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Everything posted by OKDad70
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Keep in mind how long it takes you to acquire 10,000 score for the weekly mission. Many players require more than seven days to complete 10,000 score. Most players should be able to do 10,000 score per week. 75,000 score will be a difficult task for most players. 75,000 score in 28 days is 2,700 score per day. 200 score per battle is a reasonable average. 2700÷200=13.5 Approximately 15 MM matches per day are required to achieve more than 75,000 score during the war. 125000÷28=4500 per day. 4500÷200=22.5. Six matches per hour is easy. Eight matches per hour is a difficult average to keep up. If 8 matches per hour, that is still over three hours per day for 28 days straight. Don't count on getting the Tanki 2.0 paint and the 300 tankcoins. If you play an average of three hours or more per day, no worries. Go for it.
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I figured out the login problem. Bad color in the browser. Changed browsers and figured it. The other browser works too, but I have to guess where to click. I have an earlier set of questions that are unanswered.
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Link isn't doing anything. I input nickname, click not-robot, and nothing.
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Given entry is only 10 tankcoins, there is no real impediment to joining, no down side. However, aiming at the Tanki 2.0 animated paint reward is unreasonable for most players. Flags for gold boxes will be fairly easy for most daily players. (How many players play at least six days each week now?) 150 flags over 28 days averages only a little over five per day. Any regular player should be able to do that. Top-3 is a little different. Better-than-average players will be able to finish top-3 in five or six battles per day with less than ten hours per week (40-70 minutes per day, with extra on the weekend, which I do think is more than most players play). Players at or below average will require more hours. For these two missions, I expect casual players of less than 6 hours per week probably can't achieve maximum rewards, but players that do get on for more than 40 minutes every day can probably get the maximum. Still, the big one is points. 10,000 battle score for a weekly challenge is reasonable. The players I describe above can generally complete 10,000 score in one week. So, 40,000 score in four weeks is still a reasonable goal for such players. One container for 25,000 should be easy for even casual players. However, 75,000 for two more containers will be a challenge for most players, and 125,000 is achievable only averaging 2.5 hours per day if you are very good, probably three hours per day for those who can play that much. (200 score per battle is a reasonable average. 250 score per battle is too much for most players. Short battles have lower score, especially if MM sticks you in late.) Repeating the point, only the most extensive Tanki players can expect to qualify for the Tanki 2.0 animated paint. Given the low entry requirement, one container, five or ten gold boxes, and significant extra supplies seems reasonable. This war is probably worthwhile for most players. Those aiming for the Tanki 2.0 paint need to plan accordingly.
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I see no mention of solo modes, deathmatch and juggernaut, for points and top-3. I assume both count for points. Do all battle modes count for points total? Does deathmatch count for top-3? Does juggernaut count for top-3?
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I'll try to be gracious and assume you aren't being malicious, but if not, you must assume I'm stupid. I'm only 7, and my IQ isn't much higher, but I play when online counts are between 2000 and 4000 almost exclusively. 30 minutes before server reset might have 3000 still online, yet I cannot join a battle. While at 60 minutes before or 60 minutes after, there might be only 3000 players, but average wait time is the normal 30 to 120 seconds. It isn't what you suggest. Further, if server reset is close, why won't MM load battles at 6v6 or even 4v4? Of course, my point in the note was to try to log a complaint. As usual, mods hide it or move it to some obscure topic where I'd never find it if I wasn't skilled in making this clunky forum system work.
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Why is it so hard to get into any battle the last half-hour before server reset? It makes it impossible to accomplish missions on some days.
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50 nuc supplies? That is about two per day, hard, but doable. Destroy 7000? Wow, normal players cannot hope to achieve that in 28 days. 100 kills per hour is better than average, and that requires 70 hours of play. Of course, players averaging 3 to 4 hours every day will wonder what I'm complaining about. Top-3 mission? As I recall, sentiment against that mission runs about 10 to 1. I'm discouraged it was chosen. 100 CTF captures in 28 days is probably reasonable for anyone that remembers the point of CTF if is actually to capture flags. (Most don't seem to know that, or at least don't play like they know it.) While I'm sure there will be players with the animated paint before day 20, I suspect most players will end up with three containers and three weekly-containers. After the first one, wars seem worthless to me.
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Turning. Does anyone else have random bursts of turning speed? Both with the tank and with the turret. I can start driving from a spawn, and, woosh, a normal effort to make a 20-30° turn spins 170° twice as fast as the 25° would normally take. Same with the turret: Swinging left or right and just before tapping to fire, woosh! blast the wall beside me, 90° beyond my intended aim. This has been happening for several weeks. I've reported it before, but never found feedback.
