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Everything posted by Son_Goku
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valid Change "profile doesn't exist" to "profile is private" when trying to view a private profile
Son_Goku replied to Son_Goku in Change "profile doesn't exist" to "profile is private" when trying to view a private profile Ideas and Suggestions
It happens a lot of times that you left click someone's nickname in the Tab menu or whatever to go check their profile. And often it says "profile doesn't exist" because many profiles are private, when in reality it does obviously exist, which is pretty annoying in my opinion. In this case, it should show "Profile is private" instead, since well, the profile exists, and it's set to private. "Profile doesn't exist" should show up only when an account with the specified nickname does not exist (maybe also when an account is blocked?). This just clears things up, and you could also use profiles to check whether certain nicknames are still available then. Nice little quality of life improvement in my opinion, Tanki definiely needs those. -
Again, I see it as something "intimidating" if my profile would always publicly show that my account is/was blocked, and it would maybe prevent me from breaking the rules in the first place. The first step in preventing someone from breaking the rules is motivating them not to do so, and I, alongside others who I have asked, definitely see a public ban history as such. Tankisport isn't relevant enough, I feel like the impact on profiles would be huge, in a good way. The information is also already there (talking about the efficiency rating), problem is that your profile needs to be public to see it. But why? Why not make it always visible, in a different form however, so you can still hide your efficiency score if you wish? Maybe the amount of how many times an account has been blocked already isn't necessary, but keeping it public whether an account is currently blocked would still be nice. It's just a nice thing to know. And well, I'm suggesting it since there has not been any inclination yet, lol. I can make a separate topic about the first part, sure. I'm pretty sure they will overhaul it soon, so I tought I'd give it a shot ?
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I see it as some kind of a cure as well. Personally, I wouldn't want my profile to show that my account was blocked recently, and I'm sure that many wouldn't want that too, so it could bring players to rethink their decisions, and not break the rules in the first place. And what's bad about a treatment? Other games have this too, and no one is complaining.
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About the backlash, I doubt anyone but rule breakers would find this annoying, and who cares about their opinion? Making their ban history more accessible to everyone would maybe, as I mentioned already, bring them to reconsider their decisions, which could in return clean not only the base game, but also the competitive scene. Honestly, I don't know about possible privacy concerns, since with chat bans for example you can see the EXACT reason behind someone's chat ban. How is that not also a privacy concern then? Where's the difference to what I suggested? I'd rather know that someone's account was blocked due to hacking, than someone's account getting banned from chat due to the player being racist. But still, as I said, simply making it public how many times accounts were blocked, how many days passed since they were last blocked and if they still are would be perfectly fine, without the need of further details.
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Yeah, I just edited my previous post, lol. But wouldn't it be nice to see them on the profiles as well? Way more people see that site, compared to Tankisport.
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Sports and Railgun Master are quite sweaty and those game modes have players with whole ARMIES of blocked accounts. First of all, it's funny to see when their accounts get blocked once again; currently, you can see that only when a profile is public. Second, there's also lots of people who are multing. Such accounts don't get a permanent ban immediately and tend to get unblocked after a while. Now, imagine you check a profile and see that account has been blocked two times already - you immediately know what you can expect from such a player. Isn't that just a nice thing to know? Honestly, I would consider adding eSports bans to the ban history as well. Who knows, all of this could maybe lead to players reconsidering their decisions. eSports bans are also public already, it's just that you can't see them on player profiles. Why not, though?
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By the way, you can already check whether an account is blocked. If you go to a profile of a non-newbie account, and you see that they have no efficiency score, that account is blocked. Problem is, if the profile is private, you can't see that. What I'm saying is that they should add something that makes it ALWAYS public, whether an account is blocked or not.
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I mentioned that there should be no details about why someone is/was blocked or for how long, what I suggested is simply making it public how many times an account has been blocked already, and how many days passed since it was unblocked the last time, in case it was unblocked again. We deserve knowing this to be able to judge players better, the exact reason behind such kind of a punishment should obviously remain private. All I can see in the development plans is this: "Icons replacing the rank icon that indicates a player is banned". Don't get me wrong, it's also a nice feature, but that sounds like it's more about chat bans, which is not quite what I suggested.
