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Flexoo

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Everything posted by Flexoo

  1. ^ I guess he was referring to those 7 Magnums.
  2. You can take part in the giveaway everyday till 29th. You need at least 500 kills everyday to be considered for the giveaway.
  3. Awesome! I somehow made it to the 1k+. Thanks TO. B)
  4. Flexoo

    [CZ] & [SK] Czech & Slovak

    Ďalší tichý mesiac tuším. Dobrí sme.
  5. Flexoo

    [Issue 64] [Guide] Fulfilling Battle Objectives

    Throughout our military service in the vast forces of the Tanki Online militia, we find ourselves in many different battles with very different battle objectives. Flags, control points or the number of overall kills are what you and/or your team strives to maximize. What should you do or not do to successfully fulfill the objectives? If this had been a driving question for you, then look no further! Game Objectives of Battle Modes Capture The Flag [CTF] Two main objectives of Capture the flag mode are delivering the enemy flag and protecting your own flag. This sounds genuinely logic and easy, but enter one of the CTF battles like Kungur or Forest and you will find that majority of your teammates is arguably boosting their K/D ratio or just wondering around the area. Initiative plays a decisive role in CTF battles. Waiting around the base and beating around the bush does not win the battles. Sooner or later, someone has to pluck up the courage to retrieve the enemy flag. It does not matter how much kills or points you made, flag difference will always determine the winner at the end of the day. Although, I do not consider myself a hardcore supporter of the idea that attack is everything, teams certainly need to stake on offense to succeed. While a flash raid is often times enough to grab the flag and bunk off the enemy base, in more balanced battles you will need more than simple determination. Tactical approach makes a difference when facing opponents that can stand their ground against hyper-offensive players. I am aware Tanki Online has the image of the uncomplicated game, perhaps even after a number of recent updates. Regardless, using one's head and being two steps before your opponents is essential in TO's gameplay as well. Here's one example to demonstrate the general idea; Map: Kungur > Predictable attacking routes > Least predictable route Choosing the most suitable and least expected route to the enemy flag is essential part of most tactics. You certainly want to go the line of least resistance. Let's project it to the Kungur's red base as shown on the picture. Paths marked with red arrows represent the most common offensive directions. Defenders will most likely have these paths covered or place their mines here. On the other hand, the green path is far longer and impractical and thus most players won't anticipate attack coming from this direction. As the attacker, you'll travel longer distance, but I dare say you'll catch the enemy by surprise or avoid all the damage from defenders. One should also bear in mind that timing and teamwork determine the result of your attacks. Note that the battle isn't just about you and thus avoid any form of sabotage, blocking or flipping of teammates. Not only it is against the game rules, but you can actually achieve far more when you support your team rather than pursuing only your own objectives. Second objective of the CTF battles is defending your own flag. I know, you might come at me that best defense is offense and you are right. But, even if you manage to overwhelm your opponents and take their flag, your effort will be meaningless when there won't be your team's flag in the base. Thus, it's always good to have at least few defenders looking out for your flag. Probably one of the best turret choices for a defender is Freeze. Not only it can heavily damage incoming opponents, it can slow them down till your teammates return to help you out. Another thing that definitely improves your defense is mining. Well-positioned mine can make a huge difference. You don't have to transform whole base into minefield, but few mines placed on the supply drop spots or on other strategically important places, can inflict a decent chunk of damage on incoming attacker. Mine causes damage around 120 to 240 HP which can totally eliminate light hulls or heavily damage medium and heavy hulls. Your chances that enemy won't even get close to the flag raise with every mine you lay into his path. If your teams is facing a stalemate when both flags are in opponent's possession, it's important to defend the flag-holder. Also remember that flag is not your personal belonging. Even if you carried it away from the enemy, you should drop it for other teammate who got full HP and can equip Double Armor and Repair Kit right away. Control Point [CP] This mode is possibly the one where players cause the most troubles when it comes to fulfilling the battle objectives. For some reason, you can spot most players killing opponents, pretending they just joined the Deathmatch. I don't know