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gyv_99

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Everything posted by gyv_99

  1. Yesterday I tried to buy a Pro battle pass. When I confirmed the purchase the crystals were discounted but I didn't receive the pass. Despite this I tried again and this time I received the pass but the crystals were discounted again. So I spent 10000 crystals for one pass. I think this is not the first time this has happened. On this occasion it is possible to confirm that something went wrong just by looking at my garage: There is a pass that expires on November 7, 2019. It seems that to compensate for the bug the pass I received yesterday will last for two months instead of one. The thing is I would like my crystals back, I wanted to use them today in order to use the discounts in the garage...
  2. It's not that fair. Why don't you give 3 containers to Wolves? They were affected by a bug and you take away 2 containers from them? Not to speak of additional containers that could have been earned.
  3. I've finished 3 games and the number of stars shown in the bar next to the amount of crystals is still zero. Is this a bug or the stars are shown only after 5 stars? I mean in the game, not in the war website. In the last turn stars were shown from the first star earned, has something changed for this turn?
  4. Very high ping today after the release of Juggernaut.
  5. gyv_99

    Matchmaking is coming May 29th

    I think people who like MM are mostly the ones with relatively less experience (hours played) in the game. They are not yet sick of playing in some maps and they don't mind being put in a random battle whatever it is. But how long will this last for them? Do they think they never will get bored? How long will the new players last in the game? This game reached 100K players among other things because people could choose the battle. That was a difference with other online games. So, when the new players realize how awful is to be put in a battle they don't want to play, what will be the situation of the game? When they get sick of playing again and again in the same combinations of maps and modes... Tanki may be relying in mobile players. But probably these players will be the first that will quit battles before the end, since they might be playing in the street or in such circumstances that they can't play the battles until the end. About being tired of some maps, one can play in those maps again after some time, when the player choose to do it. But being forced to play in a map in which the player doesn't want to play at that moment is a different thing. How can MM know if the player wants to play there or not? Is a player forced to play in a battle if he doesn't want to? Is this a job or a game?
  6. gyv_99

    Matchmaking is coming May 29th

    The number of players online includes the ones playing PRO battles and probably the ones that are complaining here. Just look at the list of PRO battles, how it has grown. PRO battles are fun these days, with more variety and freedom to choose, like the old tanki, when there was a slogan in the screen that said something like this: "don't find what you like?, create a new battle!" .....Do you remember?
  7. At least for Rugby the cap should be 10 as before. 5 is too low, the battle ends even before 10 min. I don't like 10 min battles but with such low caps they are even worse.
  8. Don't like this. Apart from not having the possibility of choosing the map, after being put in a map one doesn't like if one exits and try again one is put again and again in the same map. It happened to me with control the flag. Was put in Serpuhov and exited at least twice just to be put in the same map each time. I've played so many times in Serpuhov that I can't stand being put in that map. With control point I was more lucky, but it all depends on chance, so it's a waste of time that one has to exit the battle again and again because one doesn't like the map. Even if this were corrected (to be put in the same map when one exits) still it is not as good as before, from the point of view of the player (shouldn't this be considered?) because still one is forced to play in a map that is not the one in which one wanted to play.
  9. I see the "Space" mode in theme, but still don't see where the "Moon Silence" map is ... :mellow:
  10. gyv_99

    Changes in the battle creation system

    Really a bad change. The point is not only to have the possibility to play in a variety of maps, the point is to play precisely in the map in which one wants to play at that moment, and to play in that map in a STANDARD battle. So if that map is not available at that moment one cannot create a standard battle in it, one could create just a pro battle. I must say I don't know if pro battles give experience points and crystals or not. The last time I entered a pro battle before this update, some months ago, there was a message that said that one did not gain experience points or crystals for the battle. Maybe this has changed, but really I don't care if it has. I haven't bothered to find out about this point because I don't like pro battles, I like standard battles. I also have the impression that after this update the standard battles are boring. It seems the fact that players are playing in just the battle that is available and not in the kind of battle they would prefer has an impact in the way the battle is played. It seems to me people tend to quit standard battles more often and also tend to be more inactive. So, the game is becoming boring ...
  11. gyv_99

