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Everything posted by racer22_online
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By the way - I love the daily rewards - I log in every day with all my tanks and get more crystals than I get from Gold boxes. Maybe we get extra rewards for making comments in the forum? By the way can someone explain how some tankers can catch so many Gold boxes in a week? Do they play all week? Sometimes in the mayhem of gold catching it's hard to see which tank got the gold - could that tank turn 'golden' for say 5 seconds? Then just thinking, with the new 'stats' you have planned - please take care what gets presented in case our wives / husbands / partners / kids find out! (It's very easy to find someone's Tanki 'handle' if you have access to their PC). Perhaps before you release the new stats - you could let us comment on the stats plan - so we can try and prevent unexpected consequences happening - i.e. arguments / divorce! Maybe make the new stats (or the stats that allow interpretation of time spent playing), optional per account. Otherwise, I will have to play less!
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Stop tanks from getting on top of tanks in normal games.
racer22_online replied to Timetoplaythegame_2 in Archive
Re: mult behaviour and dealing with it. There is very little in this game to prevent children playing - even grown up children! The good news is the higher the rank I go the less problem I'm seeing with Mults and I find more tankers co-operating together. The battles I have at present are very good (Captain level and 3 ranks either side) - however, I note small imbalances in the teams have a huge effect on the score and the killing can be very brutal. The update last year by Tanki to make self destruction lose 5 points means that we see much less jumping off the map to escape being shot. I have very rarely seen tanks annoying tanks on the same side by climbing on top of them and collecting Gold is always going to be a pile up - so just go with it. The random element of gold dropping has resulted in more chances for the none pros to get gold - but the pros all have jumping skills - its part of the game. If you can't beat 'em, join 'em. I do still see some idiots wasting time infighting in the same team - but that's the way some people are. Hill Billy's I call them! Why have these people never been taught "the best way to defeat an enemy"? The best way to defeat an enemy is to "make them your friend". In fact, I often 'friend' good players I see on the opposite team! (Does not work so well in the case of Adolf Hitlers!) Sure I do annoying things in error from time to time and upset some tankers. E.g. taking a Repair kit when I have full health and my team mate next to me has next to nothing and same goes for other supply drops! But Tanki allows me no easy way to say sorry (chat is too slow - I need a single key to say sorry in some way). All I can do is try harder in future to do better. I try to 'make up' for my ineptness by 'rescuing' my team mates whenever I can. I would love to learn ways that 2 tanks can turn a tank right way up. Why can't all tanks have self righting mechanisms - even if it takes 10 seconds. So what can we do about these Mults? 1. Sure we can report them - but I would only do that if they were persistent trouble in some way, or persisted in using language not allowed in front of children. 2. Try to remember their 'handle' or even try to friend them - this way you can avoid battles they go in! However, it means they can find you easily! 3. Just go to another battle, Tanki has loads of options. You might even choose DM - I find this helps with shooting accuracy and makes you better at hiding and ambushing. 4. Friend a lot more players. This way you have more chances to join sides that work together. 2 v 1 mult should help solve the problem. 5. Use a tank combination that avoids this problem - any Wasp has none of these problems - I use Wasp / Rico and have a huge amount of fun harassing the enemy, scoring points and capturing the flag etc. Even in DM and TDM - Wasp and Rico can be boss. By the way I hardly ever get gold boxes. My best catch, I was upside down in the middle of Massacre and the Gold Box landed on me! Nobody tried to kill me because I was upside down and no-one could climb on top of me for some reason. Maybe that's the trick for you - just roll upside down - then open a new browser window and use your second tank for a while until the mult gets bored! Nobody can seriously report you for defensive behaviour. 6. I think Team Kick could be useful - but could be abused and not easy to get all players to agree in a timely manner. I think more of us should be recognised by Tanki as 'gentleman players / moderators' and given a special status - this would provide more 'judges' on hand to first kick players with a warning message and then a 15 min timeout etc. Of course even this will get abused because some of the mults will get this power - but then it's up to Tanki to have a process to strip these powers if needs be. Tanki should then allow tankers back to 'this power' after a time - say 3 months (rehabilitation). The later part allows for mistakes and errors in Tanki judgement to be rectified automatically without a great 'sing song' and acrimony. However, 3 strikes and that account gets these special powers banned for lifen! My concluding comment, is that I do not think this problem of tanks annoying other tanks by climbing on other tanks happens that often - if I'm wrong maybe Tanki should have a poll on this? If no big problem - then Tanki should make no change - there are some tankers who love all the 'back stabbing' and general silliness that sometimes goes on - it's a reflection of life - and the best of us just ignore it and rise above it by setting an example. We know it's possible to have loads of fun without 'abusing' common sense standards of etiquette. Just as knights of old valued high standards of chivalry. Surely most of us try to be gentlemen? and one day we can be good enough to join clan battles against like minded nutcases who want to stick to the rules of fair play :0) You can friend me if you wish and I will do my best to deal with the mult. -