why, but tankers frequently ignore the circled hovering alphabets in possession of the opponents. Having all points under control is optimal. Having at least the majority of points is necessary! Winning the CP battle is about the point possession. To win it, you/your team naturally need to possess the majority of the points on the battlefield. Sometimes, player might be misled by the initial lead. But, you should keep in mind that once you loose the majority of points to enemy, the score will start to incline towards the opponent. Thus, while playing CP you should always keep an eye on how many points your team currently possess. While you don't have to capture all the points (which can be hard since some of the control points are placed directly in opponent's base), you should strive to capture at least the points in your base and in the map's middle. The best and most effective way to capture the point is to gang up on it. Point is claimed quicker if more players are capturing it. This shortens the time required for capturing and decreases the danger that comes with limited mobility when you're claiming the point. DeathMatch [DM] and Team DeathMatch [TDM] In spite of the fact that Deathmatch mode isn't the hardest one to handle, it's miles away from the simple and prevalent conviction. While there is just one simple objective to complete; and that is to destroy as many opponents as you can, there are many effective ways to accomplish it. You should not slack-off on formulating tactics and finding the best approach. Right positioning is probably the most important thing in Deathmatch. Good camping spots in Desert Deathmatch Since everyone is potentially your enemy, it's important to find a good place where you will be able to deal with less opponents at once and where you'll be covered from enemy fire. The best spots are usually map corners or hardly accessible places like corridors behind buildings, hills etc. Do not loaf around middle. It's usually a place where most tankers spawn and fight. Middle areas are usually open to fire and tankers do not last here for too long. If you want to raise your chances to win or at least place in higher positions, team up with other players. Deathmatch is the only mode in which you can team up even with your opponents. The most common Deathmatch teams consist of two players who share the same equipment or at least same turret. This unwritten law that players with same turret do not attack each other exists for some time now and you should use it in your favor. It is not strictly followed in every battle, but if you see a tanker approaching you without shooting at you, reconsider whether he could be your ally. As a tandem, you can easily deal with individual coming your way. Team Deathmatch is in many ways similar to Deathmatch mode (with exception of teaming with enemy), but there's a bigger emphasis on teamwork. While in Deathmatch it's all about you, your positioning and moving, in the team mode you put the accent on how you will position yourselves, how you move as team towards the enemy and how you support each other in combat. Winning the TDM is also a lot about using the surroundings to avoid damage and possibly getting closer to opponents so that you can deliver the final blow. Secondary Battle Objectives Support & Backup Players that provide the support don't carry out the main battle objectives but rather help other allied players to fulfill them. Probably the first thing that comes to everyone's mind is Isida. Indeed, in a game where any opponent can heavily damage your tank, you'll find a supporting player that replenishes your HP extremely helpful. Isida, the only turret capable of this, unburdens the allies that do not have to rely on repair kits as the only other way of healing. Just one Isida can greatly improve the team's chances to win the battle and I suggest you to use this hull as offensive supporters. However, supporting does not include solely pet Isidas. Basically any kind of other turret/hull can be used to support the teammate. Especially in CTF battles, you can rarely see tankers shielding the flag-holder. As it can be seen on the picture's right side , flag-holder is being healed by the Isida player, but is fairly opened to enemy fire from the back. On the left side [A], we have a support that is closely behind the flag-holder. The left side simulates the optimal situation. If you will proceed this way, you will be able to heal your teammate and block any incoming damage from long to mid range guns like Thunder, Vulcan, Shaft. In this situation, it does not matter you catch all the bullets, since you perform only a secondary role. On the other hand, your teammate with flag will be able to fulfill the much important main objective. In other words, don't be afraid to throw your 'tank life' for greater good. There are more ways to support your teammates, so let's list them here; I. Convoying - This can often be seen in XP format and/or tournaments. Since Railgun possesses the penetrating power and ability to deliver damage even through other tanks, shielding isn't an