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Everything posted by ArgentHellion
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Thanks :) I just thought the rocks would look better with the dead grass slopes, so that's the only reason why I included them. Honestly, I don't separate individual libraries when I make my maps, I just take all of them and load them in the editor, so I have all of them at my disposal. So, 3rd library elements should be avoided??? Or can they stay in the maps?
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Well, I managed to draft two of my maps, I haven't been able to test them because the Tank Testing Tool simply refuses to work for me, it doesn't matter where I download it from, when I try to change the content of the folder in order to test my map, it simply refuses to run. So, unfortunately, the only visual demonstration you will be receiveing from my maps are pictures, so here we go. PS: Work on these maps is still in progress, I haven't added the trees and other minor details, those will be included in the final versions, if these maps are accepted into the Tanki roster. Map1: Turfwar Map2: Onslaught
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Going up in the rank... and things get harder... and more expensive!
ArgentHellion replied to ugocon in Archive
It's not about the equipment and it certainly isn't about strategy or experience, the main issue are those damned druggs and something ABSOLUTELY has to be done about it. When I started playing, I rather enjoyed the game, but now that I actually reached a decent rank, the game has become utterly frustrating and more of an endurance test than ANYTHING I have ever played. Those who play cheap get rewarded more and those who try to play fair end up plastered over the floor... First of all, the main variable that decides whether you win or lose is the mentality of your teammates, and 90% of my battles I lose because I'm teamed with Rambo wannabes who keep rushing the enemy base with no rhyme or reason. Strategy? I've seen better strategies and cohesion in a stampedo of sheeps jumping under a passing train, most players in Tanki can be officially considered braindead when talking about strategy. What's the point of trying to devise a strategy and "improve your battle play" when you have nobody to back you up, and in Tanki Online, unlike many other games where you can deal with multiple enemies, you can never directly confront more than one enemy at a time and live to tell the tale, as soon as it's 2v1, you are screwed either way, unless you are a drugger... That's what mostly happens, the braindead just rush the enemy base, and those who decide to try using strategy end up being ganged upon because they tried otherwise. Second, the main reason why nobody uses strategy is because you can always win using sheer force through drugs. Personally, I think whoever invented these boosters deserves to burn in hell for all eternity with the Devil's pitchfork stuck in his... behind... There isn't a single battle where the experience isn't ruined by druggers, even if you are winning most of the time, it doesn't take more than 5 minutes for the druggers to flip the score, simply because they can and there is nothing you can do about it. The higher your rank, the more this game becomes a chore and an endurance test, because the more you delve into it, the worse it becomes, and for some reason I still keep on playing it because I can feel that there is a decent game burried under all of this crap... Third, this game has become a pay-to-win game and there is no point discussing it, because it's obvious that those of us who aren't willing to fork out the money for drugs end up just steamrolled by those that do. You people don't want to get rid of your paying customers, fine... then just provide a single server for those of us who are unable to constantly drug like addicts so we can have fun... -
Going up in the rank... and things get harder... and more expensive!
ArgentHellion replied to ugocon in Archive
Yup, cheating is a "minor" thing... if you say so... Considering there are over a dozen websites who specialized in offering cheat engines specificly for Tanki Online so you can have unlimited crystals to get whatever you desire, one doesn't need any other kind of cheating. Personally I couldn't tell you if they work or not, I haven't had the disrespect to try them out, but the mere fact that so many of them exist speaks for itself... Umm, spontaneosly drugging, no I wouldn't call it that, CONSTANTLY drugging is more like it, why bother having cooldowns on individual boosters when they are constantly in use, by the time it takes for the effect to expire the cooldown would have already passed several times... ..and even if somebody gets banned, why bother dealing with it when they can instantly get another account and start again, because the developers are clearly too lazy to implement aditional security into the game... QUOTE FROM WIKIPEDIA: As of October 2014, Tanki Online has about 5 million monthly players That quote right there is proof of how ignorant the developers trully are, not realizing that this number is blown out of proportion mostly due to multi's created by cheaters who eventually got caught and just re-entered under a different username... -
Yap, I had the same issue the first time around. A word of advice: When you save your map, make sure to save it in both "1.x" and "3.x" format, avoid the "1.x.full" format because it seems to be glitching out for some reason and the editor refuses to accept it properly. For example, if you call your map "Crash", you name the 1.x format of the map "Crash1" and the 3.x format of the map "Crash3". It sure helps out to differentiate them, and also saves you from the frustration when the editor crashes during a save and corrupts the file you've been currently trying to save on. Also, make sure to save aditional copies of your maps, due to this issue, learn from my mistake and start doing this before you lose an hour or two of your work in an instant, the editor isn't nearly as stable as you expect it to be...
