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Everything posted by von_Cronberg
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I'd like to see (as I said before) the finishing quota of the player on their profile. And I would appreciate it if the image of the currently equipped tank would be in HTML5, not in Flash. It is quite ironic that Tanki has for years made huge efforts to replace the Flash version of the game with a HTML5 version, because Flash is not supported by browsers any more, but failes to make the little effort to do the same on profil pages.
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As @Viking4s already implied, funds have never been removed from regular PRO battles. And I appreciate this fact, because like many other players and in particular many of the good customers of Tanki, I like to play PRO battles (for me, it is about 50/50 between MMS battles and PRO battles), and draining PRO battles of players by removing funds would make the entire game much less attractive, and make me and many other good customers stop paying money to Tanki or even quit the game for good.
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Ultra Containers, «Crisis» drone and «Adrenaline» augment
von_Cronberg replied to Marcus in News Archive
I second this. I did not and will not buy any kind of lottery boxes in this birthday celebration. I had bought the bundle of 50 containers and 50 ultra containers during the May event, and got a lot of stuff, arguably cheaper than when buying the same in the shop, but not a single functional item (which back then were only augments, hull augments for me as I already owned all turret augments). I had assumed that these ultra containers had a better probability for functional items, but that apparently is not the case. I appreciate that augments will have a fifty percent discount on Saturday, so I will buy myself some EMC immunity augment(s) to frustrate brats in the enemy teams, and heavy weight augment(s) to frustrate brats in my own teams. Buying yourself exactly what you want makes much more sense than buying lottery tickets, in this game like in real life. -
When I look at that profile, the player apparently uses much Dictator overdrive and Mechanic drone, both of which give battle score and thus crystal rewards without earning experience. Must be fun to meet this guy in battle, where he anxiously avoids to damage enemy tanks.
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I very much relate to this. I said this in another comment above: Why on earth do you use this noob "Quick Battle" button at all instead of just choosing the mode you want to play? I think I never used this "Quick Battle" button ever (otherwise I would for example have to leave TJR mode battles all the time, because I absolutely dislike that mode). When I play in a group and the host uses the "Quick Battle" button (which has some stretch of justification for groups, because waiting time is much longer than for single players), it was the last time I accepted a group invitation from that person. If I had a say in Tanki development, the abolishment of this button would be the first thing I would do.
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Even as someone who takes pride in adapting to whatever situation, overcome and finish, I do usually quit immediately when I see this aberration of a map, too. So do I and probably everyone else. But why on earth do you use this noob "Quick Battle" button at all instead of just choosing the mode you want to play? I think I never used this "Quick Battle" button ever, for exactly this reason. When I play in a group and the host uses this button (which has some stretch of justification for groups, because waiting time is much longer than for single players), it was the last time I accepted a group invitation from that person. If I had a say in Tanki development, the abolishment of this button would be the first thing I would do. I get your point, I consider the use of an EMP augment for Gauss, this annoying ego-boost for underperformers, the second acceptable reason (next to being placed on the Archipelago map) for myself to quit a battle. Though I do always first check the opportunity to harshly punish and humiliate the person using that aberration of a weapon, and more often than not there is such opportunity. Just yesterday in an SGE battle, some underperformer had this toy mounted on a Titan, and I went to blow him up with my Hornet-Gauss-Driver time and again. After some minutes, it was him who left. The third and last legitimate reason to quit a battle, in my opinion, is being sent to a battle in the late stages and getting destroyed by a Hornet on overdrive during spawn protection three times in a row. Not once, not twice, but three times in a row. That in my view is sufficient indication that the cause is lost.
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I am aware of some dozens of players which I know from repeatedly meeting them in battle and who just display extraordinary skill and performance in playing this game. I do not think there is anything wrong with these players getting an ego boost from their extraordinary skill and performance. What I'd rather have an issue with, that is players who lack outstanding skill but nevertheless seek unwarranted boosts for their ego. And the number of those is by many orders of magnitude higher. Piercing the empty balloon of the ego of those is magnificent entertainment in this game.
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@DaringDeer I use the opportunity to generally appreciate your enormous statistical efforts around this game. I do not least remember this forum comment of yours, a detailed snapshot of equipment used among active high ranked legends, as most interesting. You should make a regularly updated thread on this, I would find it more readworthy than anything else in this forum ...
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I met Cat in battle several times. I wish to testify that he/she is an excellent player, too.
