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Everything posted by ArgentHellion
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Mouse controls and changes in auto-aim mechanism
ArgentHellion replied to semyonkirov in News Archive
@Rohrmeister I had a similar situation about a week ago, I can't remember the name of the map since I only tried it out once. The score was 2-0 for our team, and then one of our teammates decided to take the enemy flag and jump into a tight crack in the floor, then refused to self destruct. The funny thing is that nobody from the enemy team managed to land a shot on him, even when they jumped into the hole after him, so he remained there practicly unharmed, and since the hole was out of the way from the regular routes between flags, more than half of the players on the map failed to notice this. Since he never moved or said or fired on anything, I assumed it was just someone's multi, so I stuck around draining enemies until the round ended, feeling asured that we will win the round no matter how hard the enemy team tried, and that's exactly what happened. On topic, regarding mouse control: Fine, whatever, if the developers already decided on our behalf that mouse controls are better for the game, there is nothing we can do about it other than accept he fact, or leave. But if you are going to provide us with the option NOT TO USE MOUSE CONTROLS, at least make sure that the keyboard controls are working properly, as they did before this update came along... -
I sincerely hope the developers will start taking the game more seriously once the Unity transition is over, because so far they mostly resolved things based on convenience, not on priority. Regarding the maps, I suggest a semi-wipe, keep the most played maps like Rio, Polygon and maybe half a dozen other maps, scrap the rest and let the map makers do the rest... oh... But there is the main issue, in order for the map makers to make maps, they need proper software, so I sincerely hope the devs are working on a Unity-compatible map editor, otherwise this transition will turn into a disaster. I also sincerely hope they will allow the community to independantly maintain and pick the maps, rather than rely on oppinions of those who barely get to see the maps, let alone play them...
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Mouse controls and changes in auto-aim mechanism
ArgentHellion replied to semyonkirov in News Archive
Source control? You mean keeping back-ups of previous stable versions so one can revert back at any given time? Objectively speaking, I doubt they are even considering reverting back, the main excuse being: "The update is just recently released, bugs were expected and now we are in the process of fixing them." Some of you mentioned that mouse controls have "opened a new level of gameplay" or something like that, and I personally couldn't agree with that statement, I already provided a detailed answer in one of my earlier posts on this topic and I don't feel like repeating myself today. From what I'm seeing, Tanki is starting to feel slightly broken, and Tanki's forum is not far behind. People constantly report the same issues without taking the time to check at least a fraction of the things mentioned in the very topic they are posting in, so we end up repeating ourselves endlessly. In my oppinion, mouse controls are unnecessary in Tanki, simply because the keyboard is more than enough to work with. Who asked for them? Probably those players who are used to the same old eternal shooter setup and are too lazy to change their ways in order to play the game the way it was originally ment to be played. Unfortunately, rather than ignoring these players, Tanki Online is DESPERATE for new blood, and in that desperation it's trying to appeal to as wide of an audience it possibly can... Sorry to burst your bubble, dear developers, but when you try to appeal to absolutely everybody who comes your way, spreading your focus all over the place, you won't end up with satisfied "customers", but rather annoyed ones, because no matter how large, how pretty and how tasty your cake is, your slices are simply too thin to provide any norable satisfaction to everybody at once. It's better to have a satisfied but smaller community than having a larger but hazardous one... PS... ... ====================================================== My beloved Tanki Online, you are not the only tank game on the Internet, there are several more sophisticated games out there capable of appealing to a wider audience then you will ever be able to, so please pay attention. Those of us that keep complaining about your issues only do so because we geniunely want to help you improve. If we wanted to leave, we would have done so, there is nothing stopping us other than the desire to help. Our happines is your well-being, so please do tend to listen to our feedback more than you currently do... Lafya... Signed, ArgentHellion ====================================================== -
Going off-topic a bit, but since it's an important subject, it's worth it. Developers should SERIOUSLY consider making some kind of IP supervision mechanism that would raise a red flag as soon as there are more than 3-4 accounts logged on the same IP address. Yes, maybe you have an alternative account to play on different ranks, maybe your brother or sister is playing with you, so it is reasonable to assume there will be several accounts coming from the same house. But seriously, anything more than 5 obviously means multing and requires an intervention... If Tanki Online wants to be taken seriously, developers have to address the multing issue, because almost every other major game out there has already resolved this, and not tending to this issue means falling behind...
