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r_mephala0

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  1. r_mephala0

    Battle list UI

    Please give at least two examples of the chat's usefulness
  2. r_mephala0

    Battle list UI

    Reserved for new info
  3. r_mephala0

    Battle list UI

    The latest update removed the battle names and most comments in its discussion thread were about the removal of the names. As the devs said, However, the user experience is terrible. What improvements did it bring? None, in fact. First, the chat that occupies one third of the window. It is filled with rubbish like "I ranked up yesterday" or "i have 1874 crystals" from some random "players" who sit chatting instead of fighting. Or there is flooding with random characters that is ignored by the moderators. Any constructive question is almost always ignored. Furthermore, the moderators are strange - they issue warnings and bans wile ignoring people who write things like "ererererrerewerwerwerwrerewre" completely. Second, the battle list lost the filtering options. This results in a longer list to chose from, making the selection process impossible. Third, the modes are now represented by icons. This is NOT intuitive. Just like with the icons that were on the battle picture, there is no way of telling what they mean, the user has to guess. Fourth, there is no sorting options. For example, I want to play CTF on Serpuhov or Highland, preferring teams with smaller max. sizes. I don't care about duration. How long does it take to make a decision on the screenshot below? I will have to click on every of those battles to find out the max.players number, then looking for other positions in my list again. If I had the possibility to filter and sort, the task would become easy. First I would filter by "battletype = CTF", then I would filter by "map in (Serpuhov, 2042)", third I would sort by max. team size. Voila, problem solved. Currently I have the strangest sorting options ever WHY are maps in such order? It is not alphabetical, but weird. The current sorting does not take the variability of needs into account. The devs are trying to fit everyone into it, however, the same person may have different needs, e.g., some days he can play DM as long as he likes, while some other days he prefers short CTF games. The game currently will show CTF first regardless of that player's needs. I propose to delete the chat box and to transform the battle list into a table with filtering and sorting capabilities (like in spreadsheets). The headers could be customizable (order and visibility should be determined by the user) and include: Battle mode Map Team size/max players for DM Used blue team slots Used red team slots Free slots (this can be useful for hiding full battles) Duration Time to the end of the round from now Allow supplies Allow weapon change Allow SCD Allow bonus boxes Allow friendly fire Anyone should be able to customize their list, displaying only the info he needs. If the chat proves to be useful (which I doubt), it can be moved to a subdomain (chat.tankionline.com), reducing the server load (chatters don't play, but occupy player slots on the servers) and finally giving the ability to chat there while in battle (could be useful to call someone who is needed to the ongoing battle). The update polls in Google Docs do NOT represent the opinion of players, because they are not connected to the Tanki profile. Anyone can vote several times, even if he doesn't have a Tanki account. Therefore, I propose the polls above. They are a closer approximation of the players' opinion for they can't be forged so easily. Furthermore, we can see the results, while the official polls' results remain a secret to the players. Please, do NOT discuss the battle names and/or PRO/private battles here. Don't turn this topic into garbage. If you want to talk about that, use the appropriate topics. This post will be edited only to correct misspellings. Any additional info will be in the next post.
  4. r_mephala0

    The Updated Battle List is live!

