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Everything posted by JohnMatrix
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XP/BP players - welcome to the real world. Now stop being blind ostriches - get out of sandbox & join the rest of us here in serengeti! ?
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Returning after a long hiatus. Wow has this game changed a lot!
JohnMatrix replied to Triton in Archive
I'm sure they will keep up in the rat race as long as players don't learn to differentiate between "value" & "price". Having a whole lot of currencies doesn't make the world rich. It's what it's based on that counts. -
Returning after a long hiatus. Wow has this game changed a lot!
JohnMatrix replied to Triton in Archive
I enjoy games like red dead redemption & age of empires. And here I am, grieving the death of what "could-have-been" a timeless classic game for almost all ages. The game developers recently admitted the success of TO was unexpected & that they were ill-equipped to handle (read profiteer off) it. So along with that shift in perspective, they've joined a bandwagon of games that focus on trends rather than tradition (read change as the operative word here). So in-game skill, experience, strategy all go out the window... With the new management's stance on ethics, lack of transparent communication & a non-receptiveness to feedback at crucial points; I would say TO has changed it's identity & moral compass. I don't know a whole lot about industry regulations & acceptable business practices, but I will go out on a limb here & say that this game over the last 4 years would make a fine example of a study. -
Can't see the forest for the trees. The HTML5 interface fails at ergonomic design. Users come to play - not appreciate garage aesthetics and background technology. The objective of an interface is to stay functionally coherent while seeming invisible to a user. To a PC gamer like me, it tries too hard at standing out when it should blend in. It's competing for attention within the game instead of melting in & just being there with the purpose of aiding a user make decisions. It's a pain to navigate & I can't readily see/find the information important to me thanks to layout, obscurity & visibility(distracting) issues.
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A vast majority of casual players out there have no clue what you are talking about. Primarily because the inherent simplistic play style was this game's main attraction - in the beginning. With your panache for challenges and complexities you have muddled your game mechanics so far that it has probably become too hard for your own analysts to keep up with changes and player reactions. So, let's first hear more about TO's agenda creating this topic. And before the public starts actually investing their overenthusiastic brains, let's wonder what good and bad can possibly come out of this. I for one will not hand over anything on a silver platter that can be used against me.
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Score cap for standard battles (Updated on August 28)
JohnMatrix replied to semyonkirov in News Archive
:blink: Sometimes i wonder... do developers ever play the game? I think it's the best way to understand ground realities and not cause so much heartburn every now and then. My suggestion - add a task to the work plate of everyone who makes decisions in tanki gameplay (like this update), to play 30mins of tanki everyday and work their way up the tanki rank ladder. I'll bet my tank - you won't have frustrated guinea pigs flooding the forum after that :P -
I feel your pain dude. Tanki is not in its infancy. It's hit the middle ages. The staff is probably maxed out, as are the revenues. They're no longer worried about the game being successful - it already is. Now its about tweaking the screws for max gain and selling the old wine again in a new bottle - read 'new version'. Tanki is a game for us, and its anything but a game for the developers. The hardest part developers face i believe is to find ways to make folks believe they got a break (when they haven't really if you do the math) and so keep the players that don't 'buy' their goods in the game as bait for the rich kids. Tanki drives forward on the confidence that people have got addicted to the game n will keep coming back for more. As long as it stays that way, players have no voice.
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A suggestion i have on improvement is to bring down the number of missions and basically make it simpler for everyone to see how much of a reward they actually get in total. For example- I would feel better if i saw something like this (approximating current reward values)- -----> 7 RK, 30 DA & 30 DD for a 1000xp in DM mission for the day (the only mission for the day) As opposed to seeing - -----> 4 RK & 11 DA for 300xp on rio, -----> 500 crystals for 5 speed boxes, -----> 7RK & 25DA for 1000xp in DM I understand that the suggested approach may take away flexibility, but there's something i wanted to point out through this - the fact that though tanki initially pledged to give you significantly more rewards through missions than the retired daily gifts system, what you are truly getting 'free' here remains the same (if not less - considering the overall expenditure incurred by you in terms of time and crystals/supplies).
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IMHO, the concept of daily missions isnt bad and the upcoming changes look good, but its the amount of work vs reward that's the make/break factor here. While the % increase or decrease in crystal rewards is best left to the tanki economic advisory panel, i have these things to say to the developers about the current setup which i hope they keep in mind- 1. Players are being pushed out of their comfort zone doing certain mission types - something a majority of people do not really enjoy. 2. Missions need to be prioritized over casual gaming for any real benefit, if a player is keen on his tanki career - 'all work n no play' angle here? 3. There are 3 missions everyday that may or may not be mutually exclusive & time needs to be set apart for these accordingly. 4. Earn 1000xp in DM gets you a reward of 7 repair kits and 25 double armour at my level - anybody think of the supplies spent earning the reward? So what's the net worth of the reward here? Regulating your garage supply use costs you in tiny, intangible ways - your D/L, your rating, your scoreboard position, not to mention the constant effort of mental calculations on how much u can splurge every step of the way. Though all of the above are minor annoyances, they do have a restrictive side. So as of now, there's understandably negativity in the air. A suggestion i have on improvement is to bring down the number of missions and basically make it simpler for everyone to see how much of a reward they actually get in total. For example- I would feel better if i saw something like this (approximating current reward values)- -----> 7 RK, 30 DA & 30 DD for a 1000xp in DM mission for the day (the only mission for the day) As opposed to seeing - -----> 4 RK & 11 DA for 300xp on rio, -----> 500 crystals for 5 speed boxes, -----> 7RK & 25DA for 1000xp in DM I understand that the suggested approach may take away flexibility, but there's something funny i wanted to point out through this - the fact that though tanki initially pledged to give you significantly more rewards through missions than the retired daily gifts system, what you are truly getting 'free' here remains the same (if not less - considering the overall expenditure incurred by you in terms of time and crystals/supplies). I must congratulate the developers for bringing in such ingenuis marketing schemes to support their F2P model. Tanki is doing a great balancing act treading this thin line - "You can fool all the people some of the time, and some of the people all the time, but you cannot fool all the people all the time." Good luck to all!
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So i was in this polygon C300P battle today and fighting to finish off on a good lead with over 20k battle fund when this drugger gang of dictator/mammoth - thunder/twins and some stray isidas decided to mob my team n steal the show. Needless to say, my team was blowing up all over the country. But in the end, i got 1.2k @ rank #1 and the topgun on the winning team got 3k. If this had happened a week back, i would have been disgusted at tanki for having given me only the meagerest fund division for my effort and probably would've lost appetite and complained about the game. But with this 'experiment', i'm somehow not so sore after loosing this time. Not saying I'd love to go through that scenario again. Neither can i speak for my teammates - the stats at the end of the game fade so quickly, i couldn't analyse.
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So what if our team lost? We each got more crystals than the skilled fool ranked #1 on the winning team - and he thinks he won. *chuckles* Death knell to team gameplay.
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