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Everything posted by OKDad70
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Cheats and hacks and proof
OKDad70 replied to OKDad70 in Cheats and hacks and proof Game Violation Reports
You need to collect evidence. The best proof is a video which clearly shows the violation. Quality of the video must allow moderators to easily understand nicknames and ranks of all the players. Before the creation of the post read *** GAME VIOLATORS SECTION RULES *** -
You need to collect evidence. The best proof is a video which clearly shows the violation. Quality of the video must allow moderators to easily understand nicknames and ranks of all the players. Before the creation of the post read *** GAME VIOLATORS SECTION RULES ***
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One suggestion, request for DM: Disallow isida. There is only one thing I do not like in all of Tanki, isida in DM. Please, there are 10 other turrets and more planned. Disallow isida in DM. Simple format change.
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Slow loading too. I forgot how long it takes to load the game, and to load a battle now. I've heard such complaints, but it used to be rare for me. Now it is common. Several seconds to a few minutes to load is much too long.
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Glitches, freezes, fatal errors, lags
OKDad70 replied to OKDad70 in Glitches, freezes, fatal errors, lags Archive
Gentlemen, I have noticed an exorbitant amount of glitches, lags, freezes, and fatal errors since the last couple of updates. It has gotten substantially worse after my computer updated the operating system a couple days ago. Lags and glitches (like the anticheat-self-destruct activating while trying to get off another tank) are annoying, but freezes and fatal errors require refresh, even closing-restarting the browser. Such make the game impossible. Something is wrong. Please fix the bugs. -
Good update. Thanks. It will be even better if purchased-items in Turrets, Hulls, and Paints are all sorted by hours of use for the player. That will always keep the tanker's favorites at the front (left) of the list, very easy to pick while switching in battles. I'd like to see a folder button for "Select", which would have one slot each for turret, hull, and paint, and clicking it while switching in a battle would automatically equip those three items. Also, get rid of that "Stay in battle" query. Of course we want to stay in battle. We'd exit directly if we wanted out. Clicking garage is for changing equipment, not for exiting.
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I've spent some time in Polygon CP now, and I like it. It seems close teams keep close battles. If one team is dominant, it shows more, but not as quickly. Keeps the battle interesting longer. I think the update is good.Good change to CP. We need more detailed explanation of how the CP scoring works scoring works. Some examples will help. A possible further tweak to CP scoring: the CP scoring rate could be multiplied by the player ratio per team. That is, if blue is ahead, and a couple red players leave, giving, say 10 blue to 8 red, then blue team point accumulation rate is multiplied by 0.80. If red captures, their score accumulation will be multiplied by 1.25. Another example: If 7 to 1, scoring would be X0.14 for the 7 member team, and X7 for the 1 member team. (Extreme example, but I think it still has utility.) A 1 v 7 CP couldn't be won by the 1, but it will slow down scoring, and perhaps more will join the battle, raising the chances for the smaller team to begin to catch up. You may want a different multiplication factor computation, but I suggest it will increase the playability and attractiveness of longer CP battles.
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In the garage, the kits and sales need to have the timers for sale duration. Return the timers, please. ------------------ As to CP, so far so good. I've only played on Rio so far. The scoring seems a bit random, but it seems to work for evenness. So, again, so far so good. Perhaps you can add an indicator registering the level of score-advantage to the team that is behind. We need more information on what is going on in determining how the score is affected and what to do about it as the lead team and as the trailing team.
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First impression of the new garage lay out is good. However, add store-room folder. Add a flag-checkbox to items to have them listed in the store-room folder. This will clean up the other folders, reducing purchased items showing in the specific folders. Going to the store-room folder and unchecking the store-room-flag will return the item to the regular folder. The new garage format forces additional clicks when changing a full tank during a battle. Having fewer items in the folders will allow for quick access to the primary items a tanker currently uses. Also, perhaps sort by most used, at least for paints. Hours is now being tracked for all items. Special folders should be considered. Perhaps a primary special folder holding one turret, one hull, and two paints. And a secondary special folder holding two turrets, two hulls, and three paints.
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Not for new, but for current DM mode. Isida are an asset to team play. However, with the relatively good range, excellent angle, and the self-regeneration, isida is disruptive in DM mode. I suggest the isida turret be excluded from DM.