The value of MUing an M1 Wasp protection as much as you can afford plus using Forester paint is that you can avoid being one shot-ed by a M2 rail gun most of the time. Then while the rail gun reloads you chase it down and have a high chance of killing it. Then you have just enough life left for a suicide attack. Then Wasp is soon back in action after re-spawn due to it's speed = back killing with full HP. This has a bad K/D ratio - but the points you gain makes up for it - especially if you get hold of the enemy flag frequently. If you do TDM then the ability to move quickly and hide and ambush - can make for a much higher K/D ratio than you might expect. I think Wasp with any turret can be made to work well because you have many opportunities to get in behind the enemy and shoot them before they can react. I have massive fun with Wasp / Rico. Can't wait to get an M2 Wasp. By the way M2 Rico does feel under-powered against M2 Twins, M2 Thunder and M2 Smoky - but once the Rico is half way MU'd it starts to get even, especially if you speed up the reload time. My son uses Hornet to great effect (Hornet survives many jumps and reversing drops better than Wasp) - and when paired with Freeze or Izzy it can be hard to stop. It can take over 8 shots of a Rico to kill a Hornet with double armour. That's long enough to do a complete flag run in Rio. That's why I have to keep a few double damage in hand to solve that problem. A Wasp M1 with MU to over 100 HP with double armour - can survive a mine - that's if you don't end up upside down - which is a 50:50! But this can allow you to snatch a flag and deliver it to another team mate (you probably won't last long enough to get back home) - so good team play has a huge effect on the game. You should watch 3 Hornet / Izzy's all relay working together - very dangerous.
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Having read the comments and now played the New Year 'racing map' I think well done Tanki - this has been a worthwhile piece of year end fun. Naturally, as a 'racer', I've been looking forward to a racing map - my Wasp M1 on Nitro is awesome. The opportunity for some 'big air' opportunities as seen in 'Angry Birds Go' is also attractive (Ricochet helps keep the balance in flight). In this New Year format - it's good to see the use of the Command Post which might help make CP more popular - and a good decision to have a track for each side leading to a single goal. I think this has been a good first effort and has suited many tankers for a bit of fun. I think it's the nature of most racing games the outcome is often decided very soon after the start and the winner takes all (which is why an extreme move like 're-seeding' each side based on the score from the previous round and the player ranking might help level things a bit (also worth trying the 'banger racing' format as mentioned below). It makes sense that racing games (of this kind) should be set at 5,10,15 mins max. The most fun in the current map is usually in the first sprints up the hill and the first few battles at the top - after that it's all over - and time for a new game. By the way the new 'predicted game result' is not kicking in soon enough. We still have too much time lost waiting for a new game. Other racing game ideas: I would like to see racing games of the 'demolition derby' kind (with cross over etc.) - as seen with 'stock cars' and 'banger racing'. In most racing formats it's important that all competitors get the same performance. But this would have to be a Pro mode (I bought my Monthly Pro ticket for 2500 crystals yippee! :0) but only used it for map 'practice' because very few other players have a pro pass :0( I.e. in pro mode all race competitors would rent the same Wasp/ Hornet M0,M1,M2,M3 - (no MU's) - and you gain your 'loan tank' automatically based on your Rank. Any turret / paint can be used from your garage - the paint has no protection effect and we need to make sure that Rail guns cannot do any one-shot kills. We must have full time Nitro power for racing - no point in having to waste time collecting 'Double Power'. The format could be that both sides have a flag to carry and the number of 'laps' completed are counted and timed depending only on the progress of the flag and not on individuals. The opposition can 'impede progress' of the flag in the obvious ways. This makes it tactically hard to decide if you should help your own flag or impede the enemy - either way team work will be required to win. 'Lost' flags are dealt with by the normal CTF mechanism, flag is left alone for say 40 seconds, then it returns to the start of the lap it was on. As you can see my intention is to give this format 'lap counting' and the computer keeps track, just as in normal racing, and can display the results at the end of the race. To prevent 'cheating' the computer must be able to prevent the flag taking illegal shortcuts - very necessary if a circuit 'cross over' point exists. The good thing about 'cross over' points is they provide massive opportunities for conflict and 'firefights'. Points are scored in the same way as normal - much like you see today in 'Massacre CTF' - except that completing a lap while holding the flag is the same as a flag 'capture'. The enemy is not allowed to auto return the flag to the beginning of a lap (unless this is found to help the game during testing? i.e. it might be good to allow this because it would mean more team work to fend off attacks and may mean heavier tanks have an important place - just as they do in 'Massacre CTF'. When it come to the use of mines - then each side should be allowed a maximum of 5 per player per game or just ban them from all racing games - a Wasp on nitro has no chance of seeing them!