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Unfortunately, we have to wait for the Unity transition before the developers even consider including them in the game. PS: Today I bought the Pro Pass and I played the map simply called Hill... Anyone who played it knows how stupid it is, and yet it is in the Tanki roster... Once we hit the transition, Tanki seriously needs to be purged from all the excessive farming maps, because that's what they are designed for, just instant chaos and constant killing to raise the budget as fast as possible...
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Mouse controls and changes in auto-aim mechanism
ArgentHellion replied to semyonkirov in News Archive
I fail to see the potential of mouse controls in Tanki Online, because it generally makes the game feel like just another tank game in the bunch. Like I just said: "butchered World of Tanks", that is the exact feeling I'm getting from the game right now, and it's safe to say I'm not the only one. If there was any other term I could plaster next to the one I just mentioned, it would be: "Call of Duty wannabe with tanks." I'm angry at the developers, but not because of this mistake alone. My anger comes from the fact that the developers clearly fail to see Tanki's TRUE POTENTIAL. Those strict and clunky keyboard controls gave the game so much depth, they made the game unique compared to ANYTHING else out there, and now that unique concept is butchered, no... SLAUGHTERED, just so the game can try to appeal to a wider audience. PS EDIT: Tanki Online desperately needs someone to lead its development with a clear head, because now it looks like the game is having a SERIOUS identity crisis and is trying to find it's way by including elements that worked for other games, completely disregarding the clashes with already existing elements it has going in it's favor... -
Mouse controls and changes in auto-aim mechanism
ArgentHellion replied to semyonkirov in News Archive
Ok, it took me a while to catch up with everything said after my last post here, so let's continue... This update perfectly shows why Tanki Online is going downhill. Developers are supposed to appeal to the community, not the other way around, instead of pushing their own ideas through with no regard of general feedback, they should have listened to what the community needs and wants, and then base the updates around that, that's the way most games do things, at least those that actually care about their community. Up until the VLOG showed up just recently, I don't think ANYONE other than the developers and those close to them saw the mouse controls idea coming our way... If I didn't know any better, I would say that this mouse controls idea was ripped off from World of Tanks without any consideration about the concequences, and currently, with this setup, those concequences are dire, because Tanki Online literally looks and feels like a butchered version of World of Tanks, I know because that's the game I transitioned from, and that makes me feel very sad :( ... Even though the option for mouse controls doesn't exist in any other browser than Firefox, it still causes problems that weren't present before the update, so the blame is CLEARLY in the Tanki code, there is absolutely no excuse to blame other browsers simply because they are "less compatible" than Firefox. Furthermore, this "discompatibility" issue clearly shows that Tanki developers need to separate the game from the browser and make it an independant application. The game has evolved to such an extent that it's now too large to remain a browser game, as long as the developers refuse to realize this, more of these compatibility issues will be surfacing as the game grows... I have to agree that this update is broken, it feels almost like Rome Total War 2 did when it was released. Even though these bugs don't break the game, they cause way too much inconvenience to consider having a longer gameplay session than two battles per session, maybe three if you are in an extremely good mood... If anyone influential would be willing to start a vote to boycott this update, I would be one of the first players to sign it. In case any of us mere mortals decide to do it, it WILL be downright ignored, that's just the way things are... -
The "Fire/Freeze DPS" tactic isn't wrecked because the Isida can now actually MISS the intended target, because for some strange reason the locking angle is more restrictive, sometimes when I attack an enemy the beam slides off as soon as my turret isn't facing them directly, while before the update the Isida target locking was more lenient and actually allowed you to maintain the lock even while you are driving alongside the enemy or ally. Before the update, I was able to use the Hornet to slide around the enemy and drain him while doing so, but now I often run out of energy before I manage to kill the enemy, even when draining a Hunter hull...
