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gamer7888

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  1. gamer7888

    Join the experiment with crystal drops

    Pro: Team play in even games are more focused than before. This benefits team games that are pretty even, meaning, both teams (still) have a realistic chance to win the game. Contra: In team games where one team does not have a realistic chance to win the game anymore, players of the trailing team may leave the game early. Members of the leading team are left with the time wasting task to wait until the time limit is reached (CP and team DM with time limit), or wasting time to move around to find the few remaining team members of the trailing team (team DM with kill limit only). In the past, the trailing team can still get some Crystals boxes, thus are tempted to stay longer in the game. There is a shift of effectiveness from short range weapons to long range ones. The severalty of this shift depends much on the map type. Crystal boxes, especially when they fall in great numbers in close proximity simultaneously, cause many players to fight in the vicinity of the Crystal boxes. This favors short range weapons. To keep a good balance between short range and long range weapons in each game increases the intensity of fighting. And this is what distinguishes Tanki from other games. If more and more people switch to long range weapons, Tanki moves to the direction of a sniping game, and thus become much less attractive. Different roles especially in DM games: Falling Crystals add to the variety of roles that peoples can adopt in DM games. The more skillful and/ or better equipped players tend to focus on the battle fund. The less skillful players and/ or players with inferior equipment tend to focus on Crystal boxes. This combination adds to the intensity of fighting. If everyone moves into hiding after each shot, the waiting time between two shots will increase significantly. Certainly, the opportunity to shoot a lot at different opponents within a short time distinguishes Tanki from other games that have better graphics/ strategic setup/ tactical variety. Tanki was, up to this update, a Fight! (now) game. (Slightly off topic comment: aggregating ten 10-Crystal boxes to one 100-Crytal box has a negative effect on players’ satisfaction. If I get 4 out of ten 10-Crystal-boxes, I am happy. If I get zero, I am unhappy. To get more players happy, Crystal boxes should stay in smaller denominations, e.g. 10 for lower ranks, 20 mid ranks, 30 higher ranks, but fall simultaneously in greater numbers). This is my first post, hope it was useful for your evaluation. (I couldn't find this post that I posted yesterday, so I posted again.)
  2. gamer7888

    Join the experiment with crystal drops

    Pro: Team play in even games are more focused than before. This benefits team games that are pretty even, meaning, both teams (still) have a realistic chance to win the game. Contra: In team games where one team does not have a realistic chance to win the game anymore, players of the trailing team may leave the game early. Members of the leading team are left with the time wasting task to wait until the time limit is reached (CP and team DM with time limit), or wasting time to move around to find the few remaining team members of the trailing team (team DM with kill limit only). In the past, the trailing team can still get some Crystals boxes, thus are tempted to stay longer in the game. There is a shift of effectiveness from short range weapons to long range ones. The severalty of this shift depends much on the map type. Crystal boxes, especially when they fall in great numbers in close proximity simultaneously, cause many players to fight in the vicinity of the Crystal boxes. This favors short range weapons. To keep a good balance between short range and long range weapons in each game increases the intensity of fighting. And this is what distinguishes Tanki from other games. If more and more people switch to long range weapons, Tanki moves to the direction of a sniping game, and thus become much less attractive. Different roles especially in DM games: Falling Crystals add to the variety of roles that peoples can adopt in DM games. The more skillful and/ or better equipped players tend to focus on the battle fund. The less skillful players and/ or players with inferior equipment tend to focus on Crystal boxes. This combination adds to the intensity of fighting. If everyone moves into hiding after each shot, the waiting time between two shots will increase significantly. Certainly, the opportunity to shoot a lot at different opponents within a short time distinguishes Tanki from other games that have better graphics/ strategic setup/ tactical variety. Tanki was, up to this update, a Fight! (now) game. (Slightly off topic comment: aggregating ten 10-Crystal boxes to one 100-Crytal box has a negative effect on players’ satisfaction. If I get 4 out of ten 10-Crystal-boxes, I am happy. If I get zero, I am unhappy. To get more players happy, Crystal boxes should stay in smaller denominations, e.g. 10 for lower ranks, 20 mid ranks, 30 higher ranks, but fall simultaneously in greater numbers). This is my first post, hope it was useful for your evaluation.
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