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Feature: Battles with obvious outcome will end sooner
racer22_online replied to semyonkirov in News Archive
This 'losing rate, 10 times faster' measurement is a new idea from Tanki - as far as I could see no-one in the forum asked for this. However, I can see Tanki liked this idea because it's a simple rule and the rate can be adjusted up or down to make it more of less sensitive once we get some feedback. My suspicion is that it will not kick in soon enough - but 'creative tankers will think of ways e.g. the use of 'spare tanks' to help speedup matters! However, I think the use of spare tanks like this probably breaks Tanki rules and could lead to an investigation and ban. The best option I could come up with was to use a flag limit for all arcade (non pro) battles. 5 min match 10 + 10 flag limit = 20 flags 10 min match 20 + 10 flag limit = 30 flags etc. This way when all the opposition has left we can end the match early by running flags (at no score to any of us) at least, this keeps us busy (- although I do enjoy the parkour games somethimes.) However, I could see this being abused in that 'spare tanks' could be added to the losing side to allow some points to be gained = cheating. Although I have never seen anyone doing this kind of cheating (which is still possible even with the new scheme!) I know I'm repeating one of my previous posts: what I would really like is a mechanism to help prevent so many battles being so 'one sided' in the first place! I'm sure we all like close battles even if these do hurt our crystal bank balance by having to lose once in a while! :0) How about a simple rule that all the losing side get full time double speed automatically when they fall 5 flags behind. Returning to normal again when only 4 flags behind etc. This makes it more worthwhile for the top players to join the losing side - at present top players will mostly only join the winning side - and so this makes the imbalance more likely. Also the less experienced players are not so good at getting into the winning side (less patient) and so they join the losing side and this make matters worse. However, this 'balancing' mechanism (by automatically 'boosting' the losing side in some way) must be made a map 'Option' because not all tankers will like it and I want to be free to choose - so tankers effectively 'vote with their feet'. Please try this as an experiment and see how many like it? I'm sure something like this could solve the imbalance problem that blights many Tanki battles. By the way, I do recommend top tankers join the losing side from time to time - I have had some of my best battles this way. (And I have no idea if I'm a top tanker or not - but I do average a K/D ratio better than 1 using a Wasp! -
For XP and BP games: Up to now these have been developed unofficially by tankers looking for a more 'level playing' field so you get a test of Tanki skills more than a test of who has the best killer tank. This means the rules have been complicated by the need to control the use of MU's and Paints. I believe there is a strong demand for these official 'level playing field' modes and with Tanki support all sorts of good things can be done to help. I believe Tanki is right to keep the standard mode ('arcade mode') as it is (with a few more tweaks like adding a flag limit along side the time limit) because this allows the full variety of Tanki to be used by everyone and provides easy access to learn Tanki skills and decide what fighting mode you like best. Now that Tanki is looking to help with the XP modes - I agree it's good to experiment and find out what everyone might like. It do see that most people like e.g. 2 shot kills for rail guns. The aim being to avoid getting one shot kills that nobody likes because it gives no chance of escape. For Ricochet this could be set as a 4 or 5 shot kill to give a chance of escape. It would seem the simplest idea is to give all players exactly the same hull and turret and the only thing you can change is the paint - but only if it's in your garage and the paint has no protection effect in this special mode). The person setting up the map can choose the level M0, M1, M2, M3 and choose the hull / turret combination in addition to the usual Pro options. The only mixed hull battle might be to allow Wasp and Hornet at the same time and then see if any 'balancing' is needed. I vote for the Wasp / Ricochet combination.