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Implementing a lock-on system in the way you suggest demands extensive work, because in order for the lock-on to be maintained, the game actually has to segment the tank and treat every part of it as an independant impact area, and that would cause nothing but problems. This isn't MechWarrior Online or World of Tanks, where every segment has it's own health and the way you get crippled and damaged depends on where you got hit, such a complicated system doesn't have a justified reason to exist in a relatively simplistic game like Tanki Online (no offense)... First of all, if the tanks were to be segmented, the game would become much more demanding performancewise, because unlike following 20 impact areas running around the map (1 for each player), it would be much more demanding to follow at least a 100 (at least 5 per each player, probably even more when larger hulls are taken into count)... It would be for the better just to rollback the Isida to the way it was before the update... it would definitely fix the problem and it wouldn't demand much work... unless they lost the previous version back-up...
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Mouse controls and changes in auto-aim mechanism
ArgentHellion replied to semyonkirov in News Archive
You haven't even tried the mouse control, haven't you, that's already implemented. Just for the sake of curiosity, I tried running Tanki Online on Firefox, even though I run it on Chrome eversince I joined. Works quite smoothly, I still have to test out the Isida to see how it holds up. So in short, maybe someone should plaster a notification on the forum that it's strongly advised to use Mozilla Firefox while playing Tanki Online, because it's best suited for it codewise... -
Mouse controls and changes in auto-aim mechanism
ArgentHellion replied to semyonkirov in News Archive
Not really, the aiming is gridlocked, meaning you need to point the turret in the general horizontal direction of the enemy so the shot would register as an impact, the vertical vector is automatic and depends on how distant you are from the target. The only difference would be when using the Shaft, but we'll see about that once these freakin bugs are resolved... The only way mouse has the advantage is that you can spin the view 360 degrees instantly, to survey the battlefield and wait for the turret to catch up on your current POV, other than that the keyboard has the advantage... more convenient and smoother management... PS EDIT: Thanks for the responce Penguin... Honestly, developers should think about switching to an independant launcher once Tanki Online hits the Unity transition. Other simpler games relying on the Unity engine have done it, so why would Tanki be forced to remain a browser game when there are clearly more advantages as an independant application? It is inconvenient when we have to think about which browser supports which game in which way better... So far the developers seem to be favoring Mozilla for some reason. It would be a good thing to know that reason, it would make this discussion much easier... -
Mouse controls and changes in auto-aim mechanism
ArgentHellion replied to semyonkirov in News Archive
There is one even bigger problem than that... I'm running multiple browsers, and currently ONLY Mozilla Firefox allows the mouse controls option, on Google Chrome, Opera and even Internet Explorer the Mouse Controls option isn't available... no it isn't grayed out... IT DOESN'T EXIST in the options meny... EDIT UPDATE, avoiding multi-posting... Like I just said, on ANY other browser than Mozilla the option doesn't seem to exist, so we can't try it elsewhere even if we wanted to... and even as a non-existant option it STILL causes the problems listed above... PPS EDIT: Also, regarding non-compatible keyboard commands, I strongly advise anyone who maneveurs their tank backwards a lot to avoid using the DOWN arrow, because there is one particular button combination that universally doesn't work: Down arrow + Left arrow + Any other button In most games, especially driving games, this combination causes the computer to beep and to "refuse" register the aditional third keypress, and if that keypress is hit before the Left arrow, the computer will refuse to register the Left arrow. Personal recommendation, use WASD to move and <> and SPACE to use the turret... -
That's a definitive answer right there... I'm not the only one to say that this update turned up to be a disaster in more ways than one. The way it looks now, Isida's beam feels un-natural, and I don't have the feeling that I'm making contact with the enemy even when I see the yellow beam leeching off his tracks, and sometimes even missing the intended target and leeching the floor right besides him. Sometimes I even see my beam leeching the enemy, but I'm not getting any health, so he isn't being damaged... so there's definitely some kind of glitch going on there... Isida was excellent the way it was before the update, so we definitely need a rollback. If you ask me, maybe we should start petitioning to rollback the entire update, that would certainly fix things. The desire to change is good, but not all changes are for the better, and this one is precisely that... a step backwards...