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It also evens things out too much. Now there will be much less variability between turrets and hulls. All hornets at a given M-level are going to be about the same. Some a little more powerful at a higher MU and some a little less. There will not be the one with lesser turn, but higher speed, another with full extra protection, but no weight. The turret with exactly the same turn rate as the hull, tuned just so on purpose, with minimal outlay in crystals. Now, no more. These things are good for variety of combat. Also, there was the ability to choose low weight for extra jump or parkour. Extra speed and extra power with low weight might make the tank squirrely, but that will suit a few tankers perfectly. Now, no more. Nice, even, gradual improvement of all parameters. I really don't like it. Sure, I appreciate the boost, but overall, I will miss the ability to tweak from now on. I'll forget about the improved stats in two more ranks.
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Everybody like the free upgrade, but you took away our choices. I don't like it. Nice bump today, but sad in the long run.
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Please add a ranking for some of the stats on a per-hour basis. For instance, top 100 tankers in experience earned based on highest ratio per hour. I see a tanker with ~10,000 experienced earned, in approximately 42 hours. ~245.5 per hour. Also, another ~11,000 experience earned, in approximately 61 hours. Obviously less efficient, ~182 per hour. Another, ~7,800 experience earned, in approximately 21 hours. much more efficient. Over 370 per hour. I think it would be useful to see this stat ranked per hour. A few others would be useful to see as a rate also.
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I trust you are still working to resolve. It is still bad. I had it locking me into 8 frames per second. That doesn't work. Had to close the browser and relaod. Refersh wouldn't help. Other glitches and fatal errors are common now, at least on the large maps. Berlin is my favorite map, and it is almost unplayable. Spend as much time re-entering game as respawning. I intend to switch to unity because the flash version is so difficult to play.
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You only gave 21 hours to get the free day of premium. Missed it. That sucks.
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Well, I didn't bat an eye at 40% rather than 50%. No worries. The 25% off crystal purchase seems a bit weak. I'm not currently positioned for an advantageous buy, so I think I'll keep my cash. As to the no MU (microupgrade) sale, well, I am quite disappointed. Been saving for that. No sale on MUs makes me sad.
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Score cap for standard battles (Updated on August 28)
OKDad70 replied to semyonkirov in News Archive
My experience with CP now is that it is pointless. If one team can establish a lead, the match will be over before the other team has time to reverse it. The increased limit has not helped. I will be using my mission-change for anything CP. Just no point in wasting the time in CP; nothing but frustration. 50 CP points per control-point in the map per quarter-hour. Less than that makes it frustrating and futile. Flags may be okay. Maybe. No time for TDM tonight. I see you removed the DM limit. Thank you! I see no hope of this update helping with unbalanced, lopsided battles. If that was your intent, it does not seem to help at all. -
Score cap for standard battles (Updated on August 28)
OKDad70 replied to semyonkirov in News Archive
Gold boxes: Remember 1 in 7000 chance for every crystal earned in battle-fund. The chance of a gold box is unaffected per minute of play. Hotter battle with lots of kills, lots of flags on both sides, has more battle fund and more chances for gold box. Still, 1 in 7000 for each and every crystal earned in the battle fund. I've seen three gold boxes drop in less than one minute in the same battle. (Very rare, but I've seen it more than once.) This update doesn't affect that. Same random chance per crystal earned. However, more time spent changing sides and changing battles and players searching for battles that won't get over so fast will mean less crystals per hour and less gold boxes proportionally on a per-player basis. -
Score cap for standard battles (Updated on August 28)
OKDad70 replied to semyonkirov in News Archive
50 point limit in CP is shameful. You should have known better. Again, the team that captures points first, wins before the other team can do anything. In single-control-point maps, times might generally stay above 10 minutes, but what is the significance? Lopsidedness is hardly dealt with. I'm not convinced a point limit is useful at all, but if you insist on implementing a point limit regardless, it must be proportional to the number of control points on each specific map. The limit must be larger than the number of points possible for the map in half the time. That is, if it is possible to get 500 points maximum built up on a CP map, assuming little or no opposition, then 250 could be the limit, since the outcome of the battle is certain as soon as more than half the possible points are attained. The other team might mount an overwhelming comeback, but the lead cannot change before the regular time expires. I've participated in such, and it is exhilarating despite the fact battle fund share is still limited. Someone said 90 points is maximum in a single-control-point