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Not the last time, because players will always do it. Always. Why don't you make a forum called, "Immediate problems arising from recent changes"?
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Will you stop it, please. No one cares what the head post says, and most of us disagree with your interpretation of it. We want to complain. This is the complaint book. It is nonsensical to delete valid complaints just because you've seen similar ones before. The game has too many things that make it absolutely unpredictable. That is the result of all the recent updates for months. Tactics don't work. Strategies don't work. Supplies don't help. Mults still exist. Unbelievably bad players exist, either because they are mults or they really don't care. Nothing Tanki is doing tries to address any of that. Your response? Deleting our posts. Your excuse? You've heard it and reported it. That is petty. It is the response of a careless despot. You could simply let the posts run their course. It really can't be harder to check-box a post as nothing new rather than just delete them all. I play evenings in central USA time zone. There isn't anyone playing then. That is some of the point. Plus, max is less than 20,000 now. I remember when it was 120,000 most days. Does deleting posts help encourage players to discuss and work some of it out among themselves? Does it encourage them to actually play? I don't see any way to justify deleting posts that don't violate the rules, and making up rules to justify deleting posts is simply silly. Lags are one of the most persistent and frustrating problems. It has to be a function of the additions of so many graphical effects. New turrets, new animations, new high-rate firing, new sparkles, et al. There is just too much, and it isn't because of my hardware and internet. At my internet's worst, all parameters are far in excess of what Tanki says I need. Sure, I'd rather have hundreds or thousands of megabit-speeds, but dozens of megabit-speed is more than enough. Did anyone ever look into why turning goes wild at times? It happens often. Sometimes it seems to be a lag issue, but other times the tank or the turret (or both) just spins five-times the normal rate. Why? Is it an acknowledged problem? I haven't seen anything here or anywhere else. Do they know what causes it? Is it something I might be able to do something about, or am I at the mercy of the devs and their priorities? You have repeatedly stated you just don't care. You report, and if we repeat, you delete. I don't understand it. It is counterproductive at best. It is discouraging and disheartening. It is unpersonning at its most vile. It is something I just can't image anyone justifying. Pretending to some made-up rule just doesn't cut it.
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Lag has been bad ever since before ODs were implemented. It is sometimes impossible. Today is the worst I've seen. Fix it! It ain't on my side because it doesn't happen when there are few ODs going off.
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I figured there would be no Gauss information in the English wiki. Of course not, so I checked for the Russian wiki. Not there either. Sad.
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New drone, and MM versions for Stadium and Chernobyl!
OKDad70 replied to theFiringHand in News Archive
English Wiki is slow to update. They don't care. We are low proportion. https://ru.tankiwiki.com/Улучшен%D0%B8%D1%8F_%D0%B4%D1%80%D0%BE%D0%BD%D0%BE%D0%B2 I assume the link will work. It is the Russian Wiki page. Use Google translate. Basically, 1000 crystals for drone. Total upgrade cost is half of regular, but early upgrade levels are almost as expensive as regular drone upgrade steps. BTW, don't change to English on the Russian Wiki page. It will just switch you to the English pages, which don't have the information yet. Use a translator software. -
As usual, English Wiki is late. Someone posted on page two, but here is the link. From the Russian Wiki (use Google translate). https://ru.tankiwiki.com/Челленджи I assume that works.
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Perhaps you are simply fortunate. Fortune is about the only thing that explains anything in this game now. For top players, the "1-3 on winning team" will occur in about three matches because of the odds of being on a team that actually wins and the odds that three players on your team will be better or more lucky. More than three matches for most players. There are players who have consistently proven to have skills and knack for certain things, like high kills or routine top-three finish. These players are good, exceptional, and rare. I'm not that good. I am better than average. I don't understand players that aren't bothered by the main complaints. Some say they aren't bothered. Some say they like this or that problem in some way or for some secondary reason. Good for them, but they must be rare, also, because fewer players are bothering to return every day. Sadly, I think it is too late. Perhaps, if they'd author a solid poll and present to the players... If they made an adequate poll, it would probably be too long for many players, and they'd not bother. If they made a perfect poll, there would still be saboteurs. What to do about that? Even if they got a response that would keep all the remaining players, and many of the remaining players got excited enough to bring back their friends, well, how could things be put right fast enough? I tried to give suggestions for solutions many times. Perhaps my ideas were deficient. Regardless, I have no suggestions at this point. I do think missions could be almost entirely finishing battles in any mode. Finishing battles is important to overall game play. Which mode isn't so important. Also, if for a day or two missions focused on one mode so most players played it, that might help, too. I also think it would help if "Change" ensured a different mode and a different reward every time. Maps could help. First, they could give a check list with check buttons for all the maps and allow players to check three favorites to get more often, and three to not get at all. It would help if there were more maps, but that suggestion has been explained away more than once. I like to vent. It helps me sort out what is bothering me and work on it from my side. Some people think it isn't worthwhile. I think it is valuable.
