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dont_you

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Everything posted by dont_you

  1. Viking is really *really* ruined :(
  2. dont_you

    Episode 108 of the V-LOG is here

    Being passed through several balance changes, I know that usually those changes are made to make the game fair. As I say to newcomers... "There is not a best turret in Tanki. If some turret becomes OP, devs will nerf it very quickly". So I hope that (once I get adapted to changes) actual gameplay becomes improved. But... why did you reduce supplies cooldowns??!!! That's is a step in the complete wrong direction! You are actually increasing supplies effectiveness, when (as I see) the game cries for reducing it. For me a good battle is one with balanced teams, where you can win if you play well and you can lose if you make mistakes. At higher ranks is difficult to find those battles, due to the two biggest balance changers in Tanki: druggers and mults. In the end, a balanced battle is one with similar number of druggers and mults :( The mult problem is impossible to solve if you can choose (and change) sides freely. But the druggers... you can't compete at all with a drugger unless you drug yourself too, given that supplies gives between 2x till 8x advantage (repair kit being the most outrageous). And as soon as few players start drugging, the battle becomes really ugly for the ones who does not. Always, always, the team who drugs more wins. Someone will say "Oh, play PRO battles then". But PRO battles are not an actual choice for most players, and not due to pass price, but because there you'll face the best teams of Tanki players (that's another problem, is hard to find a skill balanced PRO battle). And you... Increase drug effectiveness??? seriously? I understand that this is a business, and you monetize the game selling advantages. But making those advantages too defining, you'll making this a completely P2W game which Tanki was specially *NOT*. Are you aiming to that? I like the strategic value that supplies add in battle. I like the possibility of combining several of them at once. What I doesn't like at all is the posibilty of using them 100% of the time, as that makes battles not balanced / not fun. I doubt that you change your mind. I guess the supplies improvement comes from marketing department, and not from game designers. So no. Take the opposite action. To improve the game, please increase supplies cooldown against itself a lot (DD -> DD 60 seconds, DA -> DA 60 seconds). That way you can drug, use them all at once, drug in groups to storm defenders, and get a paid advantage... but not ALL THE TIME. I could suggest that in the I&S forum, but doing that would be futile... I hope to be wrong, but I think that this time you are doing the wrong thing :)
  3. dont_you

    Episode 103 of the V-LOG is here

    The answer for QOTW is wrong. Kasim didn't got 516 crystals, he got 1032 because of the premium 2x.
  4. dont_you

    Episode 102 of the V-LOG is here

    No. New turrets are just a plot device to distract us from the fact that there will be no progress transfer to Tanki X.
  5. dont_you

    Episode 102 of the V-LOG is here

    It is very sad for me that there will be not any form of progress transfer to Tanki X... Flash Tanki will die very quickly after X release due to shrinking player base caused by migration and lack of future... And it is already hard to find decent battles for seasoned players. Probably a small incoming flow of newbies will remain, but high rank battles will be gone. So, as you will keep a couple of old servers running, we must choose between slacking in an empty server or play starting from zero in X. I understand the economic inconvenience of given a new product for free to old customers, and that creating thousands of high accounts from scratch will clearly lower the value of those accounts. Just it is very, very disappointing the feeling of being forced to start absolutely from scratch.
  6. Now that you ask, I will comment a couple of things.. 1. This is *not* a new bug. This started even before than VLOG 76 (15 january 2016) when you started to blame users connections causing the problem. 2. Sometimes I check if lag is caused by my connection or by server issues. It is easy: when I leave a battle due to unnaceptable ping, I immediately create another battle in the same server and join it. And almost always I get excellent ping in the empty battle. I join again previous battle and ping raises again. So problem is in specific battles, not in my connection or even server wide (I usually play on RU2 near 0:00 UTC, when it is almost empty). 3. Fun fact: when a battle freeze, if you stay without doing nothing, you have a chance to avoid being kicked due to "connection lost" before server becomes responsive again. In that case you'll conserve your score and you'll get most of the battle fund, as everybody has probably quitted. 4. Lag spikes or battle freezes are most probable on heated moments of the battle. 5. I noticed that sent chat messages are delayed too (a lot) when battle freezes. 6. Wild guess: seems that message dispatch if being delayed when message broker gets overloaded. Check your message broker server for CPU or IO spikes.
  7. dont_you

    Episode 78 of the V-LOG is here

    Oh please, bring Semyon back!
  8. dont_you

    Episode 77 of the V-LOG is Online

    We will miss you, Semyon! I hope that the one who fired you get scrotum gangrene :D
  9. dont_you

    Episode 56 of the V-LOG is here!

