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Everything posted by RustyNail
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Tanki has totally failed in my eyes. It has turned into bad game (where you can replace the asterisks with any insulting word, worthy of ban) for gangs and players whose attitude is non sport and a bad influence for everybody. A real low life activity. Alternativa has provided a ring where those who can pay dearly can beat everybody else hopelessly. A clear PAY TO PLAY game. Nothing to be proud of. There is no use for coming to forum either, nothing to discuss. Tanki has come to a dead end for me, as it has for thousands others before me. I hope it will go bankrupt, sometime soon. Adios. :angry:
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What makes you Mad in Tanki? Things you hate/like in the game?
RustyNail replied to Ditzy-Dip in Archive
At last, most of the bad aspects of Tanki have stopped bothering me. Lag, endless drugging, the rush of players into the winning team, the absence of a variety of maps, the constant changing of turrets' balance, the inability to enjoy playing with railgun as everybody has prodigi, the numerous new turrets I have no protection against, the ever existing Drug Lords.. I remember a year ago, I played as much as I could, feeling frustrated for druggers, but now I play as little as I possible can, logging out the moment I complete a mission, or even previous to that, if I fall into a battle a bit worse than average. Nice, not to be mad every day. No anger, no poison in my mind and in my heart. The best way to enjoy Tanki is not to play Tanki. Congrats to the Management. -
Missions is a great way to turn a fun-based game into a frustrating nuisance. In general, Tanki lost a lot of game value from the moment they decided to cancel crystal drops.Downfall of ruble sentenced Tanki into a downward spiral, as it tried to adjust its income choices to less popular ones. A pity, as I have said many times.
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After a week's absence I came back to see the same, miserable drugging unbalance / lagging nightmare / mults defiled battles which you call contemporary Tanki. I think I will renew the absence, maybe for more than a week. I noticed thought, that players' base is decreasing steadily. In a way it is a pleasure to see this, because soon the druggers will be left by themselves and the total of english servers will collapse to half a dozen battles running, at least for the high ranks. Which is less than the minimum required, for the game to be sustainable. Enjoy. :)
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There is a limit of crap one can stand, over a good concept (that for a long time has been destroyed by the supplies boosting policies). We are too close to this limit. Maybe I need a week off Tanki, so that I forget some of the crap. See you next week. :mellow: ^ consider it constructive criticism from clients.
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Tanki at its best.. -_- How can we play the game if we can't even join a battle?? (more than one minute to join, the game removes me automatically. My internet connection? Just fine) EDIT: It reminds me of some hopeless attempts to load the garage... waiting and waiting and waiting... and then being removed from battle.
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[Issue 62] [Review] 5 Wasteful Garage Purchases
RustyNail replied to Vikingsrallentando in Newspaper Archive
Oups... sorry, I have forgotten this. So, you can ignore the "low ranks" comment.. :) -
[Issue 62] [Review] 5 Wasteful Garage Purchases
RustyNail replied to Vikingsrallentando in Newspaper Archive
It depends on the rank.. Genarali.. legends, might keep one long mission as there are not much to be in the way.. Lower ranks on the other hand, might find it not that practical. Of course it also depends on the mission.. Xp is a welcome Long mission, since it's either way gathered through daily playing. Killing 9.999 opponents might also be a good mission for shafters, but not for isidas... I hope I made my thought clear. -
^ Even the developers themselves admitted after some time that they intended to make supplies a basic element in every battle.. so why bother insisting in things that do not stand a chance against facts? (never mind, I will not continue this, endless arguments are so unproductive.. each to each own opinion. Cheers)
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[Special Review] Dissected: Livestream with Cedric and Hazel-Rah
RustyNail replied to Flexoo in Newspaper Archive
A good event, communication between development and players' base is a good thing. I would like, however to point out that adding too many new features to the game in short periods of time, is another way to make the game pay to play. All the cosmetic variables and clan system variables are great, but adding many new items (turrets / modifications / alterations / hulls etc), only increase the need to buy those products, else one can't play against all those who do buy the new items. For example, I still can't purchase a decent module against Striker... if a new item is added any time shortly, that would be two items behind.. leading finally to not be able to be competent in most battles. That was just an example.. Last, I do admit that the so called "character" got me intrigued.. looking forward to learn more, especially if it refers to any new light "alteration" of hulls. (why did you have to boost heavy hulls that much? :( ) -
"A long, long time ago, they dominated the battlefield, in a more oppresive way than people believe they do today. By pressing the keys 2, 3 and 4, they would get ridiculously tougher to beat; dealing more damage and speeding up faster than anyone could. I remember the good old times: the drugs wars between friends and the power of the supplies. This terror lasted for years, until one day the developers decided to do something against it - and thus, smart cooldowns were created. " FAKE NEWS. Not at all how it happened. After the event of RUSTY BARRELS II developers gave away "by mistake" much more supplies to players, leading them to over use those supplies. Only then did drugging prevailed and created the need to be dealt with. In my honest opinion, that "mistake" was no mistake at all but the way to make people ask for a means they already had ready: SCD. (the so called update that put an end in drugging, only it didn't it just spread the use of supplies to every player) Some of us do remember, you know.. :)
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The real problem with that is that most players do not have the time to create battles and wait until they acquire a decent number of players. Most just jump in the existing battles, mostly into the ones with more than 5 players per team. So, the "battle" with druggers is who will "occupy" standard battles that are plain and gather the average player. Nobody wants to go Pro and create a battle and wait until players arrive. That's a waste of time. I accept this for druggers, as well as for non druggers like me. That is something Tanki should take care of, probably auto-creating both types of battles.