effective way of protecting your ally with flag. Instead, you can see other player 'escorting' the flag-holder to the base. Essentially, if your teammate with flag is killed halfway through delivery, you as an escort pick the flag and carry the main objective instead of him. II. Knocking the Aim - This supportive move belongs to the ones you can spot in battles daily. The aim is not necessary to kill the opposing threats, but rather to nullify any damage he can possibly do on escaping flag-holder, for example. You can achieve this with turrets that have a good impact force like Smoky, Ricochet, Railgun, Hammer or Thunder. Shooting the tank's sides is the best way to knock the enemy's aim. However, after the balance update implemented some time ago, most hulls got their weight parameter reduced which means that even shots hitting other parts of tank still have the potential to mess the enemy's aim. III. Offensive Support - The role of the offensive support is very simple; to eliminate any tanker who would dare to cross the path of your ally fulfilling the battle objective. Offensive support clears the path for the ally and or eliminates any other enemy tankers approaching the ally. You should equip Double Power to attain the maximum destruction power for this job. Daily Missions Perhaps, I would categorize fulfillment of daily missions more as a personal battle objective. Nevertheless, one does strive to fulfill them alongside the main battle objectives so we can theoretically label them as secondary commissions. Daily missions can only be fulfilled in the battles and thus it's important to find the golden middle way of completing them without intercepting with the more relevant battle objectives. Don't be that guy who takes Repair Kit away from damaged ally. Probably the most infamous example of a daily mission that interferes with battle objective is 'Collect the boxes' mission. I witnessed myself many times that a tanker with full HP took a Repair kit from damaged teammate who was driving the enemy flag to the base. I reckon everyone wants to finish his mission as soon as possible, but make sure that daily mission affairs won't have negative aftermath on your teammates and team. In case of supply drops, there will always be another more fitting time and place to take another drop box. What to Avoid Parkour Parkour firmly established itself on the grounds of Tanki Online battlefields. Following the steps of fabled parkour teams such as The Flying Parkourists, Fight & Flight and other parkour elites, many venture at trying to exceed their glory or at least reach their standards. It's not a secret that parkour and battle objectives don't exactly go along with each other. Therefore, if someone is parkouring in normal battles, he's practically multing. He's a dead cell that does not carry out its original function. Team is practically man down. Whilst I do not wish to throw a bad light on parkour, it should be performed in the appropriate format battle. Tanki Online's battle settings offer above standard options for creating different modes and formats. Use them in a right fashion. Camping Despite the popular belief that camping is always a bad thing, I'll go on a limb and say otherwise. A well positioned camper who knows the battle priorities can be a great asset to his team. The major problem with campers (mainly in CTF and CP) is the fact they focus most of their attention on sniping down the least critical opponents and harvesting their K/D ratios. For example, it's not that rare to see a camping Shaft to snipe down an unarmored Wasp or Hornet rather then that Viking holding his flag. Reason? Hornet and Wasp are simply an OHKO targets. While this Shaft player gets an easy kill, the damage he could have done on the escaping Viking might have helped the team to retrieve the flag. Tip: Camper should always target the biggest threats; player holding your flag, player capturing the point, defender who's impending yours team attacker, etc. Getting easy kills is not part of the game objective in CP and CTF battles. If you do not participate in completing the main battle objective, serve as a support. Slaughter Mode Don't get much excited. I am not leaking the concept of the new game mode or anything. I use this rather custom expression to characterize players that go on rampage and destroy every tank crossing their path. That's nothing extraordinary to talk about if you play in Deathmatch modes. However, in case of the other two modes, one should prioritize the flags and control points rather than kill count. All in all, destroying opponents is part of every battle mode, and eliminating all the threats benefits the team, but never loose the track of the main battle objectives of CTF and CP which is capturing the flags or points respectively. I hope this will clarify what one should and shouldn't do in the battles. Focus on the battle objectives and you'll be able to win even the fiercest competitions. If you have more tips on how to fulfill battle objectives, feel free to share them with us! See you next time, combatants.
  6. Flexoo