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I recall all too well. First, I have to assume this is not your first account. Your statements assert you have more than two years experience. You are muddling your facts a bit (but not enough to matter to your point), and much of what you say are things I wrote back then, but everything you say is more than a year ago, more than two years ago for some of it. When was the last time the Devs listened? Does eliminating the Jugger mission requirement count for you? Doesn't for me. That would have been a nonissue within two weeks, and it probably didn't actually matter to mobile users because they probably can't play on the phone enough to get the Thankos paint anyway. They keep dinking the challenges and wars kinda like they realize what ticked us off in the previous one, but not quite. They tweak to maximize cash purchases, not what we complain about. Daily log-on is dropping steadily. We are down to something near a quarter-million logins per day. Working from vague impressions and foggy memories, Tanki was once up to 2.5 million logins per day. Some of the loss is unavoidable. Much of it is due to bad decisions and failure to listen to feedback. They say they look at the objective data. They never explain, but even if they do, players are not objective. Players are nearly entirely subjective.
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While the list of complaints in the head post of this forum includes a couple of mentions of the "top 3" mission, you haven't bothered to indicate the most insidious aspect of the disgusting "mission." Captain Ricnot was in Rugby, as one of the lower ranks, and matched on an absurdly weak team; I managed to tie the match with the most meager support. I had the high score for my team by far, and I was 55 points ahead of the top score on the other team. Did I complete the 1st-place mission? Of course not. We didn't win. We tied, 2-2. Despite outmatching all other players on the field, the mission remains. Missions have had problems since inception, but every new "improvement" has resulted in more problems. Mods complain about repeating complaints here, but this forum was for venting until someone decided it was too much trouble. Daily logins continue to drop day after day. Tanki hasn't done anything in months to improve any of the primary complaints. They might deploy a new hull and a new turret, and that might bring in some cash for the new equipment, but it won't solve problems of matchmaking. It won't make missions meaningful. It won't end the mults that supposedly don't happen anymore. It won't prevent repeated spawnkills. Nothing Tanki has been promising will improve any of the significant complaints listed in the head post of this forum. Mods say they report. If they do, there is no evidence, and we never hear anything about it. We never hear the Devs express understanding. We never hear plans for remedy. We do occasionally hear justifications for why something has to be the way it is, but such words ring hollow as complaints only mount. Tanki could have dropped the "Top-3" mission. That would have been a trivial fix in terms of time and effort. Yet, we still suffer. We players are not worth even the most trivial concession.
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10 May 2019 - 22:41 I kindly request that if you move our posts you leave behind a note indicating where, because it is practically impossible to figure it out. Further, please, if you delete our post, please leave a note explaining why. It is discouraging to be unpersoned and ignored.
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I'm convinced the first OD ruined what the game used to be. With the new ODs, well, crap. I couldn't have tried to think it would be so bad. The game is lost. There is no resemblence to the TO I used to want to play. Tanki Online is totally crap now. Totally. No fun, only frustration. Even wins are hollow because they so rarely aren't one sided.
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What is fun about the overdrives? Wasp gets an instakill if the bomb goes off right, even if he dies trying. Viking gets a couple of instakills. Mammoth gets a couple of instakills and total invulnerability for a few seconds. Hunter stuns opponents, but the effect is so short. Modules and Drones are meaningless against these overdrives. Most overdrives provide a worthless momentary thrill. Hornet is kinda useful. Dictator is stuck with the old system that sometimes helps the team. Titan's can be used to good effect, but not with Hunter active. Overdrives haven't provided a new way to play, a new set of skills to develop. Overdrives have only added to the chaos of the game. There is just no predicting how a given MM is going to play. Preferred equipment and options can prove utterly ineffective or totally dominant in any given MM battle. There is no rhyme or reason. No strategy pans out on average. There can be no goals, no progress toward objectives except for mindless grinding or significant cash payments. How do ODs help provide any incentive for this game? What skill can there be associated with having an invulnerable and fast super tank for 10 seconds?