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Honestly, what's the point of having a Titan or Mammoth combined with an Isida? You will be overexposed and you will never be able to compensate for all the damage coming your way, and you most certainly won't be able to dodge it. The first time you run across your enemies you will be able to kill them, but only because they were laughing at you so hard they forgot to breathe and almost choked from laughter... It would be as if you saw a drunk zebra in a clownsuit and a too-too pedaling a unicycle your way, you just have to stop and stare at it for half a minute just to fully grasp the concept of the situation, and only after that would you start to think about getting out of the way... The second time wouldn't be as funny, because any sencible enemy would back up a little bit just so you couldn't reach them with the Isida, and peck at you until you drop dead, all the while giggling about how intelligent they are...
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Yeaaaaa... Most of us don't really care about streamlined maps because they are designed to specificly appeal to a single type of players. In case of Monte Carlo those are the Shafters, which are by far the laziest players in Tanki, and that's a fact nobody can argue about. As a matter of fact, once I forced myself to play as a Shafter, just to see why everybody is so obsessed about sniping in this game, it became difficult to give it up, because it is by far the laziest sniper in video gaming history and the most rewarding at the same time, you don't have to care about anything or anyone except yourself, just camp at your spawn and shoot most enemies to death before they can even come close enough to fire back, then pick another spot and repeat the process when another Shaft takes you out. In other games, I geniunely suck as a sniper, but in Tanki, whenever I decided to play as a selfish Shafter, I ended up in the top3 spots in my team EVERY TIME. Personally, if I were in charge, I would remove the Shaft alltogether, Rail and Smoky are more than enough to keep the long ranged battles going... Anyway, back to topic... Isida is designed to be the healer, so naturally healers are the most mobile units in any team, and also the most fragile ones. Yes, maybe picking the Hunter in combination with the Isida is a decent choice, but anything beyond Hunter is just insane, because you sacrifice way too much mobility to be able to keep up with your allies and catch up with your enemies at the same time. I will still claim that Hornet is the best option for an Isida, because you need that sliding maneveurability to work your way around your enemies and dodge their fire, it's much better to avoid incoming damage than suffer through it... PS EDIT: By the way, those who decided to vote that Mammoth would be the best choice for an Isida... yea... those guys deserve to burn at stake... Titan also... Unless they were joking about it, in which case that's one hell of a dark sense of humor they have going on...
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Tenthousandthreehundredandninety 1stsuperwhitedragon beat me to the punch for less than a split second so I had to edit to get myself one above it :P
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I agree that the voicechat should definitely be included in the game, but it's a subject that has to be treated with great care and attention, otherwise it might end up bringing more harm then benefit to the entire community, and the game with it. If, or should I say WHEN voicechat is included, because the game frankly deserves to have it, there are several ways it could be efficiently filtered so players can get the best of it. The first major thing the voicechat would need are channel implementation. Battles should have several channels and players would have to choose which channel to join into by typing in a specific command, most likely it would be just "/join ch1" or something like that. In order to provide ungarbled and precise communication between players, each battle should have several separate voice channels. "Globalchat" would be the global voicechat available to all players Depending on the team players are in, they could use the several channels: "Voice1" would be the first channel available to their team only "Voice2" would be the first channel available to their team only "Voice3" would be the first channel available to their team only So basically, every battle should have SEVEN separate voice chats, or maybe FIVE, team channels 1 and 2, so players can communicate easier.
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Going up in the rank... and things get harder... and more expensive!
ArgentHellion replied to ugocon in Archive
Correction: Great majority of PLAYERS use drugs, shield and nuclear. That's the main problem this game has... end of discussion... -
http://en.tankiforum.com/index.php?showtopic=254373
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What do you mean forbidden? That's just stupid because there is no appropriate reasoning for it. It's not like Isida is Tanki's version of Meta Knight, so overpowered that it makes any attempt to fight it pointless. Isida is the most short-ranged turret in the game and, as far as I have seen, most eSport matches are just long ranged Railshooters, so it doesn't make ANY SENSE, unless they are delibarately dumbing down the pro league so they can comentate about it easier... I watched some of those battles and it's safe to say that any casual skirmish is more interesting to watch, not to mention that the commentating SUCKS... I actually had an extensive discussion with someone who played for years, and apparently, the game was much more fair back in the day, until they decided to ditch all fairness in favor of pay-to-win to fill their pockets... @thekillerpenguin Yep, that definitely convinces me that they are deliberately dumbing down the pro leagues. While we are at it, is there ANY kind of Tanki league with no restrictions, so players like myself can hope to become a part of it, rather than being forced down the sidelines to watch the same repetitive dumb matches replayed over and over and over and over and over again? Edit: @xeon-xxx Thanks, I try :)
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That would definitely motivate players to contribute, especially those like myself who can't afford paying to play the game...