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Mouse controls and changes in auto-aim mechanism
ArgentHellion replied to semyonkirov in News Archive
Like I said previously, the aiming issues will resolve themselves once you enter full-screen mode, but the aim will still go UP or DOWN on the Shaft when you enter aiming mode. Anything other than full-screen seems to be scrambled because of the mouse controls. I'm playing on Chrome btw... Personally I think mouse controls just screwed everything up, and I'm not saying that just because I got used to the keyboard. Maybe giving it a trial run was a decent idea, but probably the best solution to this problem would be to go back to the original scheme and forget this happened. There is an ancient saying... goes something like this: "Don't fix something if it isn't broken in the first place!" -
Mouse controls and changes in auto-aim mechanism
ArgentHellion replied to semyonkirov in News Archive
Definitely more health, Hornet should remain the same controlwise, we need one specific hull to skillfully slide around corners and enemy fire... Regarding the aiming update, the problem with the Shaft aiming misplacement resolves itself once you go to full-screen, but the issue of it going upward or downward whenever you enter aiming mode still remains, for me it always goes UP so I have to tap W every time I start to aim... annoying and inconvenient, but managable, I played worse... but it still needs to be resolved. PS: As an Isida tanker, I have to admit that I'm kinda INSULTED with the Isida update. Now every time I heal or attack somebody it looks like I'm spraying my YOU-KNOW-WHAT all over him, my beam is wobbling all over the place like I'm a scizophreniac. Sorry for being rude, but that's exactly what it feels like, what was so wrong with the Isida beem going to the center of the targer tank that it had to be changed??? -
Since you put it that way, maybe it would help to some degree if you force others to read what you have to say by driving in-front of them and spamming chat bubbles, but unfortunately most people will consider it nothing more than just pointless spamm and probably call you out for blocking their line of sight. If someone is willing to use strategy to win the game, then they do it voluntarily, nobody can be forced to co-operate when they clearly don't want to and any attempt to force them ends up... well... badly... At this moment, probably the best way to encourage strategic communication would be to implement default voice commands, like the radio commands in Counter Strike, and while you are giving that voice command, a shout icon would be displayed above your tank and the chat would display that command in text as well, so those who pay attention will clearly realize who is trying to talk to them... Unlike Flash, Unity is capable of supporting a voice interface, therefore we definitely have to wait until Tanki makes it through the transition so the subject of voice commands and voice chat would be taken seriously, in the meantime it's all just a limited theory. But on the long run, I would say that the future of strategic communication is in the voice-chat, and some of us already have a general idea how it should function:
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I'll have to give it some thought, I lack the programming skills but maybe I can compensate in other areas... In the meantime maybe we should return to topic... Blah blah blah... Tank emotions... bweh bweh bweh... pop-ups... and that's the reason why the egg DEFINITELY came before the chicken, and nobody can say otherwise... Ok, ok... seriously now... Somebody already said that chat emotions in Tanki Online are unnecessary and will clutter the screen, besides, why bother having them when barely anybody types during the battle, most people who chat in Tanki do it from the main screen while being idle...
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@ Vikingsrall I ussually don't like to wander off-topic much, but I have to ask if that job proposal is still open...
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[Forum Game] Fuse Your Username With The User Above You
ArgentHellion replied to trollface.jpg in Forum Games
HellionOperative... wow -
I haven't seen much of that feedback actually get through to the game, but maybe that's just because I'm relatively new (or "young") here. Maybe it's just a long-run process and needs to be sped up a bit, because there are quite a lot of discussions that stretch on for eternity and nothing more is done about them than just ranting in circles... Still, there is one bright example recently: if we haven't been bashing all over the forums that cheating really got out of hand, they wouldn't have fixed the issue to some degree, as said in the latest VLOG... That last sentance should have said: "10 thousand brains are better than 30", because some people just have vacuum instead of brain-cells in there. Just like that old joke; when the doctor said to the blonde that she has vacuum in her head, she responded by saying: "At least it's something, so it's better than nothing." What I'm curious to know is who is actually the one giving the final word whether some idea is going to enter development or stay just a theory?
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10635 ... and he probably lived happily ever after... maybe...
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>>>>>> 10631 ... that is if your accounts don't get automatically deleted once you die. Yahoo actually has that part covered in their User Agreement, you know, the one you blindly hit "I agree" without ever reading... It claims that once you die, your personal information gets purged from the system, fortunately they have to get the death certificate to do it first, so it can be avoided... You might want to check this topic: http://www.thedigitalbeyond.com/2010/12/so-what-does-happen-to-your-digital-assets-after-you-die/
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10628 Only ninehundredeightyninethousandthreehundredseventytwo posts until we find out who will be the last one to post here... PS EDIT: According to research, it takes more than 12 hours to count from zero to a million, without sleep and without stopping, so if we apply this rule to the forum, I think maybe the last ones to post here would be our grandchildren, if we ever get the chance to have them...
