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Posts
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Everything posted by Maf
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what even ?
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Yeah, there's been a trend towards using more supplies and more stuff available to buy with crystals in recent years, which is why devs can now afford to give us these generous sources of in-game items without destroying the economy. Make that 22 per day
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Science fiction IRL
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But the problem is when it comes to the game's economy, pretty much all player ideas are directly or indirectly asking to either reduce prices or give more rewards. If an idea is truly interesting, then we do accept it even if it technically breaks the rules.
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Yeah, which is why I specifically mentioned "without needing to play any battles". With battles you can definitely get even more. Well first of all it encourages people to spend more time online. By simply logging into the game and checking the lobby, people are more likely to play additional battles or buy additional items. I'm sure it's quite effective in generating actual revenue. Second, normal containers have gradually lost their value in favour of ultra containers, so I suppose devs can afford to make free access to them easier at this point. There's also been some inflation in the game, so a single container is less significant now compared to a few years ago. As far as suggestions go, when we decline ideas about giving extra rewards, we're not saying that extra rewards will never ever be added in Tanki. We just don't accept ideas for it, because increasing the amount of rewards players get requires analysis of the game's actual economic data, rather than simply collecting player feedback.
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So I tested the shards thing a little bit. Not only do you get 150 shards (or 1.5 containers) every day just by completing the 3 daily missions, but in theory you could also open TO mobile and watch an ad every 7 minutes, potentially getting a container every 70 minutes, or 20 containers per day without needing to play any battles. Wow.
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This actually sounds like a turret augment to me. It's just not interesting enough to be a whole separate hull.
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How to win Sandal CTF... not.
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Is.... is this a subtle roast of the game's problems? ? In case you're being serious with this topic, such missions are absolutely not going to be added to the weekly or daily missions pool, due to being part unpredictable, and part completely impossible to detect automatically. However, the ideas are quite creative indeed, and I think some of them would be perfect for the game's achievements, most of which do indeed seem rather stale as of right now. But improvements of the ratings site have been put on hold for a while, and I don't know when the next update will come. And FYI, if the ratings site is to ever be updated, the next and absolutely crucial thing that must happen to it is full integration into the game, as opposed to being hosted on a separate site.
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Why are we talking about protection modules now? I thought the discussion was regarding the upcoming Smoky change?
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If you apply the compensation logic, then yes. And it's completely absurd. This is why it doesn't make sense to give compensation for players' equipment getting nerfed.
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Can't fix right now, but thanks for pointing it out.
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Hey. Check out my post above — I'm no longer updating this topic.
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It's actually very easy. The boosted speed is just enough to perfectly get you onto that roof with Juggernaut when you ride off the ramp. Plenty of space to land and stop. Oh, also:
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Depends on a lot of factors. But in a simple 1v1 fight it's just a heavy hull with Defender and a relevant 50% module. For a limited time it can be Ares with Lifeguard, since it's able to shoot its BFG overdrive and follow the projectile, getting constantly healed at an insane rate. The only way to kill it while its under effect of the OD is either with Wasp/Mammoth ODs, or destroy its armour and one-shot it with Shaft twice (because of lifeguard). Also, you did mention buyers, implying that the item can be bought with money. But the most powerful combo that exists is the Demon module with the special alteration, providing around 95% protection from all turrets with no ability to piece armour. It can't be purchased. It can still be killed with overdrives though.
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Thing is, if game balance was that easy, @Opex-Rah would be out of a job. In reality, balancing turret upgrades throughout the ranks is far from just making sure that the damage and reload increases in a linear and proportional fashion for all turrets. All turrets have vastly different shooting mechanics, and other major differences such as effective range, ability to shoot multiple enemies, application of status effects, impact force, and even turret rotation speed. All of this needs to be taken into account when balancing the game, and I'm sure there's a good reason for why Thunder and Railgun have different reload speed increases. I'm not saying that balance in Tanki is perfect, but I am saying that your approach towards judging it is not quite right. I also don't really understand why penetration is the stat you decided to target in your nerf. To me it feels like a mechanic that doesn't come into play often enough to drastically affect balance with the change you suggest. Most people will agree with me here that if Railgun were to get a nerf, it should be regarding things like LCR, Scout and AP augments, as opposed to penetration.
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What do you think about Hyperspace Rounds? ?
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I caught a mouse ?
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Not possible with this forum's functionality. Or maybe possible somehow, but a lot more complicated than it may seem.
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That's exactly what I'm talking about. It's hard to distinguish between hackers and honest players, when certain gameplay mechanics provide an almost exact effect as some hacks. Ironically, the Hopper Crisis combo, which is often referred to as "legal hacks" (and for good reasons), is most prone to being misidentified as hacks by the anti-cheat.
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My goodness, all this time the solution was right under our nose! ? You, sir, just single-handedly solved the hacking problem in Tanki. Congratulations! On a serious note though, Tanki Online does have an anti-cheat system, and seeing as there's (from my experience) zero hackers at high ranks, seems like it's doing a pretty good job. The reason you don't see it in action, is because instead of actively banning players when they are already using hacks, it just prevents those hacks working in the first place with methods such as self-destructing the tank as soon as it does something suspicious, like a sudden movement in a strange direction. The difficult part is deciding the boundaries of what's defined as a "sudden movement". Tanki's movement and impact force mechanics combined with players' lag sometimes makes honest players move in strange ways, very similar to hackers. It wouldn't be right to ban those players just because they had a bit of lag, right? It also wouldn't be right to put the threshold too high, because then some hacks could still be used. It's a delicate thing to try and balance. Even human moderators occasionally make mistakes and ban honest players, because their lagged movement looks like hacks.
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I just sat on the roof and watched. Occasionally killed some guys whenever they tried to shoot me.
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It just seems like a half-baked feature. Why 100? And why just one person and only once? I realise that the overall purpose of the idea is to make the extra stars useful in some way, and you're far from being the first person to suggest it. However, due to the fact that it essentially gives extra rewards (almost two extra tiers), it goes against I&S section rules in the first place. And, because such a change would affect the economy, there's no way players will fully benefit from it, meaning that IF devs added a way to spend or otherwise use your extra stars, it would instantly become much harder to earn the initial 3000 stars. The fact that right now you cannot spend your extra stars once you get 3000, is the very reason why it's so easy to get 3000 stars in the first place.
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Only at a certain price in TK, perhaps. Otherwise it's way too easy to accumulate extra stars and share them all to, say, an alternate account of yours.
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