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Just for the sake of amusement, I went to Youtube and actually looked through random recordings of the Tanki Onlin eSport matches. Where is Isida in those matches? Burried somewhere in some forgotten corner of the universe, alongside with any other weapon that isn't a Rail...
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The problem with the Hunter, at least without upgrades, is that it handicaps the Isida more than it benefits it. Yes, you get aditional armor that makes you mostly immune to being one-shotted, but you pay a higher price by losing mobility, and that is the single most important thing with the Isida. You need that extra speed to keep up with your allies, and stay ahead of your enemies, I tried using the Hunter hull and it feels clunky and stiff compared to the Hornet. Most of us have realized that the Hornet is the most desirable hull to combine with Isida because it provides a exact ratio between mobility and durability, at least for those of us who are willing to act like proper healers. As far as combat Isidas are concerned, those that rush ahead without thinking straight, I recommend using the Viking, because most of them use that exact configuration...
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Oh man I spread a nasty grin over my face every time I engage somebody too ignorant to rotate the turret, especially when that someone is an Isida. Honestly, Isida is the only turret where driving, rotating and shooting have to be done simultaneously, otherwise you are throwing a great advantage. I had countless situations where I managed to kill an enemy that clearly should have won over me, just because I am the more maneveurable one... In order to be a great Isida player, you need to be selfless. Many Isidas tend to think they are invincible when they rack all the drugs and engage the enemy head-on, and sometime it's true, but without the drugs it's a whole different story. Most of the time, when it's obvious that the Isida is constantly rushing, barely anybody tags behind, because most of the time the Isida gets picked of from mid or long range, and they're next. But when you actually stop and help your team, they tend to notice you from time to time, I've actually had cases when players with Titans and Dictators tended to keep close to me, they would move towards the enemy camp, but stop to check if I'm still nearby, and if I'm not, they would just reverse and go back to defend... It's quite a treat to see someone actually rely on strategy, but it's so rare to come across those players...
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The moment you try to save your work on your current Tanki Online map, but the editor crashes while saving so you have to kill it, and permanently corrupting the save file. Then, the moment you realize you haven't made a save file copy in a while, so you realize you just lost maybe an hour or two of your work...
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Thanks for the detailed responce Vikingsrall :) I honestly couldn't tell you why am I having such problems with the software, maybe the issue is that those I downloaded are simply older versions that are less stable, the only valid links I could use were listed here in the "IDEAS FOR MAPS" topic, so I maybe I just need the latest versions. I would greately appreciate if you could post the links to the latest AE, TTT and a single most appropriate library to use, that would get me back on track... Or maybe pack all the software you personally have into a single ZIP file and send me via Skype or Viber, that would be even better since it would definitely minimize the chance of the software misbehaving... I don't make maps to earn revenue or gain prestige, I enjoy creating something that other people would enjoy using and I derive much pleasure when I hear someone saying that they like my creations. If I manage to resolve this software issue, I would definitely make more maps for Tanki Online, but for the moment, I will torture myself by finishing the current map with a crippled editor, although it is most likely that I will scrap this map and try to make another one from scratch... Not a single manual or person has ever taught me how to use anything on the computer, I learned everything I know all by myself and through extensive trial and error, and I can safely say that AE is one of the simplest 3d editors, even simpler than the one MTA has, which is definitely a convenience for me, since I mastered that one ages ago... Regarding MTA, I used to make dozens of maps for several servers, and most of them were quite often played because of how coherent my maps tend to be, I ussually avoid fusing elements that don't go together well in reality and keep the maps grounded rather than throwing elements all over the place. I tend to make my maps immersive and detailed, personally I despise plain maps obviously floating in the sky which you can fall off of. It's the reason why sometimes it takes me up to a full week of commited work to get a single map done. Also, I was the only map designer who created co-operative MTA maps, where a single player cannot go through all the checkpoints and win the game without somebody else constantly being with him to lend him a helping hand. Those maps were differently received, while some players loved the co-op ideas, others more individualistic hated it. Sadly, that was years ago, since then I have moved on, some of those servers have dissipated while others are maybe still around, I lost interest about 4 years ago when I had to abandon my college and come back home to take over the family business. Also, I wasn't as mature then as I am today, nowadays I keep a backup of everything I do, but back then, I just used to scrap any leftovers once a certain project is done... CURRENT EDITOR PERFORMANCE:
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Thanks for the reply, I will sure wait for a more detailed responce, in the meantime I already sent a complaint about this subject to the helpdesk, and just now I received a mail that it was submitted into the system. I'm sincerely hoping there is more advanced software to make maps than what I currently have, it would certainly improve my building experience, because at this current moment, I'm struggling with the software every step of the way. But, I started this first map and I will certainly finish it, even if it breaks me in the end, I refuse to give up on the idea just because a piece of malfunctioning ones and zeroes decided to... well... malfunction... PS EDIT: This is what my map-making process looks like now... Step1.) Start AE Step2.) Load library (5 minutes) Step3.) Load map (20 minutes) Step4.) If the map loaded "broken"... shut down AE and go back to step1. Step5.) If the map loaded ok, work on it 5-20 minutes until something fails. Step5a) Keep saving after every dozen elements added, and instantly create a copy of the save. Step6.) Work on the map with crippled controls until it becomes impossible to work. Step7.) Shut down AE and go back to step1. StepX.) Roam the forum and maybe play a battle while waiting for the loadtimes...