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As we all know, the developers have been working on reworking the profiles pages, feels like since NASA landed on the moon for the first time in 1969, and I'd like them to add public ban histories to the upcoming player profiles. No matter if a profile is private, there should be a ban history that is ALWAYS public. Now, I'm not talking about chat bans, I'm talking about punishments such as when an account gets blocked in any shape or form, due to hacking or whatever. You don't even have to go into detail, just messages like "account was suspended x times" "last blocked x days ago" that are clearly visible would be perfect. Something similar exists on the platform Steam already, there your so called "VAC bans" are always visible on your profile page, in case you have any. It's a pretty nice and loved thing on Steam, and I'd love having something similar in Tanki as well. Looks like this on Steam, when a profile has a VAC ban: Why can Tanki not have this too? I'm sure everyone, besides the hackers of course, would appreciate it. And who cares about the hackers?
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It literally is fine and it is common practice in the gaming industry. By making it paid, you sort out most of the useless feedback, since all the trolls are not likely to buy the early access. And that is what an early version is about, good feedback. Usually, the progress you've made in the early access version also doesn't transfer to the game once it's released, but you get a bonus for participating in the early access. I don't mind them making early access paid, but I disagree with nickname reservations being paid and with you being able to get the Veteran paint as well, since that's pretty much spitting into every player's face who got the paint by doing good in eSports. I fully understand it and I'm literally saying that I am ONCE AGAIN disappointed. Well, in almost 14 years of playing this account, I've spent max. 20 bucks, and that was before smartphones were even popular. I doubt I'm gonna buy anything, that's why I'm complaining. I'm just saying that they could have handled this early access better. Instead of making it paid they could have made it with invitations as well, but eh, up to them.
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That you have to buy early access to Tanki Classic - fine, but that nickname reservations are now hidden behind a paywall is just another decision from the devs that I can simply not understand. I can already see people abusing this to steal other's nicknames. If my nickname is taken in Tanki Classic before I can even touch the game, because someone BOUGHT IT, I'm never going to play Tanki Classic. Personally, I would have also liked micro upgrades, but not the ones we have currently. I preferred the first iteration, where you could choose what you wanted to upgrade; be it your tank's top speed, acceleration, health, or whatever. That gave a nice sense of progress in my opinion. And also, I think that none of the pirated versions have that iteration of micro upgrades, so Tanki Classic would maybe stand out a bit more with it. But yeah, that you can reserve a nickname only by paying 2000 tankoins is pretty disappointing.
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Tanki has set itself lots of limitations by favouring keyboard controls initially, sadly. With mouse controls, you could just lock your turret using right click and move the center dot to where you want to ping. But yeah, since this would work only with mouse controls, I don't see it happening.
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You mean that center dot? Yeah, I guess that can count as a crosshair. Still feels a bit unintuitive for keyboard controls tho, since you could ping only in front of you pretty much. No need to even mention mobile and gamepad controls, lol. I'd still like something that shows where the cursor is, that could be helpful for any kind of interactions with other players. They even had that in one of the first iterations of the mouse controls, as far as I remember. But that idea is for another topic.
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World of Tanks actually has a similar feature. When you press "T", a ping appears at the location of your crosshair, which looks like this (gave it a red border because of poor visibility): It's visible for everyone in your team, and on the minimap too. I could see this work with Tanki. However, it requires a crosshair to be able to point somewhere to ping, which brings some problems: 1) it's an indirect buff to mouse controls, since well, you have better aim with a crosshair, and 2) I don't see how this could be used efficiently with keyboard controls, since those would barely benefit from a crosshair. It would be pretty much unusable. Having to stop just to ping is also... meh. But if you ask me, a crosshair is long overdue.