    Accounts will not be transferred, see latest developer statement: http://en.tankiforum.com/index.php?showtopic=278191&page=3&do=findComment&comment=4915176
  10. dont_you

    Episode 56 of the V-LOG is here!

    Probably not... see this post from developers: http://en.tankiforum.com/index.php?showtopic=278191&page=3&do=findComment&comment=4915176 They consider TO Unity to be "not an update, it is a separated product".
  11. Price for changing missions should be halved too. Now that most missions are far less interesting, changing them becomes very expensive.
  12. Price for changing missions should be halved too. Now is very easy to lose a lot of crystals just changing missions that you do not like at all.
  13. Please fix keyboard controls for shaft, its aim tends to get stuck just when you need it most :(
  14. No it is not. Press right arrow to rotate tank, then press space while keeping pressed right arrow still. Scope stand motionless now, it used to move immediately to right before (even before zoom in animation ended). The changes are very subtle, but very noticeable (and detrimental) for those who use shaft in a dynamic way and choose targets before entering scope mode, or quickly move tank before or after firing. .
  15. I've detailed before some issues I found with new shaft keyboard controls, but tried anyway to adapt myself to the new personality of keyboard controls. I tried, but the delay before the aim can be controlled is a serious handicap to dynamic shaft play. Those 500 milliseconds that your aim stand still is an eternity in high ranks battles, specially when your target is on higher or lower terrain. Your tank feels slow, unresponsive, lagging the action the in battle... because your tank *is* slow, lagging the action in the battle :) If shaft needs to be nerfed (for whatever reason) please do not make it unresponsive as that only will make the turret unpleasant to play. Maybe decrease traverse speed or such, but please keep keyboard controls smooth...
  16. Cool, the "aim moving by itself" shaft bug has been fixed :) But I noted another issues when using shaft with keyboard controls (I disabled mouse controls from options): 1. When entering scope mode, cross hair cannot be controlled until zoom in animation has ended. This has been reported also by other players as "sluggish controls". Steps to reproduce: 1. Press space to enter scope mode. 2. Quickly press right arrow, before zoom in animation ends. Expected outcome: Cross hair starts immediately to move to right. Actual outcome: Cross hair starts to move only after zoom in animation ended. 2. Diagonal cross hair movements are not possible right after entering scope mode. Steps to reproduce: 1. Press space to enter scope mode. 2. Quickly press up arrow and right arrow, before zoom in animation ends. Expected outcome: Cross hair starts immediately to move in diagonal up-right direction. Actual outcome: Cross hair starts to move (after zoom in animation ended) either up or right, but not in diagonal. Note that this is not a keyboard controller issue, that can be verified pressing up and right arrows at the same time after zoom in animation ended, which results in correct diagonal aim movement as expected. 3. Turret rotation "stuck" just after firing. 1. Press space to enter scope mode, and wait to full charge. 2. Release space to fire. 3. Very (very) quickly press "Z" and down arrow, before zoom out animation ends. Expected outcome: Tank start moving backwards, while rotating turret to the left. Actual outcome: Tank start moving backwards, but turret does not rotate. --- Problems arise when scope mode does not recognize keys pressed before zoom in animation, or when main game does not recognize keys pressed inside scope mode. But in fast paced battles, having to wait for the right moment to press control keys is really annoying... It would be nice if both game and scope acted based on actual state of keys, ignoring the timing or order of each key press.
  17. I found a reliable way to replicate the shaft bug :) 1. Press space to enter scope mode, keep it pressed. 2. Press up key (or down, or left...), keep it pressed. 3. Release space to fire, while keeping the up key still pressed. 4. Release the up key after scope mode animation ended. 5. Press space to enter scope mode again. Expected outcome: motionless cross hair in scope mode. Actual outcome: cross hair starts moving up until up key is pressed and released again.