    [Issue 63] See Ya (Not) Tomorrow!

    Farewell, Tanki Online. Have you ever thought about leaving the game and posting an informing Good-bye note? If not, there's a chance for you to train how to bid farewell in the spirit of April Fool's day. I know for fact that most of you forum people hit on something called 'Good-bye topic'. It's a traditional expression of the sadness, anger, sorrow and other sentiments compressed into the 'last words' of the departing tanker. Whilst some players take their Good-bye topic with all seriousness, others make their comeback literally the next day. I would like to exploit this fact. Hence, your job is to create an outstanding and ridiculous Good-bye Tanki topic. Rules 1. Plagiarism is forbidden. Any 'direct inspiration' taken from the past Good-bye topics or other entries will lead to disqualification from the contest. 2. Entries are to be posted here in the comments. 3. There's no word limit, however, avoid posting caption-like entries or lengthy novels contending for Pulitzer prize. Example "Knock yourself out in the Off-topic section archive." That's what I would normally say, but there's a catch. We are NOT looking for traditional Good-bye topics that will present the banal and boring reasons behind someone's departure. Your objective is to ridicule or parody this format and come with your own funny way of saying 'farewell'. I bet you will be able to play around it! Prizes 1st place: 35 000 crystals 2nd place: 25 000 crystals 3rd place: 20 000 crystals Other honorable departees contestants will receive 10 000 crystal consolations. Deadline: April 28, 2017. That's all there is to it. Good luck with bidding farewell and remember to come back to the game to actually claim your rewards!
  7. Twins did not lose any of its previous features. It's true that Twins got self-damage, but it also has the splash ability now. This was added to make Twins more challenging to play as the only thing limiting its effectiveness in the past was its range. If you equipped the M1 alteration that doubled the speed of projectile and range, you suddenly had one of the most powerful and easy-to-use weapons out there.
  8. Flexoo

