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It's not clear to me if this counts as a bug, glitch or "problem with the game". So I'm posting here, sorry if I guessed wrong. No login box; therefore, I can't login. I tried refreshing the page several times. I'll try restarting firefox next but I shouldn't have to do that; if it even works. I hope you can see the screenshot. Although I can see it in the edit window it doesn't show up in "preview post" and I don't see a way to upload/attach a file here.
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Isida Missions: Heal X tanks Heal X of type Y hull Heal X of type Y paint Heal X with type Y weapon
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Mission: Avoid being killed for X minutes.
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Missions: Kill 3 thunder Kill 4 wasps Kill 1 rail Kill X Y etc.
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I would like Daily Missions to accumulate. Queued. So if I don't login on Monday, on Tuesday I have six missions to complete. And if I don't login on Tuesday, then on WednesdayI have 9 missions to complete, ad infinitum.
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BlueRooster started following Improving the game! , Ideas for Missions! , View missed invites and 2 others
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Post here your issues with lags and server instability
BlueRooster replied to theFiringHand in Archive
If I were a tanki developer, I''d be looking for memory leaks with a "drop-in" replacement for any memory manipulation functions, so that all allocations and deallocations were matched & logged. -
http://codepen.io/waynespiegel/pen/jEGGbj
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FPS is Frames Per Second. That's YOUR computer processing the graphics. Close some windows, and/or get more memory. Tune your computer. However a better idea is for TO to replace the flash graphics with HTML5 and AJAX as flash is 90's technology and is a dog - it's not helping the situation at all. PING represents your lag. Lag is probably due to a router in your path between TO and yourself. Try opening a command window and typing TRACERT tankionline.com Post the results here - or wherever the devs and/or their network admin would prefer to see it. If you see * * * * in your results, then you've found the culprit, and it's unlikely that it's TO; but TO network admin should have a better idea of whether or not they can help. - Roo
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No, not everyone would be happy - you would be happy. I would not. If you were around in the '80's, you'd know that these "drugs" as you refer to them and the "supplies" as TO refers to them, are traditionally called "powerups". Calling them "drugs" and "druggers" is clearly meant as an insult on your part. There is nothing stopping you from collecting or buying powerups other than your personal issues that have no place in a game atmosphere. They only last 45 seconds, and yes some of us need them to beat the unstoppable behomeths some of you play with. You don't like to lose, nobody does. Why should you have the complete advantage over everyone else all the time? I've had to hit some of you 10 times or more. Powerups enable weaker weapons to overcome stronger armor from time to time. (More after the following quote.) A quote from a webpage I just found: "Special abilities and weapon upgrades are a major staple of gaming. From hammers, to bullets, pellets, stars and mushrooms, these items have enabled gamers to complete their otherwise insurmountable quests. Offering more than just offensive and defensive advantages, these iconic power upgrades have since made their mark on the industry, and the countless other items that would follow in their wake. Join WatchMojo.com as we countdown the Top 10 video game power-ups of all time." (For the record, my all time favorite is probably Spy Hunter but I like a lot of others too.) The main problem is that players insist on going it alone, generally due to selfishness. If you've studied any real war situations at all, you'll see that the larger ships in a navy force are supported by smaller gun boats that protect the bigger ships. The bigger ships hold the big guns and destroy larger targets. To relate it back to TO, there needs to be teamwork between players, each supporting the other, instead of the typical "me me me" attitude where players rudely force others out of the way, (flipping them and/or intentionally pushing their teammates over the sides of buildings/cliffs, forcing them into the path of enemy weapons so that they can pick-up the flag that player was holding) to get to whereever it is they're going so they can score more points. That's fine in a DeathMatch, but not in team play. IMHO. Those very same players then yell for help when they get into a situation. It's rude and pathetic, IMHO. I understand that a large percentage of players are children, but even children need to learn how to share and support others. - Roo
