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Everything posted by Dies-Irae
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There are several sides to this experiment and the one before this. Personally, I like the game without crystal drops, it takes skill to end up on the winning side and on the top of the list. Of course, it will take proper equipment, too. Here the paying customers do not have so much an edge now that the kits are revised, which I think is also good. No crystal drops: +Enhanced (or even somewhat forced) teamplay +No distractions from the main objective of the game +Skilled players earn more -Lower ranks do not earn as many crystals as before -New players do not earn crystals due to lack of skills -The learning curve may be too steep for new players, resulting in more players may stop playing. Predictable crystal drops whit 1-100 crys +All players can earn crystals, not only the skilled players +Can make the playing fun in a different way +New players can earn more crystals, keeping them in the game +Crystals do not disappear, there is a chance of getting them. -Mults ruin the team play -50 and 100 boxes ruin the team play -Can cause skilled and high-ranked players to leave the game Old type crystal drops +Do not disrupt the team play so much +Everyone can earn crystals +Good baits for shafters (ask me how I know this!!!) +Somewhat unpredictable drops made it also fun -Those who enjoyed the predictable drops with up to 100 crys will not like if the update is removed completely -Can still cause some disturbance to the team play, specially if someone in the team is only focused on hoarding crystals The developers need to come up with a compromise solution that the majority of players can accept without causing too many players to reject the game. TO needs high-ranked, skilled players but the game also needs new players. So the game needs to have an appeal to a range of players from low to high rank, different skills etc. without causing too much discomfort to the players. I really do not envy your position in this, but you have my support on this. I trust you will come up with a system that players can accept.
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The best update ever! Thank you for this experiment, hope TO stays like this! For those who complain about not getting crystals for reward, learn skills, that what's it all about! Choose your battles and learn.
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I enjoy the new effects of both. Maybe isida wave could be a bit narrower, but still it looks good. Rail used to looklke a laser gun, now it is more like a sci-f gun as it should be. And now for the next effects,please. Smoky --> small inpact explosion, maybe with a tiny mushroom cloud Thunder -->large impact explosion to show the splash, maybe add some shrapnel. This could show the range of splash, it would add a small piece of strategy when playing against a thunder. Stay just out of range of splash! Would it be also possible to show the impact marks on tanks as they are shown in the ground and buildings? That would be cool! You could tell a skiller player by the amount of hits taken even if repair kit was used. This would reset on death, of course.
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Instead of just telling this update was a bad idea, tell also why. If there are enough well argued negative feedback, the developers might actually do something about it. Hatemail just goes to /dev_null.
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I bought some paysafe cards, but now I am really thinking if I should use them at all or give them to my kids to play League of Legends. I did appreciate the smart cooldowns, I understood all the tweaks for game balance, I even got around the Rebalance. With all of those changes, I had to relearn to play effectively and I did. But this crystal fiasco, I have no words that have not been mentioned earlier. The instant reward of 100 crys boxes (liked that post a lot) just ruins all team plays. It will be only DM's from now on. There I can rely only on my skills, not some ******, gem-hogging multinoob, who does nothing else than camp for crystals. Imo you can actually delete all other game modes than DM's, team play is buried under predictable crystal drop zones. This does not make me mad, it just makes me sad. I know the staff of Tanki works hard to enhance the gaming experience and I have paid some money partially for the crystals but also to show my support for them. The sad truth is that sometimes even the great ideas just don't work in real life. It's time to admit a mistake, remedy the situation and move on. I know people make mistakes, god knows I have had my share of those, but the real thing is to admit it and go on. There is some good in this upgrade, but also a lot of negative things.
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I have really mixed feelings for the upgrades. The predictable drop of supplies I kinda like, but if the point was to make drug use less frequent as it was with the smart cooldowns, this predictability basically ruins it.The good thing is that you cannot dominate a game by just buying a ton of supplies and drugging constantly. Also, the drop zones are accessible to all, so everyone can enjoy the moment of power. However, this also creates the drug-problem again, players wait for the drops, get 2/3 drugs and use the last from the inventory. And again we have a drugger donimating the game. It does change your game tactics, but imo it does not make the game experience better, it makes it worse. At lest make the drops disappear eve if the time would be longer The gold boxes ruin the game play, as many have commented already. Players hunt the 50 and 100 boxes like they were 1000 boxes! The purpose of tankionline before this upgrade was to win a game, get some 10 boxes and enjoy the rewards. Now, there is a drugger Mammoth parked at all drop zones, hogging all crystals. Not a good upgrade. Also, the games are now more like CollectCrystalsOnline than TankiOnline. I think there has been a few comments similar. The crystal drop zones need to be reviewed since there are maps that do not give equal access to drop zones. Here are my two cents of ideas: -Make the predictable supply drops disappear -have a short smart cooldown for collected supplies -Disrtibute the supply drop zones farther apart but keeping in mind the balance of the team sides. -Get rid of 50 and 100 crystal boxes, stick with 1-25. The higher boxes are a huge distraction. -make the crystal drop zones move every once in a while to discourage parking to the drop zone. -No supplies close to crystals -Make at least the gold box drop zone mine-free area. -Review the crystal drop zones for certain maps (Sherpuhov at least) -Create more crystal drop zones. This together with sticking to 1-25 crystal boxes would also discourage the parking to the drop zones
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All true. Higher the rank, harder to be an effectife shafter. I like using shaft, but I choose my battles. There are maps that shaft is totally unsuited, so I skip those. After choosing a suitable map, I get into the fight to see what equipment the opponents have. Sometimes it happens that the map is full of fast-moving short-range weapons, that's my que to change battle or change my equipment. Usually I stick around for a bit to see how the battle is going, it just could be one of those battles you get huge D/L ratios. Best battles for me has been without a single death. On the other hand, it is good to play with a lot of different combinations to learn the strenghts and weaknesses of all of them and develop tactics accordingly. That is the most important point why I like Tankionline. Versaitilty!
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