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Great update, and by the way I love the V-Logs. Tanki is one of the best internet games I have ever played and has managed to maintain my interest as I climb up the ranks without paying for a single crystal - so it can be done. (Although at 1st Lieutenant I'm now finding it hard to deal with M2 Thunders (Captain level and upwards) and M2 Hornets - please can I have an M2 Wasp at Captain level and at 50% discount :0) However, I do buy crystals for my son because he's not as tactical as me - which is fair enough - it's great that Tanki can appeal to a wide range of people and Tanki deserves some of my money. I would like other forum contributors to explain why they have a problem with something instead of just saying 'bad update' - i.e. can't identify possible solutions for them. Some people seem to complain because they don't like change and I can't fix that - they can only fix that themselves - it would help if they read the book called 'Who stole the cheese'! Answers to some of the issues some Tankers have raised: I don't need crystal box drops myself - and it is good to see the goldbox is fun again (but the on screen indicator is not big enough to catch my attention because I drive a Wasp fast and use no sound!) To please some tankers, I think boxes of 10 should be returned but only for DM and should be put in many random places and sometimes 'hard to get' places. This allows Tankers with less skill to still collect crystals and get a better tank. I.e. this helps children and noobs the most. Most of the skilled players will find it too boring going round collecting crystals in DM. By the way DM is fantastic at improving your shooting skills. Noobs and kids and those with less skill or those who fall behind in the 'arms race' - need alternate ways to earn crystals - so finding a fun way to put crystals back into DM would be great. A reason not to put boxes of 10 back is if it can be proven that 'bot' programs are being used to collect crystals and if it means DM is in any way spoiled by having too many easy targets. I think one reason why some players are forced to collect crystals is because it's all too easy to rank up and not have enough crystals to keep up with the 'arms race'. Tanki is cruel in that if you win well then you progress faster and if you lose then you get further handicapped by poor equipment and fall behind. However, this for me drives me to work hard in battle - onwards and upwards, the way it should be. So if you lose too much, then as a 'penance' you have to pay money to catch up or it would be a useful option to spend a boring time in DM just collecting crystals = user choice. The newby stage is a good time to find out how well you cope with being underpowered and this is good practice for the middle stages when you meet more powerful tanks. I can only imagine the upper stages get tougher still especially in a Wasp. I do think it does tankers good to start a new tank once in a while and focus on a clear plan to keep the career for that tank as best it can be - if you experiment too much you will fall behind. Maybe keep one tank just for experimentation. E.g. I found that Lava paint does not give much protection against a Freeze and it makes you stand out too much = wasted crystals. My biggest 'gripe' is with Tanki maybe seeing Pro mode as only for 'Hardcore' players - it's now looking like Pro should be brought into more common use for all of us to use - Pro mode now gives us most of the choice we have been asking for. Very few players use Pro mode partly because it's too expensive (5000 crystals per month) and mostly because you have very few ready made Pro games to choose from - so there is very little opportunity to use it even if you can afford it! A small change in pricing policy will fix this: I think Tanki should not see Pro mode as a 'money maker' but should attempt to make around 50% the battles 'on offer' Pro mode battles. This can easily be done by adjusting the price per month - you can safely move it from 500 per month to 5000 per month on a day to day basis as needed.. E.g. if you make it only 500 crystals per month - I will sign up today! Tanki may even make it a rule that each server can only have a maximum of 50% Pro games to prevent them swamping out the Arcade mode. I know that it's highly likely that most Pro games will switch off the use of drugs (or maybe only allow battlefield drugs) and if Tanki needs to raise money to make up for this please just add adverts on the billboards on each map - you will make a fortune - just give Coca Cola and Pepsi a call! If you find too much 'level up' cheating is going on in Private battles - then you will have to make Private battles more expensive so you get fewer of them and you can keep an eye on them. In order to test the new XP type modes - we all need access to Pro mode - I'm sure my suggestion above of a variable monthly price (day to day) between 500 to 5000 for Pro mode will give you the control you need.
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Best game on the Internet full stop.