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So, I did understand you correctly. What you propose may be good for some players, but not for all. You miss the kind of players that like supplies, just not the excessive use of them (a.k.a.drugging). What about them? Isn't it nice and clean if players that like to drug play full supplies battles and players that don't like drugging play star-ladder kind battles? Or with supplies on but as a small percentage of battle time instead of full time? I do not propose that people who like to drug stop using supplies, only that they have their battles and we, ours. As things are now, even a battle that starts with mild use of supplies - which is acceptable for me - turns into a drugging battle when one newcomer start drugging. Simple as that. And why should I give up a battle just because someone drugs standard, no matter what his co-players do?
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So, you basically want to make this game a mandatory-supplies-buy game. If I understood correctly, it's absolutely not my kind of Tanki.
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Another problem with supplies is that there ARE some players that don't like the excessive use of supplies. They prefer a rare use, that could easily accomplished with drops plus a few more from garage. Developers seem to be stuck with some concepts of the game and refuse to give space to others. Thus, they are stuck with putting supplies into high rate of consumption, but that just doesn't suits all players. Like they where stuck into promoting heavy hulls and ruined the wasp for most players.. :unsure: Since this game offers a great variety of settings, why don't they allow one of rare use of supplies? Close to drops only, but not just drops. Even in Pro mode, a regulation of garage supplies per minute of battle... Is that so bad? I really wonder. So many complains, so many frustration, don't we deserve a way to have fun with this game? And if fun returns, then whoever has the ability will happily spend a few euros / dollars / whatever into that game..
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Please don't insult our intelligence.... is that hard to record IP? Even mac address... If Tanki wanted to deal with hacking and multing, there are ways..
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Don't confuse the ever-changing rules of a game with the concept of legal. Have you ever been in the shoes of another player? Have you considered what it is to have to fight a player that has better equipment than you, better modifications than you, a wider protective range than you, and on top of all those, much more supplies and especially repair kits than you? Let me draw it: it's an impossible task, regardless (sometimes) of skill. So, practically, this player ruins your game. And since the battles are not divided in a way that each plays their own kind, and one can simply start drugging right in the middle of the battle, sometimes it's only fair - in a sentimental way and not in a reasonable one - that these players deserve somebody else ruin their game too. I said that only for the imagination to start receiving how it is for one non drugger to have to deal with druggers every second battle. But let's not start this conversation all over again. That is, both of us. And please, stop provoking a headache with those rainbows you use as fonts :)
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Have you ever considered the possibility that it goes the other way too? That is, in order to counter an unbeatable drugger one can think to plant mults in the other team?
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Unbelievable lag in en1... FPS changing all the time rapidly, from 10 to 60, PING from 50 to 500... What is this.... (certainly NOT my internet connection, a bunch of other online programs run smoothly)
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[Special Article] Supply Experiment: Player's Opinions
RustyNail replied to Crip in Newspaper Archive
Of course, I can't find such a battle but late at night (together with some crazy drugging fest that's totally intolerable. I even accept the rare use of a garage supply, i.e. a nitro or a DA when taking a flag, a repair kit when carrying a flag and get wounded, but no more than that. If this kind of battles existed everyday, I would gladly pay a small fee without even purchasing anything. I surely understand that a good product should be rewarded accordingly. Just not via buying supplies. -
[Special Article] Supply Experiment: Player's Opinions
RustyNail replied to Crip in Newspaper Archive
For example, my kind of battle 8 times out of 10, is drops only CTF (or TDM) battle. One to enjoy, regardless of winning or loosing. -
[Special Article] Supply Experiment: Player's Opinions
RustyNail replied to Crip in Newspaper Archive
Why not "if you like drugging pay the 5000 crystals and join a pro battle"? Nobody answers why it's the other ones that have to go pro. Because the truth is that the 5k is not a problem, but that most players join random battles instead of creating one, and thus, the most common battle tend to gathers most players. So, neither druggers nor non-druggers want to abandon what's the most common type of battles. The most fair way to be both satisfied is there is a way that title of battle indicates the degree of supplies usage recommended / allowed. Thus, each will really choose what each likes. -
[Special Article] Supply Experiment: Player's Opinions
RustyNail replied to Crip in Newspaper Archive
:D -
Difficult, technically it is not. But it is complicated, since supplies not only influence heavily on battle mechanics but is / was an income for Alternativa. I remember, before SCD their OPness was not such an issue, why? Because they where relatively rare. Most players used the drops and few players used garage supplies excessively. At that time supplies played the role of unbalancing temporarily the battle, so that it can have an increased dynamics and different possible outcomes. From the moment they where expected to become a major income source, they had to spread to more players and the "mistake" of giving away too many supplies was triggered. But when their use became more or less constant, they ceased to be a boost in dynamics, instead they brought the Kingdom of Heavy Druggers (with the infamous "crown") that made battles one-sided and intolerable for non druggers. So, first comes the freedom from them being income source, and then it's easy to regulate their use in a way to help game instead of ruining it. The spawn killing is one of the most annoying experiences in Tanki. It is more than certain that something has to be done about it. What you propose is one possible measure, another one is random spawn places, and another one would be a temporarily significant boost in armor for 2-3 seconds after spawn. So that one can't be killed right after his spawn.
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As it is with the old / existing again.. :angry: Twice rage-quited today, because of bunch of noobs druggers, spawn killing my team. Makes me wonder if spoiling their game too can be a teacher.. but I doubt it. Maybe better stay away from Tanki, but the daily missions (and one of them is enough), that is no more than half an hour... I am really shocked of how blindly cruel can some players be, making the game intolerable for their co-players. :angry: A thousand times better the experiment, despite its flaws..
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