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That doesn't happen to me. Riconot Captain K/D 2.05 Ricosck Commander K/D 2.09 OKDad70 Legend1 K/D 1.66 Efficiency 92,075 I'm not playing Dad much anymore. I got so good with the Twins-Viking before The Great Leveling (a little before they merged to only three hulls), that I really can't get into it any more. Twins mounted on Viking or Titan still suits my style, but I used to be able to attack three enemies at once and always get at least two of them. The agility of the turret and hull were so much different then. It was mostly the rotation acceleration. I fight close in, the closer the better. It is part of what makes the Mammoth OD so frustrating. There is no counter-play possible. I'm dancing around the slug and he hits the OD, and I'm gone by the time I hear the sound-effect. And, it works from more than a tank-width. It is at least a half-meter. I bet it is a full meter, rather than actual contact. Anyway, the rotational and fore-aft acceleration of the Twins-Viking during my early M3 days, sometime around two years ago, made the game really fun. Opponents learned to not let me get close. Of course, then the challenge was to get close anyway. I could compete with the full M4s. Now, with three M4 turrets and two M4 hulls, I just don't find sweet spots anymore. Ricosck is full M4, but specialized only with Ricochet-Dictator. Kinda limiting, but I'm still slightly motived to make Legend. Riconot is short-range, Firebird or Freeze on Hornet, or Hammer on Hunter. There is still enough variety in it to have some fun, but the variables, the chaos, limit the potential. I have three other subaccounts, but I've all but forgotten them. It would be cool if Tanki would try to make things fun again, instead of just introducing the next new thing. I get it, new things drive cash purchases, but I think they broke the game too bad. They can't fix it. Tanki is dying, and I don't think it possible to recover. I assume they are trying to get to some new and big game before funds from Tanki can't cover expenses. More power to 'em, but I also wish they'd quit pretending the next big "improvement" is going to fix Tanki. It was fun for a while. I thought things were a little better when I returned, but they kept messing up more and not fixing the worst problems. It is well past hopeless now. Oh well.
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Propass is too expensive. One already loses all mission rewards and cannot partipate in Challenges. Using full crystal price for supplies, aren't missions worth more than 5000 crystals per day? What are the weekly missions worth? Even if only averaging one or two each week? How much is Challenge worth for a 6-hour-per-week player across the life of the Propass? Yeah, Propass is way too expensive.
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I agree. There is no use in skill, tactics, or strategy. It is simply luck of the draw. Whose OD comes active at just the right time? Who started the match with the most advantageous modules equipped, and can change appropriately when opponents change turrets? Who didn't get mults on the team? Who did get hackers on the team? How much is hack versus fortuitous drone and alteration? Having the best equipment (highest M) on field helps, but only a little. I pity those spending big bucks to upgrade ahead of their peers. Having a Drone is significant, but M2 v M3 doesn't help as much as one might think. The many other factors are much more important. If they go your way, you win. If not, you lose anyway. The is more frustrating than fun. Last time that happened, nearly two years ago, I took a year off from the game. This time, I'm trying to quit caring about anything in the game except trying to pass some enjoyable time. That is hard for me. I want to be a good teammate. I want to help my team win. I hate leaving matches. So, if I can take an attitude of to-hell-with the team; if I can get used to leaving if I get stuck in Massacre; if I can exit when stuffed in a losing battle with less than three minutes; if I can maybe find some enjoyment in Pro battles, we'll see. I am already getting used to logging off as soon as things are getting too frustrating. It is hard for me to not complete missions. The challenge is worth more than the reward, but most of the missions are mundane now. Most of the rewards are trivial. I'm not sure why I'm still playing. I hope it is because I'm fairly good at it. Of course, I might just be a fool. Final thought, I used to spend some bucks on the game for my birthday and Christmas. I bought 90-days of Premium on-sale (for my secondary account) when I started back up. Not a dime since. Not a dime ever again. I used to think it worth some of my leisure budget. Now, I'd only play more if they'd fling funds my way.
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"Overdrives will change the game as we know it. But that’s a good thing." Liar! You have a very backward definition of good in this context. This game is now totally random. Did you roll snake eyes? Well, too bad. No skill, no technical ability, no carefully selected combination of equipment and upgrades matter now. Enter a battle, and hope you stack up well, because no choice you make affects you. Choices of your opponents matter, and if your skills are poor, that matters, but mostly, did you get into a battle where how you fight and what equipment you have mounted actually matters. It is easy to get first or last in any round of any mode. Kinda sucks. It isn't just the overdrives. Overdrives add significantly to frustration, not game play. Mammoth is now ubiquitous. Didn't you think of that? Good grief.
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