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patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
Funny thing is, using cover is effective only if you can also accurately hit while peeking from behind cover, which you need precise aiming for. With a Railgun, you can protect teammates only if you actively damage/kill others, which you need precise aiming for. You need to manage your reload in-between shooting, to not get knocked, so you can kill someone efficiently, which you need precise aiming for. Knowing line-of-sight angles is pointless, if you don't have the precise aiming to hit your opponent. I don't know what matters more than precise aiming when playing Railgun. Especially since it has a slower reload, compared to other turrets where you can just spam shots. Other factors such as movement matter of course, but come on, how is precise aiming not the most important on Railgun? Giving it an aimbot on PC is a ridiculous buff. -
patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
Well you know, as much as I dislike aimbots, just one degree is indeed not going to cause any mayhem (in matchmaking at least), simply because of how random matchmaking is. "Just one degree" will still change gameplay over long distances, however, since the aimbot's cone just gets bigger and bigger, the further away you go. I'm pretty sure every PC player is gonna notice that. But I like that it's nerfed at least, so those players have to put in some more effort with aiming their shots. I think I would have also kept it the same degree across all modifications, since for example a Railgun without any aim assist on mobile does sound pretty tough (but still remove it from sports mode and railgun master). I would have kept aimbots for mobile and gamepad, and not added them to PC. All in all, a tough thing to balance. Tanki isn't the only game that is struggling with this. -
patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
Clearly a skill issue to not hit this while driving. Bet you can't even figure out what there is to hit. But with the aimbot? I just look at the wall and still hit. Fair, huh? -
patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
Look @Maf, this is what I mean. Do you remember this free kick from Messi for Argentina, against Germany in the world cup final 2014? Why did Messi miss? Because he's hit the human limit. Now imagine it was me instead, coming to the field from the spectator stands, with an aimbot. I would have hammered that ball pixel-perfect in the top-right corner of the goal, in a way you cannot imagine. Would I have had Messi's movement on the field with the ball? No. Would I have had the stamina to run for 120 minutes? No. Would I have scored the free kick in a way never seen before, bringing Argentina to penalty kicks instead of losing the final? Yes. Despite being worse than Messi in everything related to football, would I be the better footballer, since I have aimbot? Yes. Since I would score every goal. And this is exactly what aimbot is doing, and why it should not be a thing for PC controls. It turns aiming completely braindead, something that I agree should be only for mobile and gamepad controls, however. But still, it is inevitable that those mobile and gamepad players would eventually surpass all PC players, because of the aimbot. -
patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
"Movement matters less" doesn't mean you can drive like a total bunghole and still be the best in every battle, just because you have 100% accuracy. But still, if you hit every pixel shot, of which there are many you can hit, you can simply rely more on your accuracy than your movement, and still be at least as successful as players who do not hit inhuman shots, but have better movement than you. I've seen this happen enough times, especially in Parma. And now, combine aimbot with a player who has good movement, and every battle turns one-sided. The limiting factor here is not managing to get in cover quickly, it is how efficient you can kill your opponent to be able to progress in the objective. If you have inhuman aiming, this just becomes easier. -
patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
Currently, on a mobile device or using a controller, you get a +-3 degree horizontal aim assist across all modifications, no matter the game mode. Starting tomorrow, no matter the platform you're playing on, Railgun will have a +-1.2 degree aim assist at Mk1, which will get less the more you upgrade, becoming 0 degrees at Mk7 (no matter the micro upgrades/"Mk8"). In Sports and Railgun Master however, aim assist will be 0 for all turrets, no matter the modification. -
patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
But vertical autoaim is something completely different. While I agree that it obviously is helpful, I don't see it being as game changing as horizontal autoaim is, as people are mostly in front of you, and not on a different height. Precise aiming is probably what matters most when playing at least Railgun Master, since when you just hit everything, your movement, cover and all that just matter less, because why would you need good movement if you hit every shot and just kill everyone? Big, high precision maps (such as 2v2 Parma), where movement matters less, become completely irrelevant with horizontal autoaim, since you hit every pixel just like that. Even 0.5 degrees is an insane game changer in such maps. Also, vertical autoaim is pretty much required because of how Tanki's gameplay is. Some of us have been playing since 2009 without any horizontal aiming assistance and have not faced any problem, so I don't see why this has to be changed. Personally, I think I would have never had the idea of adding horizontal autoaim to PC controls. -
patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
Well, you're the developer in the end and know better probably, but still, in my opinion, aimbots are not required for PC controls and will only harm the game. People will not learn to use Railgun for example properly, they will get used to the aimbot and hit silly shots (even if it's just 1 degree), and will then start wondering why they're suddenly not hitting those anymore on stronger modifications. For mobile and gamepad controls, as I've already said in this topic, I understand the necessity of an aimbot. Tanki isn't the only game that has this problem. But forcing it on PC players too, who already have the better movement and everything? I don't know, it's a bit too much. And well, it's not only Railgun, it's every turret in the game. But yeah, I just hope it's turned off across all modifications in Railgun Master. I'd still be happy then. I don't want to play with it, and I would like any kind of player who is playing against me to not have it. -
patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
I know in the V-Log you said it would be turned off in Railgun Master and Sports battles, but in the patch notes it says +-1.2 to 0 for Railgun, or not? What does that mean? -
patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
It does not, but it still takes way less effort to hit such difficult shots, and I don't understand why you see that as being necessary on PC controls. It's just turning the game even more into easy mode, and in my opinion at least, exactly what the game does not need. If they added this to Railgun Master, I'd straight up quit. I don't want people who are clearly worse than me to be on the same level as I am, only because of some silly aimbot. -
patch notes Patch Update #790 - Released 14th February 2025
Son_Goku replied to Marcus in News Archive
This must be ragebait at this point, or you simply want to stay in your own, clueless world. Regardless, I've also said everything I have to say.
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