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Everything posted by Maf
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I'd rather lose without hopper than win on a team where someone uses hopper in Rugby/CTF.
Maf replied to r_Fish.tank980 in Archive
This is the Crisis drone, which allows you to use only one supply at a time, but the supply power is boosted and you can rapidly switch between them. The DD is weaker than Blaster, DA is the same as Defender, but Speed boost is better than Trickster, increasing the hull's speed by 70% on top of the standard Speed Boost. The drone can be used with any hull, but people found that it's most effective when combined with Hopper. Here's a video, for reference. Shows a normal tank vs Speed Boost, vs Trickster, vs Crisis. Your feedback is valuable, and it's particularly important when you're commenting in official news threads regarding recent updates. However, there is an important distinction between your feedback being taken into account, versus your feedback directly dictating changes in the game. The latter does not happen for a multitude of reasons, but that doesn't mean it's pointless to comment on and criticise these things. -
I'd rather lose without hopper than win on a team where someone uses hopper in Rugby/CTF.
Maf replied to r_Fish.tank980 in Archive
Hoppers or not, I want to have battles where both sides are well matched and have equal chances of winning, resulting in a very close game. A quick 5-0 is never fun, unless you're just grinding stars/missions I guess (but even then I wouldn't call it "fun"). Being one of those fast hoppers, I usually leave the battle if I manage to score 2 or 3 flags/goals with little to no resistance. -
The official statement from developers included two reasons for removal of DM: one was that it was unpopular, and the other was that it didn't align with the rest of the modes, all of which were team-based after Solo Juggernaut was changed to Team Juggernaut. DM is currently available in PRO battles (which still give funds and EXP if the battle is public), and during events.
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Few pics from the recent BBQ event Russian chat admin GVA
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Oh yeah I know what you're talking about, and yes - it does happen quite a lot. But I'm pretty sure it's an issue with the game servers themselves, rather than a case of HTML5 vs Flash.
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Have you tried changing the theme manually to the dark one? The button to change it (labelled "Theme") is in the bottom-right of the page. Select the tankiforum-new-dark option and see if that's better.
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Yeah I was talking about my latest Flash experience. Early 2020 — crits every 5 games.
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On Flash I had critical errors once every 4-5 battles, and initial garage loading was very slow. Issues in HTML5 are very rare for me (it freezes on me maybe once or twice a week, and never during a battle), but I also have a very powerful laptop, so that probably helps a lot. I'm sure it varies for different users and heavily depends on what kind of computer and internet connection you have.
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Just compared Railgun, Hornet and Hunter skins, HD vs Ultra. I swear, HD is like old M3, and Ultra is like old M2. It makes no sense, but there is no other way I can describe it.
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I don't care if they add Ultra skins instead of HD, but it bothers me that Ultra skins are really just HD with a different name and slightly different look. Unlike XTs, there's absolutely nothing about Ultras that would suggest they are better than HD.
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Well you know how the saying goes... no gain no pain
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...said the camper.
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But if an update brings in mad cash, can you really consider it "a negative effect on the game"? ?
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Seeing as his most used turret and hull, as well as the top 3 modules, surpass the next items almost tenfold by time played, I imagine this is the kind of player that logs in, selects Control Points, and plays for hours non-stop without ever changing equipment. There's a lot of players like that, who don't care about using the most effective strategy or picking the most suitable equipment — they just get online and play. It's the reason why we've had a bunch of updates over the past few years which simplify and streamline the gameplay process, because that's what the majority of players actually likes.
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We have have different standards regarding how time should be spent, but 2.5 hours playing the same thing every single day for 8 years? That's a lot. Most people barely have an hour of free time to spend on video games every day.
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11,287 hours: https://ratings.tankionline.com/en/user/35011
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This is his profile: https://ratings.tankionline.com/ru/user/v55_tanki At nearly 9000 hours played, I'm scared to ask him about his lifestyle choices.
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Every finished battle = 10 shards (after watching ads). To get one container you have to finish 10 battles on TO mobile. So that's one container for every ≈30-80 minutes of gameplay. The amount of containers is unlimited. AlternativaPlatform used to be a software development studio, and the early prototype of Tanki was just a technology showcase to demonstrate how Flash can be used for in-browser 3D gaming. But when Tanki became massively popular, they rebranded into AlternativaGames and started developing other games, but Tanki Online is definitely their flagship project even now. I don't think they have significant revenue coming in from other sources.
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Watching a few thousand ads (i.e. also finishing thousands of battles on mobile) and doing missions ?
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Ads are usually about recognition. It's not about making you click on the ad right as you're watching it (or going to buy the product right after you see it on TV), but it's about long term effects. What happens is that people see the product in ads multiple times a day for a few months, and even if they say they hate the ads and they will never buy the product because of the annoying ads, the product name and design stays in their brain. And a few months after they stop seeing the ads, they might go to the store to look for a new product of the same type. Upon being presented with a shelf full of a variety of different brands, they are more likely to pick the one they saw ads for, simply because it's the only one they're familiar with (but they don't remember that they hate it). I think with mobile game ads it's a bit different. Either way I can tell you from personal experience that there's been 3 or 4 apps which I downloaded after watching an ad for them. So it does work to some extent.
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I honestly don't know how they deal with the feedback that gets forwarded to them. We just make weekly and monthly reports with all ideas, and how that gets treated is a mystery to me. I'd like to believe it all gets noticed at least to some extent. As for taking credit — IIRC, Opex told me once that they can never directly announce something like "Tomorrow we're adding [new thing], as suggested by [nickname]", due to the fact that it could lead to legal issues, such as the player in question demanding to be rewarded and suing them for non-compliance. Something like that.
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Umm, I'm pretty sure a Viking can get 2 overdrives in 7 minutes just by passive charging. Probably 3 by actively getting score.
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I probably declined it because you were suggesting to add a new source of rewards. That still holds true — we don't accept ideas for adding new rewards, even if the idea itself is viable. This is simply because it's only up to devs and their finance person/team to decide how many and what kind of rewards players should be able to get.
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I honestly wouldn't be surprised if it was introduction of shards and watching ads to get them. When they first came out, even people like myself, who already have everything they need, spent hours in the mobile version watching ads to get free containers. I have a friend who farmed literally a thousand containers in the past 3 months mainly from shards. If we assume that 800 of those were exclusively from shards, that's 8000 ads watched. And from what I found online, a "reward ad", which forces the user to watch the full video in order to receive a reward, can pay up to $0.16 PER AD to the company hosting those ads. So that's up to $1260 Tanki earned from a single player watching ads. Even if the average per player earning is an order of magnitude less, multiply by the number of active players and add to it sales of bundles and ultra containers, and I would assume you'd get a hefty amount. Though a 25x jump in revenue does indeed seem strange. I hope it's true, since it would mean we could get more cool stuff being added and perhaps fewer P2W updates...
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A grand total of TWO times! ? I mean, you asked for F2P counters and viking OD is a F2P counter. It's not great, but there are better things which would be considered P2W.
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