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Very good update - good work. I think its very healthy when the game designers are listening to the user views and are willing to try experiments like this. and as ever very hard to please ALL the people ALL of the time. It's amazing how many still want to hang on to crystal box drops - the common reason seems to be that they have a hard time scoring and it's probably the case that certain types of user (including younger children) have all sorts of handicaps (of many kinds) but still like playing Tanki. I think it's possible to please even those people. This can be done by providing more user controlled functions, settings and options - and then each type of person gets what they asked for = more people happy. and Tanki can then see the stats on what is proving popular and allow for this diversity. e.g. I agree with those that say you could add a 60 minute 'standard' option to please this group of people. For the goldbox - who knows what the best time in seconds should be after the notification. I think 20 seconds is a good thing to try and will suit most of us. Why not allow this to be controlled in the map setup: 10 secs, 20secs, 30 secs 40 secs ,50 secs and 60 secs, Then the users get to decide dynamically by map setup. Obviously each map needs an indicator so users know what is set before they join. I do love the goldbox going to more than one possible location, this really does make it harder for the gold poaches and gives the rest of us a chance. I like anything that encourages the use of Pro passes - because we get a lot of setup choices with this - just what I wish for - the problem is most Pro games are too high a level for me. I still think we should have 1 week every month when the Pro battles are free to all - then we get more chance of setting one up at all levels and Tanki gets the stats on what the favorite settings are. To all those that say you cannot get high scores without drugs - that's rubbish - I use a M1 wasp and M1 ricochet and with a few tactics this works very well against all tanks at my level and 95% of the time I use only dropped drugs. I also see some Sergeants fighting with 1st Lieutenants and scoring very well! (Never can tell how many drugs they used :0) it would be nice to know the 'drug spend' in the stats at the end of a game. Using my own drugs is not good with a wasp because many times I only live for 30 seconds, hence, drugs are lost too easily. Fortunately the wasp moves fast and allows dropped drugs to be collected. To please all those that still want boxes of 10 crystals: Why not provide a setup option on all maps to switch this on (back as it used to be). Obviously the battle fund has to be reduced to keep earnings per hour in check. This way the users get to vote 'dynamically' and use what they like best. We will probably find only noobs, crystal hunters and players who have a hard time scoring (and maybe younger children) will choose this option. This has another benefit in that it will tend to keep the noobs, crystal hunters and poor scorers out of the main battles - hence, in the main battles we will find more tankers fully engaged - this is what I like - just like we get in Massacre, Highland, and Rio from time to time. One reason I would never bring back boxes of 10 crystals is if it has been proven that 'crystal harvesting bots' are being used - however, I have never witnessed any.
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Everyone knows it's part of he game play, just as in life, you have to spend crystals wisely on each of your tanks to keep up with the 'arms race' as you rank up. That's all part of the challenge and the fun. The variety in Tanki is part of the attraction and trying to work out best tactics to suit a situation and later on working with others (synergy) makes it special. The reason it's necessary to be given crystals (I say 5 crystals for every 10XP points earned) - is so that both sides get some benefit from each battle and this makes it worth fighting hard on the losing side. (The battle fund is still distributed as normal). At present it's so important to be on the winning side that people are using 'dodgy' tactics to make this so: 1. Many tankers leave a losing side - and so we all lose! 2. Some tankers appear to be adding spare (sleeping) tanks to the losing side so they can jump on the winning side! This makes the losing side even weaker! The reason the crystals should be applied immediately in batches of 5 - is so that if you're forced to leave a game (many reasons), or the game is very long then you will not lose everything. At present long games are best avoided. Providing free crystals like this will make it worth fighting to the end with a losing side. I often prefer fights on the losing side - the fighting gets more intense and you get more targets. Right now I mainly fight on the winning side - I need the crystals! (It's much easier picking a winning side than it is betting on a horse race!) To help noobs and not interrupt the game much - I still like the idea of dropping some crystals in a 15 second 'batch' every 10 mins in random places all over the map - even on top of places and the bottom of ditches that need Parkour skills to get them and could be fun for the noobs and the bored as long as they try to get back in the game as soon as they can.
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Great to see such a huge response. and good to see a poll on this. Would be good to see the results. Having read many of the posts its clear we have 2 sides - those who like collecting crystals and those who favour keeping everyone fighting for the team as much as they can. Obviously DM should keep the crystal drops because it's up to each tanker what they choose to do. So we seek a compromise to keep both sides happy: Option1 go back to the box of 10 crystal drops and original goldbox notification - we did not have much complaint then and I prefer the drops to be more random in time and location. Option2 bring back the box of various crystal drops 1 to 100 but only have this in a 'batch' once every 10 minutes - so we see a feeding frenzy for about 60 seconds. Also make the locations random - so we have to find them. This way all users inc. noobs can get some crystals and keep growing but there is no value in 'camping'. Option3 have the goldboxes drop in 2 alternating fashions - one predictable and with a 40 second warning - one at random and with only a 20 second warning. Also make the warnings bigger on screen - then we all notice them - even those who play without sound. Option4 make sure the losing side is given some crystals to make it worth staying - i.e. ALL players get 5 crystals given immediately for every 10 points won. This way good scorers also get crystals. Also you get to keep at least something if called away or get a fatal error or the game is too long (100 flags) etc.