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I haven't had time to play with the new changes yet, but from reading what you wrote - I like it. I've also read some of the comments on the forums - some people do not like the changes. Here's a suggestion. Let the creator choose whether he wants old style or new style for that specific game (in regard to crystal box drops). Then team members can decide if they want to play that style. In fact, why not make each option that people are complaining about; a choice the creator can make? That way, everybody is happy. i.e.: Old Style New Style Crystal Box Drops [ ] [x] Drop Zone ID [ ] [x] Something like that maybe. Another thought: You could put the above options/complaints in "preferences" so that it doesn't become a hassle selecting it for each game. Most people are probably going to choose one way and stick with it for all their games. But it's still changeable if they decide they want some variety. - Roo
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I'm still undecided whether I like the new crystal drop method. In some ways it makes it more fair, in other ways it does not. I think it helps promote more cooperation among teams, but is unfair in crystal distribution. The old method is also unfair. The old method does not promote team cooperation, nor is the distribution necessarily fair. What I'd like to see is players receive crystals according to a variety of criteria - each one weighted. Number of Kills - Killing a tank could mean several things. For example, you have a weapon that inflicts lots of damage. Or, you're the one that hit the tank last and scored the kill, even though you only did 1 point of damage. Therefore, killing the tank doesn't mean very much as an indicator of anything, but it does count for something. Amount of Damage Done - Doing lots of damage means you've had and used lots of crystals to get a better weapon - and upgrade it. Or it could mean you hit the tank lots of times. Amount of damage counts, but it's not a necessarily a great indicator. Number of Hits - This is a very important indicator of skill. The more hits you have - whether you kill someone or not, indicates skill (and/or a bit of luck). On a weapon like Thunder (and ricochet) which does not require a direct hit, the amount of damage done is related to number of hits and must be factored in. I've literally had to hit some tanks 10 times before they die. If I hit someone 9 times and then someone else takes the killing blow, does that mean that final shot should get all the glory (and crystals)? I don't think so. Weapons like fire and freeze and isida seem to be more a function of damage done than hits so those weapons might have to be weighted differently than those that are clearly hits or misses. Amount of Time in a Battle - If I spend 10 minutes in a 20 minute game, that's 50% of total game time. If I spend 1 minute I should still get something, even if it's only 1 crystal (however there has to be a balance between ridiculous 4 hour games and ridiculous 5 minute games. A game lasting 4 hours wherein I play for 25% of the time (1 hour) means more than playing 100% of a 5 minute game). Win or lose I should get crystals just for being there, and being active. So even misses have a small amount of value as it (probably) means I'm actively playing. Chatting - Someone spending a high percentage of time chatting instead of playing should be penalized so that people don't earn crystals for chatting and not playing the game, taking up a valuable slot in a full game. I'm not saying that there should be no chatting, but if you're chatting all the time, then you're not playing. Add up the amount of time spent in "chat mode", and anything over a certain amount is too much. Losing the game - Everybody should get something for playing, this is already covered in Time in Battle. Obviously winners should get a higher weighting, but balanced with how many hits I make and damage done and kills made - win or lose. Not Getting Hit - Not getting hit has value. It should have higher value for someone moving around a lot, as opposed to snipers that hide behind buildings with massive hulls. Or those that are just hiding and not even actually playing (although if you're holding the flag and hiding obviously that's different). All of these statistics should be provided AFTER the game, so that I can go back and stare at it for as long as I want. Keep a history of my battles so I can review whenever I want. Show a trend analysis so I can see if I'm getting better, and where I need improvement. Did I chat too much? Am I getting hit too often? Not hitting others enough? Not enough kills? etc. This way players can also give feedback on the weighting formula tanki developers choose to use. All of these criteria are important to game play and should be factored into how many crystals you get. That's all I can think of at the moment, feel free to add additional criteria that could (and should) be used in dividing up the battle fund. These things will require a lot of thought and intense mathematical equations.
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