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Wow we are now going off topic, but since I'm asking that exact same question, I will say what I know about it to bring you up to speed if you are in need of catching up, but I doubt it since you are way ahead of me if post count is concerned... At this moment, and even a while back, user generated content ends up mostly being ignored, so nobody actually thought about providing us with a proper answer on this one, we will just have to ask them once the Unity transition is done, but it doesn't look well, considering how clunky the current mapmaking software is. We have been provided with the Beta Map Makers Club Kit, which kinda improves things, but that's just basically just a collection of already existing software, it wasn't done by the devs but rather by the MapMakers themselves, and the software isn't updated because there isn't anyone around to work on it anymore... The situation is bleak, but we hope for the best, and waiting for that window of opportunity after the transition to bring this subject to light, because asking right now is like screaming against the wind, you can scream all you want, but nobody is listening because they are too busy covering their ears to save them from frosbites...
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Going up in the rank... and things get harder... and more expensive!
ArgentHellion replied to ugocon in Archive
In the end, this topic will be probably merged with this one: http://en.tankiforum.com/index.php?showtopic=246957&hl= because the only reason why we have such a difficulty spike to deal with are the drugs... and none other... Yes, strategy is present in the game, sadly the most common example is: 1.) Use all three (four) drugs on yourself, 2.) Find someone on your team who just did the same, 3.) Flood the enemy spawn and don't let them breathe, 4.) ... 5.) Victorious... No matter which rank I engage, when I see those icons flash from nowhere under their username, I only wish I could jump into the screen and strangle them with my bare hands, because there is NOTHING you can do to change your situation. It doesn't matter which turret the enemy is using, when they are drugged they are impossible to deal with directly, the only realible way you can take a drugger out is when he focuses on somebody else and gives you a window of opportunity to attack him freely. The extreme example of how overpowering drugs are is the situation when you engage someone in close combat, you hit them several times and you expect them to blow up any second, but then you see that green wrench flickering and can already hear the enemy saying: "Nice try, Buster, but I've got bigger fish to fry than you... boom... BYEEE!" That repair booster needs to be the first thing that's removed from the game, because THAT THING ALONE is the main reason why the game is so hard, because it makes the druggers practicaly invulnerable aganst anyone who isn't a drugger himself. It is acceptable to engage an overpowered opponent because it is possible to wear him out or outsmart him, but engaging an immortal one, that's just downright pointless no matter how skilled you are... I play with an Isida, so I personally know how overpowering these drugs can be. When I pick up all three of them, I can simply jump into the enemy base and insta-drain anyone with a Wasp, Hornet or a Hunter, making me the ultimate light tank predator. The main problem is that it is pretty addicting to temporarily feel superior to anyone around you, and that is probably why most druggers do it... and if I didn't know better, I would say "somebody" (*cough) is exploiting this for their own benefit... Yes, I agree that some players have full-time jobs and can't play the game that often, I'm one of them, but that is no excuse for having drugs. We all know what the main excuse is, to provide any player with an immediate godlike sensation for just a small monetary compensation (wow that rhymes). In most multiplayer games you will come across "powerleveling", a familiar situation when a high-level player is helping along a low-level player to level up several times faster than he ordinarily would be able to. That kind of system DOESN'T exist in Tanki, but if it was included, I can guarantee it would improve the game. At this current moment, the only powerleveling we have in Tanki is: "You want win yes... You buy supply, use many many supply, and you win... yes yes..." Fine, drugs can't be removed because developers need to have some sort of reliable income to keep the game, and themselves, alive, but something SERIOUSLY needs to be done about them to make them less overpowered. Adding a cooldown that makes it impossible for the same drug to be used immediately after the first effect expires would help, because it would stop people who are instantly drugging up as soon as they see someone coming their way... For example, if the drug lasts 30 seconds, after it expires, that exactly same drug can't be used in the next 30 seconds...