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The efficiency rating is a formula based on overall crystal rewards earned divided by overall experience earned, possibly with a small role for the overall k/d ratio. This is pretty obvious, as the efficiency rating is equally calculated for players who never played a battle after the statistics expansion that came with the implementation of public account profiles, and before that expansion, the account data collected by Tanki was limited to the aforementioned information. The formula thus can only draw on this limited information for input. Whenever Tanki introduces "special" periods of earned experience increased by a certain factor, like it recently did during the Corona lockdown campaigns, the efficiency ratio of every active player drops visibly, as increasing the crystal rewards by the same factor apparently is not enough for the efficiency rating formula. On the other hand, "special" periods of keeping the experience earned as usual but increasing the crystal rewards by some factor, that boosts the efficiency rating of every active player considerably. As does playing with Premium, which increases experience earned by a factor of 1.5 and crystal rewards by a factor of 2.
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Quitting MMS battles before they are finished?
von_Cronberg replied to von_Cronberg in Quitting MMS battles before they are finished? Archive
Players quitting battles the MMS assigned them to in their chosen game mode, this is an annoyance both for their deserted teammates and for their replacements which are sent to a battle only in the later stages. It also compromises the optimal working of the MM battle system. Let us learn what share of players can take pride in being a finisher, and what share of players head for the exit when they find themselves out of their comfort zone. -
I like the subtle irony of handing out at Tier 7 a paint with dart targets and an additional "Offensive" paint to those who buy a battle pass.
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What Tanki is doing here does not only serve to keep the game vital, but also is a great and appreciable contribution to human society as a whole. This way, Tanki educates young people that life is not always easy, and that when things get tough, you must not quit but persist to move on.
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What the players and customers of Tanki want for birthday celebrations is a 50 percent discount on all hull alterations. Whatever else Tanki does for these celebrations, it should not miss the point.
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What Is Your Opinion About the Current State of Tanki Online?
von_Cronberg replied to Maf in Game Discussion
I have played the 2014 version, too. It is true that back then, many players were doing nothing but farming crystal boxes, once a swarm started descending (and until that happened, they were mostly concerned with waiting for it). Many people, but not all people. Some people, for example, used the opportunity to snipe them from the bushes with their Shaft. I used to be one of the latter. It was fun. -
I have been playing HTML5 since it was made available on Mozilla browsers, and this year I did not play a single battle in Flash. The HTML5 version has seen a lot of improvements (e.g. change of gear before respawn now even easier than in Flash). It still needs a lot of constructive criticism (e,g. lacking accuracy of precision weapons, user interface not yet optimized for regular PC/laptop screens, list of PRO battles does not show map names and is annoying to navigate, social functions like messages or presents not yet existing, etc). It does not need your habitual negativity.
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MM balancing - imcompetency or favouring russian players?
von_Cronberg replied to TinBoxGunner in Archive
I do not consider any of these a legitimate reason to desert an MMS battle. One of the teams will lose the battle score anyway, and in statistically half of the cases it will be your team. Crystal rewards in MMS battles are almost the same for players of the losing team. When I get assigned to an MMS battle and see my own team as weak, my prime thought is that I will now most certainly earn six stars as the best scorer of the losing team. -
MM balancing - imcompetency or favouring russian players?
von_Cronberg replied to TinBoxGunner in Archive
I like to play PRO battles with friends. I am not a fan of playing MMS battles in groups. But how does that relate to our topic here? True. But I recently made the suggestion to Tanki to calculate players' finishing quota and make the information public on their profiles. My own finishing quota certainly is above 90 percent, in both PRO and MMS battles. Now I am really curious to see yours, after the impression I got in this conversation. -
MM balancing - imcompetency or favouring russian players?
von_Cronberg replied to TinBoxGunner in Archive
I do not talk about sophisticated cooperation. Them not deserting the running battle is good enough for me. And the concept of desertion is known across civilizations, languages and cultures, and the act of desertion universally despised. I just played half a dozen SGE battles. All of them were wins of 5-0 for one of the teams. Only one of them included a massacre, because in all the others, the folks of the lesser scoring team did not desert and quit battle. Nope. The overwhelming reason for desertion is mere convenience, at the peril of one's teammates. After this conversation, I do no longer believe that you are the luckiest player to have ever played the game. I do now believe that you simply habitually are the first to desert your comrades and quit a battle when the going gets tough. -
MM balancing - imcompetency or favouring russian players?
von_Cronberg replied to TinBoxGunner in Archive
If your idea of "getting massacred" is losing a battle by 4-0, then you certainly are the luckiest player to have ever played the game. You must be so thrilled when you hear, late at night at the fireplace, others talk about experiences of hardly surviving respawn, being engaged by several enemy tanks every second, finding no place to avoid incoming enemy fire, watching the stupid kid with the Mammoth-Twins relocate from defending the enemy flag to your spawn zone. When you hear others talk about the kind of stuff that happens when teammates desert their position and quit a running battle, the stuff that does not happen as long as every teammate stays in the game and holds their position. -
MM balancing - imcompetency or favouring russian players?
