging team. In DM you choose how you want to play, and your endgame result is dependent on you only. In this specific case, who are "people", and how do you know what they like or don't like? I can tell you for a fact that the vast majority of players come to Tanki to shoot enemy tanks, rather than race around a track. Any kind of racing mode won't be very popular at all after the novelty wears off. Besides, we already have some variety. Sometimes there's DM with restricted settings, sometimes there's specific equipment, sometimes there's the Arms Race mode. Occasionally there's even team battles, and with a rare opportunity to play on equal footing, where no one is using P2W equipment. Considering that new game modes take huge amounts of effort to implement, I think the current holiday modes are rather well done.
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I&S works like a discussion forum. Players post ideas, other players share their feedback about those ideas. I&S section curators such as myself are not actually required to comment on idea other than to give an explanation in case the idea is declined. I just comment because I like commenting on ideas. But our job as curators is to decide whether an idea is viable and keep an organised list of ideas that players submit, which we compile into a report and forward it to developers each week. What the developers do with this report is unknown to me. I'd like to believe that they genuinely do care about player feedback here, and they take it into account as much as possible when making changes in the game. But you have to realise that: 1) Just because you have an idea you like, doesn't mean that everyone will like it. 2) Even if you have people supporting you, a small sample of forum users does not represent the needs and desires of the whole playerbase. 3) Even if everyone likes an idea, doesn't mean it's good for the game (example: option to sell items). 4) Even if it's good for the game and everyone likes it, it may be too complicated to implement. 5) Even if all of the above are not an issue, there are often too many more important tasks at hand that devs don't have the resources to implement an idea, even if it's really good. Devs told me on multiple occasions that they do care about feedback very much, especially if it's feedback about a recently implemented feature. Its true that feedback and ideas in this section are treated with less consideration than feedback about recent features in news topics. Doesn't mean that it's useless to post them though.
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Then just find an obstacle to hide behind? It's not like we don't already have multiple turrets/augments where even max protection doesn't help much once they start attacking you. Idea is pretty cool. I imagine it would work like a laser, where you connect to the enemy and must keep them focused to have the increasing damage effect.
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Why does the game "need it badly"? If the "be on the winning team" mission is removed completely, does the game still need overtime? I'm not a game dev. I'm not strongly disagreeing with the idea that overtime should be added, but I believe that having the game end in a draw isn't a problem in itself. In fact, it's actually quite a cool experience when both teams spend 15 minutes fighting it out, but the game is so well balanced that the score ends in a draw, especially in modes like CP or TDM, where ending on the same score is quite unlikely. The game ends with no losers. Literally the only problem with a tied result is that no one gets to complete their "winning team" mission.
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I think everyone should complete the mission as long as the result is not 0-0.
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The Nanobots giveth, and the Nanobots taketh away.
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Double-click on image to open a pop-up image settings menu.
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I think it's fine for games to end in a draw. The only annoying thing about it is if there's a mission to win battles, so ending in a draw does no good for anyone.
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I'm pretty sure I see about an equal amount of Ares, Titan and Mammoth players. I think Ares is pretty balanced right now. The only thing that it needs is a fix to the OD visual and physical effect sync, because right now the actual point from which the game calculates distance to enemy tanks (to determine whether they are in range of being hit) travels slower than the sprite of the ball itself and lags behind.
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I agree, but, generally speaking, legendary augments ARE more powerful than lower tier augments, so it makes sense to give them a higher GS. Also, this change is a general strategy to encourage players to try and get more legendary augments (i.e. spend more money on containers and battle passes), if they want to get that fancy highlighted 9999 GS.
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Maybe the drone should instead start wandering around on its own and making sad noises.
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Crisis drone isn't meant to be sustainable unless you have Premium Account and buy every single battle pass (and even then you'll run out of DD/DA/SB unless you play conservatively). I think the amount of supplies given for free from missions and containers is just about enough to cover usage of a standard drone like Sprinter or Camper. ...to earn more crystals so that you can buy more supplies? ? The infinite cycle of tonk.
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Well, two blues for a set of 15 normal containers is above-average ?
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Players purchasing bots from third party sources to sabotage MM making it unfair
Maf replied to Brandorrrr in Game Discussion
That's doesn't make them bots. You greatly underestimate how bad some people can be at the game. And there's nothing wrong with that — Tanki MM is a casual type of game, so as long as there's an equal number of these so-called "bots" on both teams, then I don't mind it. For the record, I voted that the number of sabotage bot accounts is <25%, but it's probably something like 0.001% of all players in MM. I don't believe that buying and opearting bots for the purpose of sabotaging the enemy team in MM is worth the hassle. -
Hello Chat reports from players are no longer accepted and there is no section or topic for it. Chat violations are reported to chat moderators automatically by a recently implemented chat monitoring software. Closed
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So.... uhh... turns out I somehow forgot to buy any of the tanki fund bundles. Awkward.
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Valid means that the idea is original, does not break any rules, and will be forwarded to developers for review. It doesn't mean anything else, and many valid ideas stay "valid" for years. You can check the I&S guide for full details.
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Would be very difficult to implement. Devs can't even make dead hulls slide easier (due to some quirky way in which friction in tracks is calculated), so how do you expect them to make it so that the same hull is pushed in different ways by two identical hulls, if they're on different teams? Is it even a sabotage problem, or an incompetent teammates problem? If it's the latter, I feel like it's part of the challenge to not only fight the enemy, but also cooperate with your team and not crash into one another all the time.
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My biggest issue with spawn protection is that it doesn't work without a dedicated spawn room. If all maps had a separate spawn area, then indeed it would be logical to have spawn protection, so that enemies can't just come in and, well, camp the spawn. But in Tanki, enemy tanks spawn all over the place, so you could be playing the game normally, and all of a sudden you have an invincible enemy spawning in front of you, and there's nothing you can do about it. Disagree with the rest of your points, but this one is valid. I'd also like to add that protection should be removed if the tank moves a certain discance away from spawn, regardless of map size (to keep implementation simple). But, to compensate, default duration of spawn protection should be increased.
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