  18. This update broke normal keyboard controls when using shaft !!! Tried mouse controls a bit, and found it totally confusing, it is not for me... so I disabled mouse controls from options. Even logged out and in again. But now, when entering scope mode (pressing space) sometimes the cross hair starts moving automatically up or down, making aiming impossible. Also, left/right turret rotation with Z/X gets stuck sometimes. Please roll back this update until these issues are fixed, it is not possible to play with shaft right now... Edit: I can replicate the issue all the time... seems like some KeyUp event are ignored. So you release X but turret keep moving right untill you press and release X again. After driving backwards, scope mode thinks that you are still pressing down arrow until you press and release down arrow again. And so, in every direction. Totally broken.
  19. I like the idea of finishing battles early... I personally believe that most battles only have a truly fight period of 5-10 minutes, the rest is XP grinding for the winning team. But I don't like the current criteria... the threshold is not sensitive enough. I played several battles where the early termination should be kicked, but battled ended normally. This is specially noticeable when most players of a team quits, but 2 or 3 still give fight: if they can achieve a D/L ratio over 0.50, the winning team will not be able to accumulate score 10 times faster. I suggest to affect the threshold of 10 times by the ratio of players in each team, so in a fight of 10 vs 2 the limit would be 10 * (2/10) = 2 and in a fight of 10 vs 5 the limit is 10 * (5/10) = 5. Another idea is to add a "Surrender" or "Give up" button wich decreases the threshold by (1/number of team players). As most players of a team surrender, most early the battle will finish.
  20. Shaft is so OP now that I'm afraid that it will be nerfed soon :(
  21. Dear shafters: You should not be in sniping mode all the time. When you are sniping, you are not aware of what is going on: you didn't know where the flag is, which enemies are approaching, which teammates need support, etc. If you are all the time in sniping mode you can't play effectively, and players that do that always have low scores. The basic technique to use a shaft effectively is: 1. Take cover behind a wall 2. Choose a target 3. Get out from cover, aim, shot (shot anyway if you missed your target) 4. Take cover again. Repeat. Doing that you will choose your targets wisely, and your laser will be off most of the time. It is true that the laser reveals where you are... but competents tankers knows anyway where you are, just from the effect of the shaft impact. And remember that the shaft firing has an observable blast too... even in forest like Kungur o Lost Temple you reveal your position to an experienced enemy every time you fired. So stop whining... the turret may be nerfed a bit, but absolutely is not the end of it. Just learn its new capabilities :)
  22. I am a full time shaft user. In fact, I do not own any other turret. And if I could choose between the old and the new shaft... I think I would choose the new one. It is true that the laser reveals your position, and nerf the turret a bit... but without shake, you can do incredible shots that were very hard to do before. Now is harder to stealthy damage enemy tanks, but the fact that your intentions are more noticeable cause also distractions that your teammates can take advantage of. The only tactic that is discouraged now is sitting still into bushes, always in scope mode, shooting random targets... and nobody will miss that. So... maybe the turret was nerfed a bit, but I think that this is a change in the right direction, making the game more enjoyable for everyone.
  23. I really really liked this update! The gameplay becomes a lot more interestig, I was in a lot of battles and almost all were very fun! Before the update, frankly, the team who drugged more always won. And the most effective tactic was "234" and front-charge using the shortest path. With the new cooldowns being sneaky, getting cover or controlling the drop points will pays up. Druggers are whining because they are forced to change the way they used to play... but when they discover that drugs are actually *more* effective now, I guess that they will like it. Yeah, shortly we will see a lot of skill in battles... And... no, very few people will actually leave. Quite the opposite, IMHO, there will be more players from now on... I bet that the gap between druggers and non buyers was the main reason of people quitting the game. Kudos to TO team for making the game more fun, instead of trying to squeeze the last cent from his users!
  24. dont_you

    Looking For Brave Players

    Pro battles can be configured to enforce the rules exactly like you want :) Just start creating pro battles named "EU Elite Unlimited" always in the same server, so people know where to find it (I suggest 29). I like to play in no-drugs battles, so add me as a friend and invite me!
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