von_Cronberg replied to TinBoxGunner in Archive
While the MMS can always be further optimized (and I just made a concrete suggestion about it), there are natural limits to it. The issue of quitters I mentioned above is one of them. The mood of players is another. For example, if I play a couple of MM battles with Hornet-Vulcan-Defender, dominating them with many hundred experience points as first in my team, and then feel in the mood to play a relaxed Hunter-Magnum-Saboteur or a relaxed Titan-Shaft without any drone, good for my K/D but bad for my battle score and probably also bad for my team, how should an MMS calculate my change of mood? There is one player I sometimes meet in MM battles (will not write the account name), who sometimes plays like the god of Tanki, masterfully deciding battles all by himself, and sometimes plays without using any supplies like an almost asleep little kid, it is always one of these extremes. When I see this account on my team list, I have no idea what I am in for, how would the MMS know? -
MM balancing - imcompetency or favouring russian players?
von_Cronberg replied to TinBoxGunner in Archive
I have played well over ten thousand battles on Tanki. Some where wins for my team and some were losses, in some I was more pleased with my personal performance and enjoyment and in some I was less pleased with it. In a number of them we massacred the enemy, and in a number of them we were massacred. But never, not once, not a single time in those well over ten thousand battles, not once was my team massacred as long as every player stayed in the game and persistently sought to hold their position. -
MM balancing - imcompetency or favouring russian players?
von_Cronberg replied to TinBoxGunner in Archive
I think it is neither. To be fair, I am pretty impressed with the algorithm organising MM battles, and I play a lot of them. The issue of the MMS is a large number of players leaving battles they were assigned to, with the MMS then struggling to fill the ranks with players who click to join a battle in that second. The quitters are the problem. -
What Is Your Opinion About the Current State of Tanki Online?
von_Cronberg replied to Maf in Game Discussion
Linking one recent discussion on Hornet-Vulcan-Defender. However, the fundamental issue is not the overpowered nature of this particular combination. The fundamental issue generally is the ill-conceived development path of seeking to make the game ever more fast-paced. We have long passed the point where seeking a faster pace in battle action might in any sense benefit the game. And the folks who design game development need to understand this, to stop and reverse the attrition of the game. The second fundamental issue, while less important, is forcing a mobile gaming experience on the bulk of players who play from PC/laptop and simply do not want a mobile gaming experience, but rather wish to enjoy their big screen in navigation. I do not know if this is another obsession of someone in charge of design, or if Tanki just wants to avoid the small effort to redesign the HTML5 user interface for optimal use of PC/laptop screens. -
What Is Your Opinion About the Current State of Tanki Online?
von_Cronberg replied to Maf in Game Discussion
First a disclaimer about me: I am not only a player but also a customer, having spent some one thousand Euros over some seven years. I have a comprehensively maxed garage from where I can choose any combination I feel fit for purpose. I spend about equal time in MMS and PRO battles. I can and do afford using supplies to the max in MMS battles. This said, I get the impression that the development of this game is recently heading towards a dead end of overpacing. I just played some battles in Rugby mode, which I had not done for some time, and the issue has been absurdly transparent in each of these battles. One or two Hornet-Vulcan-Defender players on each team (including me) dominate everything, with a few Hornet-Railgun players occasionally getting a shot. Everyone else is just game. Tactical skill and effort is not rewarded, because constant overwhelming damage per second firepower from Hornets on overdrive kills instantly on sight. It is unconceivable for me how this can be an enjoyable experience for anyone not playing Horrnet-Vulcan or Hornet-Railgun, and even for those who do (like me), this uncreative butchering is not sustainably attractive. The development of this game must fundamentally change course. I heard in several Vlog episodes that the current lead designer of the game is of the opinion that every change to the game must make it faster paced. So I have no doubts why we have reached this dead end where we are now. The first thing is to realize that we are in a dead end. And the second thing must be to take the practical steps to get back on an open, sustainable track of game development. This is not about one isolated step to take. It is about the fundamental philosophy of developing this game, about rewarding creative skill and tactical effort more instead of just overwhelming firepower. As I am not going to write a dissertation here, let me just suggest two easy to implement emergency measures to save the patient to live another day: Remove the feature that kills fasten the overdrive recharge (making this an exclusive feature of the Driver drone). And stop discouraging players from playing PRO battles without supplies and overdrives, where they can experience authentic Tanki gameplay. If you want a meta suggestion to set this game on a path for a good future: Tell everyone working in your game software that they must play Tanki with an Isida turret and any hull other than Dictator for at least 30 minutes every day. This one meta measure alone would probably secure a good (and profitable) future for Tanki all by itself.
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