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http://i59.tinypic.com/bitgg5.jpg As you see in the screen shot I got top score with 371 points but being on the losing team with zero flags I got zero crystals per normal. The leading winning team tanker got 291 points and 226 crystals. This shows the bigger problem is that after battling for 20 minutes and winning TOP SCORE - I then get ZERO crystals! In this case a very good defence from a Freeze and supporters kept stopping most of my flag collections. The end result is there was not much benefit in fighting on the losing team - this is why so many tankers leave a losing game. My suggestion is we keep the existing battle fund share as is - this seems fair to me. We then add the rule that ALL tankers get 5 CRYSTALS for every 10 POINTS scored and this is given IMMEDIATELY. The reason it has to be given immediately is that if we have to leave a battle for various reasons: called away, 'fatal error' etc. then we still get to keep something and hence, makes it worth fighting on a losing team. This also suits those 100 flag battles where you cannot stay all the way to the end. In the example attached: I would have got 170 crystals + 0 battle fund - which is not too bad. The top tanker on the winning team would have got 145 + 226 = 371 - so they are happy too! Without making this change: What happens in practice is most tankers give up on losing battles and go and find a winning side. This has further effects when joining the winning team - many times the losing team just quits - so we all lose :0( The best matches I find are where I join a 'slightly' losing team and convert it into a winning team with a bit of effort - this works because the team that was winning usually tries harder and we get a good battle to the end. Another suggestion with re-instating the crystal drop boxes is to drop them only in a batch every 10 mins. This way we can all have a 'feeding frenzy' for a few minutes and then carry on the battle. I.e. no point in wasting time 'camping' on blue drop zones. Gold boxes should be given a 20 second warning and 50% of them should be dropped randomly anywhere and without any notice - gives me more chance to get one!
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Correction: the bigger problem is why many CTF matches are one sided. The most fun is when matches are close. Because the losing side can fight hard and yet get very few crystals it means that many tankers on the losing side leave the battle and go and find a better one. To solve this I think exactly ONE QUARTER of the battle fund should ALWAYS be shared out amongst the losing side in the existing way. This way the losing side will always get something useful and make it worth staying till the end.
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Removing the crystal drop boxes is a very good move Tanki - shows you can respond quickly to user feedback. I would like no crystal boxes to be a permanent fix. I played one game today and all is good again. I wrote the following section before you made this change: "The new 100 boxes have caused a change in play in CTF. Some tankers are no longer trying to help capture the flag - instead they are camping on the blue drop zones. Go and look at the beach in Rio. This has made many games very one sided - either win too easily or lose by too much. To help identify the problem - could we have the stats at the end of each game show the number of crystals caught and maybe the number of gold boxes caught. I think we will find that some players earn more from catching boxes than playing the game and this is not good for the game." The bigger problem is why many CTF matches are one sided. The most fun is when matches are close. Because the losing side can fight hard and yet get very few crystals it means that many tankers on the losing side leave the battle and go and find a better one. To solve this I think exactly half of the battle fund should ALWAYS be shared out amongst the losing side in the existing way. This way the losing side will always get something useful and make it worth staying till the end, Another bonus of taking away the crystal drops permanently is that Shafts were gaining too many easy targets from box catchers. Maybe another way to keep tankers active all the way to the end of a game: at the end of a game in addition to normal battle earnings, all tankers remaining get to have a mini battle say in the middle of Stadium or Massacre or similar - where we all get the same top speed and HP and weight (maybe all the same tank) - and can drive into a big pile of random crystals in the centre for 60 seconds and then see who gets the most. The number of crystals on offer reflects the length of game, but to prevent 'crystal poachers' - the percentage of crystals you get to keep is related to the length of time you were in the game. I think the Pro battles should be made free for everyone or at least for one week each month (say the second week of every month) - then you would find out which battle 'setup' is the most popular. When gold box drops are about to occur I would like a bigger on screen prompt - like we get when we rank up (say gold stars all over the screen for a few seconds). This is because I play with no sound (not wanting to disturb others) and I drive a Wasp 'frantically' (because my life depends on it) so I get very little chance of seeing the message at the top of the screen.
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