    [Special Review] Dissected: Livestream with Cedric and Hazel-Rah

    Hey there, tankers! Last week was specific when it comes to our regular dose of actualities. Instead of the traditional Friday V-log, our English community manager, Cedric Debono, and Tanki Online lead developer, Semyon Strizhak (Hazel-Rah) hosted a live stream session. They answered a some frequently asked questions and revealed some upcoming plans. If you missed the live stream, don't worry. You can still view the video here or on the official Tanki Online EN YouTube channel. Blackdrakon30 and I will break down the individual parts into compact segments, so you can easily and quickly check everything mentioned in the stream. If you would like to watch only a specific part of the live stream, click the timer next to the text. It will direct you to the desired part you want to learn more about. __________________________________________________________________________________ Questions & Answers ► 1:30 Question No.1 "What makes developers qualified to make changes to the game?" At the very beginning, Cedric raised probably the most common question of why developers intervene in the game and why they don't let players decide what's best for the game. Hazel explains that there's a major difference between the young gaming community and an experienced, highly educated development team. The majority of young players simply lack the experience and objective view on gaming mechanics to be capable of making decisions for such a project. Developers are trying to objectively review the game, and implement those things that will benefit the game, the players and the balance the most. To emphasize his gaming experience in various game genres, Hazel also listed a number of games he played. Here's the list of games Hazel mentioned: That's an enviable amount of gaming experience under Hazel's belt. Additionally, Hazel notes that his work experience does not come only from playing and examining other games and their features, but also from great knowledge of Tanki Online mechanics. As he declares, he has acted as commentator, eSports player and tester, and has also been playing the game since 2011. Hazel also highlights that he did not become a lead developer overnight. He had to perform his role in the development team for almost 2 years before he was allowed to make any bigger changes by himself. These are the main premises that make Hazel qualified for the job of lead developer. ► 13:10 Question No.2 "Why are reasonable ideas and suggestions made by players not implemented to the game?" Cedric picks up on the previous query and directly forwards another difficult question. Do developers listen to our feedback? Hazel-Rah confirms that developers care about the ideas players come up with; however, they proceed in other ways from how players expect them to go. Developers look for new ideas, but the implementation process is lengthy and requires a lot of time to clearly inspect how and what will be influenced in the interconnected web of all the game's features. Hazel provides the example of alterations that have been just recently added to the game, which were planned a good year before. This explains how important it is for developers to carefully plan and test the feature to be in sync with the whole gaming mechanism. Moreover, Hazel also notes that players often do not realize or understand what impact some players' ideas may have if they were implemented. Developers must evaluate the optimal way to implement the change to the benefit of all players. So to put it simply, developers do listen to our feedback, but they can't always solve the things the way we suggest for the sake of whole game. To illustrate the point, Hazel brings up the example of a doctor. If your hand is hurting, you don't go to your doctor and ask him/her to amputate your hand. You speak to your doctor, explain what ails you, and then you listen to the doctor's recommendations, not the other way round. ► 20:24 Question No.3 "How long is the developer's to-do list?" This crucial question sheds a lot of light on the way updates work. Hazel-Rah clarifies that as of now, there are at least 40 items on the developers' list of updates, and there are features planned for at least the next six months. Thus, pushing anything new to the list is super difficult. Another interesting detail concerns the rapport between the development and financial department. As Cedric says, there must be some balance between the "quality of life" game updates and "monetization" updates. In other words, developers need to devote some of their time to updates that help revenue, which is what ultimately keeps the game and the whole company afloat. ► 22:05 Question No.4 "Will you implement the changes to supplies from the 48hr experiment?" Hazel-Rah replies with a decisive 'No'. The supply system adapted from Tanki X did not work out as expected during the experimental period. The main issue was the 60 second supply reload time, slowing down overall gameplay. However, Hazel-Rah mentions that developers will look for other solution and may come up with another experiment in the future. The question of why developers did not allow players to test this in the test server is also tackled here. As Hazel-Rah explains, the test server is not suitable for this sort of testing. Moreover, it's always best to test stuff in an authentic environment to get the most accurate data. ► 42:03 Question No.5 "Why are developers over-complicating the game?" Our lead developer goes on to explain that the game dev department does not introduce new updates to make the game complicated, but simply to keep it interesting and fresh for both old and new players. After 8 years in the business, TO wants to bring around fresh features and avoid the game becoming obsolete. Everything's done to make the game slightly challenging for the players, but at the same time, keeping the game as simple as possible. And of course, TO tempts its costumers and regular players to stay in the game by providing them with new things to explore. ► 45:52 Question No.6 "Why do you remove a feature from a turret and then add it as an alteration?" Hazel-Rah makes clear that there have been some changes to how balance updates will work, and this of course resulted in some changes to turrets and alterations. However, he rejects the idea that turrets lost their parameters at the expense of alterations. He insists that alterations aren't intended to be a must. Their role is to bring more diversity to the game and serve the purpose of further customization. ► 57:08 Question No.7 "When will you add more member slots to clans? Will clan licenses become cheaper?" Hazel reveals that the initial number was supposed to be six slots per clan. However, this number was deemed insufficient and it was boosted to the current twelve members per clan. The current price was set to cover the expenses from development. In the near future, clan license prices will go down, but the number of players for a starting clan will also be reduced. Those who already have a Clan, will keep the current number of slots. New Clans will be cheaper but will have less slots. To increase the number of slots, new clans will need to pay an extra fee. There will also be some new features added to clan licenses to make it even more popular. ► 1:01:15 Question No.8 "Will you