    Changes in the battle creation system

    This can make the game so boring... Playing always in the same maps or the maps that the company considers are the "most used" by the players. Personally I can't stand playing too many times in the same maps. When I've played in the same maps for several days the only thing that makes me play another day is the possibility of creating a battle in some rare map like duality for example. Maybe there are maps that are almost unused but precisely these maps help to keep the interest in the game. The reason is not so difiicult to understand, is very simple: variety. So what if one doesn't like any of the maps that are available at the moment and what if one does not like pro battles? One just would have to play another game that day, not tanki, and wait until one can stand playing again in the same overused maps: serpuhov, rio, etc. By the way I like tanki very much, but the variety and the possibility of playing in whatever map one likes has been essential for me until now.
  12. I think the caps may not bother the team that is winning, but they do bother the team that is losing. How often are we in a team that is winning and how often in a team that is losing? So 100% of the times the caps will bother a whole team (the losing team). Should this be considered an improvement for the game? A fun part of tanki was the possibility of recovery for the team that is losing, then the caps came ...
  13. It is not right that a battle ends before time if the difference is just 1 flag or 10 points in CP, just because one team reached the cap. As others have said the difference in the score should be taken into account. This problem is not solved just by increasing the score caps, what about the difference in the score? If this system continues it would make the battles shorter needlessly. So to allow that some lost battles end before time many not lost battles will end before time, not giving the team that is losing by a small difference the chance to recover.
  14. Players holding the flag, avoiding to capture it just to extend the game ... that's not fun. In a 15 minutes CTF game spending more than 5 minutes just holding the flag when the score is 3-0 or 4-0 that's not fun.
  15. It's just not fun. Battles end too soon. This was discussed when the system for ending battles earlier was implemented. There are really situations in which the battle should end earlier, but it seems this is not the way.
  16. It seems it may be a different problem. They can see my tank and destroy it. The ricochet has impact force but does no damage at all. The last time my tank was destroyed several times but the bug did not disappear. The only way it disappears is by leaving the battle and entering again.
  17. Again the same bug. It is happening too often (2 times in two days). The ricochet does no damage at all. This time I didn not realize it was happening until it was too late. The bug does not disappear although the tank is destroyed several times. I have to leave the game for the bug to dissapear.
  18. I think the "no damage" bug has just happened to me again. This time I could not confirmed it because I was playing in Madness and could not shoot at my own tank to destroy it. But I fired several times to the opponents and they just ignored me. The first time I encountered this bug I fired a lot of times to the opponent and thought he was strangely resistent, until I realized he was just ignoring me, he didn't fire back. This time like the others the bug did not dissappear when the tank was destroyed, I had to leave the game. Now when this happens I'm not sure if the opponents are super strong or the richochet does no damage at all. Does anyone else have encountered this bug?
  19. There is a bug that I've encountered about three times during the last month or so. It happens that the weapon (a ricochet) does not damage at all, it does not have damage power. I confirmed that because it was not possible to self-destroy the tank by shooting with the ricochet at the wall in front of the tank, there was no damage. The bug did not disappear even after self-destroying by pressing the del key. The only way it disappeared was closing the game and reentering. I don't know how this happened, it happened in the middle of the battle. I'm using Windows 7 and accessing the game directly through Flash player, I'm not using a browser.
  20. As other players have suggested it should be taken into account that the game is not just about win or lose, it's about having fun. I mean the battle should not finish earlier just because one team has a great advantage in the score. In a CTF game a team may be losing 23-0, but if they can capture just one flag (23-1) that would mean something for both teams. In a TDM game one team may have 10 players and the other only 2, but what if those 2 players like to fight against all the others? The initial duration of the game should also be taken into account. If the initial time is only 15 minutes ending the game earlier doesn't have so much sense. For example if there are only 5 minutes left, what's the point in ending the game earlier? 5 minutes is one third of the initial duration of the game. If the initial duration of the game is 60 minutes it may have more sense to end the game earlier. The only situation in which is clear that ending the battle earlier is desirable is when one of the teams is empty. But even if one team has only one player it is questionable if the game should end earlier.
  21. It seems the system is just not taking into account the score. I've just played in a CTF battle and the emergency mode was triggered when the difference was only 1 flag and the teams were balanced in number. Moreover during the "emergency" the team that was losing started to win by a difference of 1 flag, and the emergency mode remained.
  22. It seems to me that the system is not working properly. The battle enters the special mode too soon. This can be observed just by watching at the battle list. A CTF battle is in normal mode, 2 to 3 and suddenly in just seconds it is in "emergency" mode and the score is just 4 to 3, and one abstains from joining the battle because of this. This difference doesn't justify ending the battle sooner. Apart from this it is common that some people leave battle. There are players who like to continue the battle, despite the numeric advantage of the enemy. I think it is a good idea to end the battle sooner when it is totally lost, but not too soon.
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