    You could make the list better by allowing the users to filter and sort the battle list. You didn't. Instead there is this update with everything mixed up and no customization at all. If wanted to play CTF on Serpuhov, I could at least display only CTF battles (that worked ****ty, there would always ve a DM or TDM battle there) but did some help at least. Now the selection process is frustrating. You should consider hiring an UX specialist.
  5. Your point was to do something with campers? You stimulated them. A mobile shafter with light hull can now be killed before he gets his aim and fires. So, the solution is to get a heavy hull. And camp.
  6. Well, define "arcade mode" please. By my classification, there are two modes - "arcade" and "scope". All turrets have the first one, shaft has the second as well. If random teams can never be effective, why do effective teams emerge on maps I create? You do not understand randomness (don't worry, people usually don't) - anything is possible, but the probabilities can be low. If a person willing to win joins the battle, he will try to play effectively. Even such small aount of effort can sometimes be enough. I see people joining and asking something like "i am on smoky now, but i can play an offensive isida, should i do that now?", people coordinating atacks (from both short and long range) and defending effectively. If you mean something different by an "effective team", pleae give a definition. Also on your previous reply asking me whether I consider every turret to be a noob turret. , No I don't. The only turret I consider as a noobly one is shaft which requires no skills at all to use. Maybe it's just a turret made to attract unskilled "kids" into this game. Shaft should've never made it to this game. The "unskilled kids" make the game profitable, that is a frequent problem in online games. However, skilled players can by definition defeat unskilled ones, so what is your problem? :) That statement about skills needs proof. Have you ever used a shaft? Yes, I am a shaft user. But I don't get offended by people in online games (after all, I come here for fun). Hope you feel the same. It is pleasant to argue with you.
  7. Yes, starting from M1 (or M0 with DD) Yes, it does, like all turrets No, it doesn't, so what? I was answering to the post describing a "problem" with "door control". Heavy hulls are equally vulnerable to the tactics described above. perhaps adding burning staff with smoke to the game is the best solutiuon. Make the laser visible in the smoke only (just like the real one), voila, problem solved. Just look around. Think like the enemy, predict his hiding spots. A shaft that doesn't move is easily detected, a shaft that moves is often exposed and vulnerable. Random teams can be effective just as well as ineffective. So, the thing you describes seems to be bad luck. Alas, there is no remedy for that. :-) if you want to avoid the shaft, don't move in open spaces. Just as you do when trying to avod railguns. The proposed update will make shafters camp even more. I use to go to the enemy base, kill one of the defenders while not being seen and take the flag, now anyone will see me some seconds BEFORE I do that.
  8. The answer to that "problem" is teamwork. Those points can usually be shot at from some other place. So, first someone eliminates the shaft from a distance, then the light hulls come in. Another option is coming to the enemy base not alone - the first one get kiled, but the others kill the shaft user. The same camping can be done with a railgun, btw, and wasps can be killed in one shot. Do you propose to nerf railgun as well? A third option is to accelerate and come in at top speed by surprise, a small light hull can get past thew scope quckly and kill the shaft easily while the turret rotates. A fourth way is to appear and to turn immediately. A human can't react instantly, so the aim is usually along the taarget's predicted path, so that the shafter can see the incoming target, estimate its velocity and fire, knowing of the delay between the brain's command and the keypress. So, any sudden change in velocity - both absolute value and direction - can make the shafter fire at the empty space. A fifth way is to use Rico to deal damage and disrupt the aim - while one person fires at the camper disrupting the aim, others go in and destroy him. Basically, any gun here is a "point and shoot" one, do you consider every turret a noob weapon? Perhaps a person who can't develop a way of countering the turret should be called a noob instead? I get killed by Freeze lotss of times, but I don't cry "Freeze is OP, nerf it".
  9. r_mephala0

    V-LOG 24 — New turret?

    Will we have shot marks on walls like the ones shown in the video?
  10. The update makes the game even less realistic. Do real-life battles mark snipers so that anyone can detect and avoid them?The whole point of sniping is not being seen. Open areas are dangerous and anyone who has been in a real battle knows that. Happily, almost every map has ways of providing cover to players who can avoid shafts. One-hit kills are possible for light hulls only. But light hulls have the advantage of speed. Currently. if you use a light hull, USE it. Don't go in straight lines, don't be predictable. It is easy to avoid veing shot. Furthermore, light hulls often move faster than the scope. Heavy hulls take several shots to kill, so they can fight back. I was get shot by a shaft thousands of times. However, detecting them was never a problem -- you can sacrifice a few lives to look around and detect the shaft's spot. Furthermore, a laser beam can only be seen in dirty (moist or dusty) air. If you make it visible, add fog or dust clouds to the maps.
  11. r_mephala0

    Can't enter garage

    Fatal error. Resource id: 110529, resource version: 45 Error #2048
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