map like Polygon. Okay. Sounds right at 1 point per 10 seconds in a 900 second battle (15 x 60). So, perhaps 50-point limit is appropriate if it applies per control-point on the map, such that a five-control-point map would end at 250. A balanced match wouldn't reach that total before the regular 15-minutes expired. I thought to check in Polygon. I set up the battle and immediately captured the point. Someone joined, and another. No worries. I can fight and watch the timer at the same time. It took me six minutes of beating them down before they left. They managed 6 points while I got the counter over 20. The count reached 50 with about four minutes remaining. So it took a little over 11 minutes. Sure the just-over-100 crystal reward would have taken a little longer to collect if it hadn't ended early, but the point cap limit made no difference to the battle. Despite being lopsided (two against one), I made it obvious to them they could not get the advantage, and they hoped for easier kills elsewhere. I don't think there is anything can be done to keep people from quitting battles early. Perhaps some reward system for participating in more than 75% of the battle and staying to completion, but tankers are already giving up reward when they leave early. They even leave that reward to be divided out, enhancing the reward of those who did stay. I didn't see a statement of purpose, but most of us seem to assume you intended to address lopsidedness. Some say you did it to reduce awards. I believe you thought it wouldn't reduce awards, but changing battles every 2.5 minutes drops awarded crystals dramatically. I don't think these cap limits can help lopsidedness. They certainly do not help in CP. -
Score cap for standard battles (Updated on August 28)
OKDad70 replied to semyonkirov in News Archive
I don't understand the comments about raiding. Raiding was common before smart cooldowns. It was rare after that. It practically ended once time limit-only battles were established (15, 30, 60 minutes). There was no value in raiding basic 15 minute battles, and 30s were marginal at best. 60s perhaps, but I rarely wish to invest that much time into a single battle. Too much chance for too many players to leave it. I think I've seen only one obvious raid in the last six months. Raiding below Gsmo level cannot be signficant. This update cannot matter to that. -
Score cap for standard battles (Updated on August 28)
OKDad70 replied to semyonkirov in News Archive
Kill limit in DM is pointless. Drop it. Don't change it. Drop it. I've exceeded 60 kills in 15 minute DMs. I often exceed 40. So, while it may seem 50 kills is a reasonable limit, what is the point? Why shorten a DM? There is no point to it. The battle cannot get lopsided. If only one tanker remains, the kill limit cannot be attained. The tanker waits, or abandons the battle fund. Again, kill limit cap in DM is pointless. It is nuisance. Annoying. Drop it. -
Score cap for standard battles (Updated on August 28)
OKDad70 replied to semyonkirov in News Archive
This editor has problems. Likes to drop posts. -
Score cap for standard battles (Updated on August 28)
OKDad70 replied to semyonkirov in News Archive
I just played sever rounds of CP in Serpahov. Battles were averaging 2.5 minutes. That is absurd. Whichever team gets the points first, wins. There is no time to turn the battle. 50 point in CP with five control points seems to take just over two minutes. If the other team can fight effectively and keep taking points, the time pushes over 3 to 3.5 minutes, but the initial side getting points has it before the other team can do anything. 50 points in CP is absurd. Absurd! -
Score cap for standard battles (Updated on August 28)
OKDad70 replied to semyonkirov in News Archive
I must play and see, but these limits seem absurdly low. I was not joking about the CP battle having more time changing sides than in fighting. The winner of the three full rounds was whoever got the points first. The skill requirements were trivial. You say the battle fund per hour will be unaffected. The assertion is nonsense if instead of 60 minutes of fighting, there is 35 minutes of fighting and 25 minutes of changing sides and waiting for players to join. I suspect you have thought of this as an alternative to the early-battle-end mechanism for the lopsided battles. If so, it is very unlikely to help. Sure, CPs with one team hundreds of points ahead in 15 minutes happen, but they are uncommon unless the teams got lopsided. I'm frustrated and feel compelled to write. I will stop and play. I'll write more later. -
Score cap for standard battles (Updated on August 28)
OKDad70 replied to semyonkirov in News Archive
I'm flabbergasted. You complained that 10 minute battles were too short. Now, we have two minute battles. I was in a CP spending more time changing sides than fighting. I thought it was a glitch. I thought someone hacked the whole game. It was unbelievable. Then it is the same for the TDM. So I double checked. Sure enough, I had missed the announcement. Why such ridiculously low limits? Why limit other than time at all? You claimed time-limit-only was for consistency and for Pro-pass. I don't get it. It is the most disappointing thing I have seen in Tanki in my 1.5-years playing. I will play and give it some time, but at the moment, I'm thinking whoever thought of this must have had a very bad day. Please ensure proper medical treatment. Best wishes for speedy recovery. Please, more good ideas, not nonsense.- 960 replies
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