ever remove supplies?" This one was to be expected. Supplies won't be removed from the game any time soon. They have been present in the game for too long and they are far too important to be left out that easily. However, developers will keep on conducting experiments with supplies to find the optimal way to use them in battles. Players don't have to worry about whether they will loose their garage supplies, as recalculating and refunding the supplies would be ultimately unmanageable. ► 1:02:39 Question No.9 "Will Tanki Online stay 'on the market'?" Hazel-Rah confirms that Tanki Online will stay here and won't be replaced by Tanki X as long as there will be a high enough demand to play it. Developers plan to continue supporting the game and implement new features in upcoming years. ► 1:04:03 Question No.10 "What will happen to the Flash version and Game client?" At first, developers had planned for Unity Tanki to replace Flash version. As the time progressed, it turned out that TX would not be able to replace Tanki as a browser game, since it moved away from WebGL, and thus had to turn into a client-based game. Developers decided to split the games into two separate projects. In the coming year, Tanki X will go its own separate way and turn into a far different game in comparison to its predecessor. Nevertheless, the browser version will continue onward, and might transform into a HTML5 version (like YouTube, for example). In that case, the old engine will be replaced with an HTML5 one so that the game can move forward to new heights. ► 1:08:30 Question No.11 "Why are you making so many changes to the game? Why don't you fix the lag, errors and cheating instead?" Hazel-rah explains that Tanki Online is still in development. The game was a bit neglected in the past few years, that's why a lot of new features have been implemented to make it better than before. As Cedric elegantly put it: "Developers try to catch up with the lack of development in the past years." Hazel-Rah implies that after solving the priorities as gold boxes, shop section and alterations, developers will work on fixing errors and focus more on stuff requested by players. ► 1:14:48 Question No.12 "Are you going to implement the team-kick system?" The Kick-system won't be implemented before the game and battle systems are restructured. Hazel-Rah admits that mults represent a big game problem, especially in recent years. Before introducing a new team-kick, developers must make sure it won't be abused like the previous one was. ► 1:18:12 Question No.13 "Why does the Battle button send us to the same boring maps and battles?" There are currently around 30 maps that can be created through the Battle button, which is considered sufficient for the time being. Hazel-Rah mentioned that continuous pressing of the battle button is counterproductive as it sends you to the recently created battles. If you join a bad map or battle you don't like, wait for at least five minutes, then use it again. Also, this feature is only temporary, and a new, more advanced button that will always send you to new maps and new players is being prepared. ► 1:21:58 Question No.14 "Will you take care of small annoyances like current pause time or parkour mode sky kill?" Yes. After dealing with the priorities, developers will start fixing minor problems. As a matter of fact, some of the smaller issues have already been fixed, such as the adjustments to game settings, and the ability to customize controls. ► 1:25:39 Question No.15 "What happened to XT items? Will there be more XTs?" XTs will most likely be change to skins. In other words, you won't have to buy another tank that has the exactly same properties as the one you already own — you will only buy a skin that will make your current tank look like an XT. That's why there will not be more XTs and alterations for XTs released in the future. ► 1:28:01 Question No.16 "Would you consider creating a game mode different from the current ones, something like Tanki Football?" We can't gather a conclusive yes or no from Hazel-Rah. However, developers have worked on balancing the Assault mode. There are also two main criteria that have to be fulfilled before a new mode is introduced — it must be balanced, and it must work on all current maps. There might be new modes in the future, but it's more of a pipe-dream right now. ► 1:35:51 Question No.17 "Will you bring more hulls to the game?" Hazel says that he's got something very special up his sleeve for hulls. For now, he's calling it "character" (see 53:55). If this new feature is implemented successfully, two new hulls will be added to the game (one light and one heavy hull). They will differ a lot from the current hulls. More will be known once the "character" for hulls is implemented. __________________________________________________________________________________ Future Plans ► 27:12 Artillery The statistics, name, and release date of the Artillery turret are all currently unconfirmed. According to the developers, the weapon was designed to possess unique characteristics to differentiate its gameplay from all other turrets. The lack of an aiming scope, absence of rotation capabilities, and the other mechanics make Artillery difficult to use, but act as a counterbalance for the turret's massive damage, splash damage, and ability to launch projectiles over obstacles. ► 48:07 Firebird and Freeze Buffs It seems there's another Patch update coming our way in the near future. Hazel-Rah declares that he considers stock Firebird and Freeze as under-performing turrets, and that he will be buffing their stats. That's certainly good news for all close combat lovers. ► 51:54 Renting Alterations for Crystals Although it's not dead certain, we might live to see the option to rent alterations for in-game currency (crystals), since currently, the renting-for-money option isn't very popular with players. ► 53:11 New Batch of Alterations We still have some empty alterations' slots in the garages. Cedric and Hazel-Rah talk about M0 alterations, which will bring purely cosmetic options for turrets (i.e. we'll be able to change the color of the projectile like in Tanki X). It's also revealed that M3 alterations will most likely be left out of the game. ► 53:55 Character Changes to Hulls Hazel-Rah resumes with his explanation of why M3 turret alterations won't be added to the game. There will most likely be some special new character traits added to hulls that will replace the M3 turret alterations. Right now, hulls lack distinctive features that would identify and differentiate them from others. It's mentioned that these character traits will be different from the traditional and boring changes to speed, weight, protection or other parameters, so you can look forward to a whole new array of mysterious augments for hulls planned for this summer (assuming all goes well with the development timeline). ► 1:00:32 Clan Currency Clan currency will allow players to get more slots in their clan. It will be purchasable for money, but will be mostly obtainable through clan efforts (winning clan wars, championships, etc.). You'll be able to purchase various features and things within the clan, which should appear throughout this year. We hope you enjoyed all the answers and information on updates coming our way. Feel free to leave your thoughts in the comments.
  9. Flexoo