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Didn't you read the spoiler sections??
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It's been three days since I began making my first, and probably my last map for Tanki Online, because this has to be the worst mapmaking experience I had so far. Be prepared to read a lot, since I have a lot to say, and therefore I will be dividing my rant into sections so this initial post doesn't stretch far and wide. Before I begin, let me state that I read most of the guidelines regarding the software required to make maps, so I had the general idea what I was getting myself into even before I started making my map. So, the things needed to make maps properly for Tanki Online is the Alternativa Editor, the Tank Testing Tool, and the object libraries. First, let me begin by talking about Alternativa Editor, simply refered to as AE further down the line. The next section is about the Tank Testing Tool, refered as TTT further on... Thankfully, I don't have a lot to say about libraries. If the developers want volunteers like myself to make better maps so players can have a better experience alltogether, they absolutely have to fix the map making software, because in this current state, it is unbearable to work with as soon as the map grows over 2MB in size. No wonder most maps are so crammed and every map pretty much feels the same, just a chaotic cluster of tanks battling out on maps the size of a driving school polygon... Personally I really got interested in this game, but if this is the way those willing to contribute are being treated, then it is quite obvious why the community is falling apart. It's not about the numbers, those are invalid thanks to all the multi-accounts, what matters is quality, and this game sadly seems to be lacking in that area...
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Considering the game is half a decade old, maybe the time has come to move on to more advanced technology and leave the browser behind. Creating a completely independant interface is quite a lot of work, but in the long run it's worth the effort, as such an interface can always be upgraded and adapted to suit the community. Yes, one voicechat would be too clunky to use, so maybe it could be divided into subgroups, or maybe using the simplest of options: separate voice chatrooms within the game, so people from same regions can find each-other in rooms made for those regions, or create separate rooms for their own group chats. Somethink like TeamSpeak or Ventrilo within the Tanki Online game, but without the restriction to pay for new rooms and chat servers... === Edit, typos
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Can anyone please provide the link to the English version of TTT (Tank Testing Tool), since every single download link I found provided me with a Russian version... Thanks...
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Thanks for the tip... Fortunately I managed to figure out what the problem was eventually, and believe it or not, Adobe AIR wasn't to blame, it is my own sheer inexperience. The problem was in the fact that I extracted the files from AlternativaEditor incorrectly, I was supposed to extract the initial pack but instead I went one step deeper and I actually extracted the Alternativa subfiles, because WinZip saw it like a folder and allowed me to go one level deeper, where I shouldn't have reached. After I downloaded AlternativaEditor again, I actually just extracted the AIR file and then double-clicked on it, Adobe AIR did the rest and I got access to the editor. It's a beginners mistake, but I'm posting it anyway, maybe you should add this tip into the guide so it doesn't happen to anyone else when accessing it for the very first time... PS EDIT: I'm already working on TWO maps, so I won't be playing any battles tonight. I'm interested to know what's the detailed procedure for submitting my maps for game acceptance, so players could actually do their battles on them... Thanks in advance for the responce, feel free to PM me about the detailed procedure, because I am very interested in making maps for Tanki Online in the future...
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Yes, I do tend to take things seriously, sometimes WAY too seriously. Some call it a virtue, others a flaw, personally I couldn't tell, I just like to narrow everything down as much as I can to eliminate any form of missunderstanding down in it's bare roots... Freebie player... yes, since I don't have the means to pay online for my games, I mostly play those games that don't cost me any funds. Mostly, because sometimes you just have to dish out some money to buy a new game...