    Gold Boxes!

    + 1 to all your spam up there (^-^) Double on Massacre CTF
  10. In the next issue released on first Saturday of the March.
  11. The only people excluded from the Newspaper contests are the current Newspaper reporters themselves. Ex-reporters that are no longer linked to the Newspaper in any way can take part in the contests. The status they previously held won't give them any type of advantage over other participants when it comes to judging.
  12. @But @AM @just @innocentboy.
  13. :excl: Note The word limit of entries may only range from 250 to 350 words as stated in the rules. Entries that do not meet this condition will receive minus points.
  14. No, the forum rank of players must be at least WO1. However, you can use those nicknames, they just won't be considered to the total nickname count.
  15. You can as well test it in the PMs. Try to send a PM to your alt with the nickname in the form provided in the main post. If it displays correctly, you can use the nickname. (Nickname 'Great' can be used btw, the user is signed on the Forum)
  16. Click into the Search field (under the messenger and notifications) and type in the nickname you want to use. Afterwards click on the 'This topic' and change it to 'Members'. Then click on the green search button. If the nickname is in the list offered by the searching option, you can use it.
  17. ^ Hello. Please check the main post for instructions.
  18. It does not have to be locked immediately as we can easily trace up when was the entry posted. Anyways, contest is over. Entries posted after the deadline won't be considered. @Savage will inform you on the results in no time. Good luck everyone!
  19. Flexoo

    [Issue 62] [Results] The Storyteller

    Applause! We've witnessed a number of amusing entries this time around. Without keeping you waiting any further, let's drop the curtain of uncertainty and uncover the names of the winning storytellers. Topping the crown of the champion storyteller and the one who will collect the main prize of 35 000 crystals is no one other than @Raredust - entry The first runner-up who put forth a par excellence fiction story (or not) and will be awarded with 25 000 crystals is @GoldRock - entry And two outstanding writers, namely @Mr.Ace and @Kevred, seized the bronze podium and win 15 000 crystals Kevred's entry Mr.Ace's entry A consolation of 5 000 crystals will be awarded to these worthy storytellers; @Andrxia - entry @Epic_Space_Mango18 - entry @Spit_Fyre - entry @Strikechard123 - entry Congratulations gang! You deserve a pat on the back. Prizes are on the way and will be sent to you on Monday.
  20. Flexoo

    Gold Boxes!

    Time to flood with more pictures post more golds.
  21. [.member=flexoo] - remove the dot when posting.
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