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OK, it is an option. But what about daily challenges? How can one fulfil tasks related to a specific battle mode, when not knowing, in which battle mode the fight will take place? Are daily challenges then adjusted to general tasks? After first tests today, that placebo players are not placed anymore? Not so sure about that yet. So far, there are still too many inactive ones just standing around.
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The last comment on this test is that this mode is totally rejected: Matchmaking - what please is matching when one team is composed of rather low ranks, but the other full of legends, and not enough of that, many from clans known for their notorious permanent drugging? A player is caught in a battle with totally unsuited equipment, not having a chance of changing it without losing a tank for nothing through self-destruction. Wrong equipment starts with the wrong colour. tanki wants to sell its colours. There is no need anymore having different colours, since one does not know, which colour is of advantage, when being thrown into a battle. Buying a colour is a waste of crystals. Take the cheapest being as good as any other. These were two terrible days during which I left many battles, rarely fighting one through Saw much more unequal outcomes than before; i.e. highest wins of one team and total loss by opponents - that is no match at all It may be more convenient for tanki this way, but tanki has to know, what it wants: a satisfied community or an expected loss of players. In a typical Likert-scale ranking my verdict is: I totally disagree. Instead of tampering around with underdeveloped ideas, tanki should try a new tactics: stability of what exists instead of coming up with stupid ideas each few months.
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Besides the very negative facts already stated before, the whole system is unreliable: I killed tanks, which are not attributed to my account I got kills on my account, but lost no tank There are micro-interruptions in movements of tanks and shooting All I, these two days can be considered as utter failure beyond the fact that there is no fun, noting attractive at all. Utter disappointment is the final judgement.
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Result of day 1: As assumed a disgusting playground for notorious drug-addicts lacking any skills Far too often allocation to extremely weak teams Waiting times unacceptable Third party decides what a player can do being unacceptable, too That is not good at all and as a good number of those chat comments I read support, this my opinion is shared by many.
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In addition to my previous comment, I have to add the most serious and decisive disadvantage: In this mode, you have no choice to avoid being in battles, where drug addicts are. This is crucial to me and many other players. To make it very clear: Should this become the general mode of the game, my time playing tanki.online is over for good. Based on comments of a good number of other players, it can be expected that they react the same as so many before. Skilled players do not play with druggies.
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Advantages: It helps to stop the 'cheating mode' of 'players', such as one player placing two own tanks in one battle to accomplish daily missions, immediately leaving, when another one joins. Does not offer or reduces opportunities to place inactive tanks in another team for weakening opponents. Disadvantages: The right equipment cannot be selected in advance - neither hull, turret or colour - since one does not know on which map one appears. Why then having different equipment regarding effectiveness. Changing during the battle takes too long then. Waiting time for joining too long. Present judgement is much scepticism.
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Review [Special] Deconstructed: The All-New Repair Kit
Panther756 replied to Hex in Newspaper Archive
When I read the word rebalancing, then I know that the opposite is happening. Why? all these rebalancing acts before were exactly that: making things worse. Why should it be different this time? tanki.online statitistcs? False. Why? Because they add the many wrong K/D rates caused by not being uploaded to a game and firing blankets, while being destroyed. False, because not uploaded quick enough to a battle, then thrown out due 'to inactivity', always losing tanks for nothing. As if anybody can be active, when not uploaded to a battle. Wrong, because battles end due to 'serious error'. The list is endless. Such statistics are totally worthless by any empirical understanding. I alone lost at least 200 tanks this way. Add to these the many other tanks lost by other players and you end with totally wrong figures. Such statistics are those of amateurs only. No, I do not trust tanki's statistics at all and contest them. -
With the overdrive the last step to make the game a drog-dependent game has been achieved. Why tanks are still in use has become a question lacking an answer. That obviously a majority wanted overdrive is to me less a question of wanting than needing for survival. Incapability of those coming up the ranks is best evidence. They have no clue, what in reality could and has made the game. All they can is storming head-on without any clue or team thinking. Are they realising that they do not succeed this way, they are the first to run. That makes battles even more difficult, since in the heat of a battle you may not realise that you have become the last tank of your team. The whole performance is so disappointing now that I am only waiting to find an interesting game. Then I will follow the huge number of others having left already. They were good, really good, but all are gone, since like me not supporting this drug madness. No fun anymore - only disappointment. Should I have the opportunity to place a vote for tanki today, it will be the lowest on offer,
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As if there are not already enough 'supplies' in the game having taken over and widely destroyed what makes a game. As I frequently commented, tanks have become useless. A square, four corners and throwing drugs on each other that suffices since quite a while. Hulls and turrets are additionally weakened by permanently and stupidly changing parameters, but not really needed anymore. They are not decisive. Which hull ever, which turret ever - it is the amount of drugs, which decides. The part of Earning Experience in daily challenges is unimportant. One does need only one experience and 'skill', to know when the next 'supply' can be used. A significant amount of players has already left, more of this wanted? Then add this mode and bring even more drugs to the game. A more pressing question instead is changing that players cannot park tanks in a battle for just weakening a team by their inactivity. This behaviour has become a real nuisance.
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The supply politics already has destroyed much of the game. A serious amount of players have already left tanki.online for good. Others, incl. myself, are reflecting on leaving as well. Those still having some hope that the situation may improve one day immediately leave each battle as soon as drugs start to dominate. This is no subjective opinion, but the result of many, many conversations. That was is supposed to be a game is none anymore. Among those having left are highly skilled players, with whom it was a challenge, but pleasure to compete. Losing or winning was a matter of capabilities. Nowadays, it most times only is about storming head-on using one supply, better called drug, after another. Many, many players lack any skills now. In total that has led to boring battles far too often. I cite one player in the rank of legend: 'Today, I have left all battles due to drugs'. So, whether this supply mode or that mode makes no real difference as long as supplies are the dominating feature. Finding supplies on the battlefield is what it should be, but generally no other ones should be allowed or only with the possibility of timely very distant use. For those depending on drugs there can be a specific mode, full drug use or whatsoever. In this they can expose themselves to as many drugs as they want, but it allows those playing for fun and to really compete not to be confronted with these not contributing to team spirit anyway.
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Why does it happen so often that an 'error occurs', especially with the tanki client? Why then is this punished with the loss of a tank, as it is not the player's fault? Why then tries the system always to reload to the same game, constantly and even after client or browser were closed? Such battle cannot be trusted as being stable.
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Server quality has decisively deteriorated over the time and nothing is done. Whether browser or client does not make any difference, the issues are slightly different, but lead to the same result. Meanwhile I have lost >120 tanks for being thrown out of a battle unnecessarily. This figure is carefully established and just the one, since I marked this failure. In reality, the figure is much higher. Major browser and/or client issues are: Not uploaded quick enough to a game, thrown out of it for alleged inactivity. Only partially uploaded to a game; one's shots hit a house, but are blankets for opponents; no boxes can be collected. Changing equipment in the garage is not possible, since time takes so long that thrown out of the battle for alleged 'inactivity' again. Uploading to a battle is partial only; the screen with the map appears, but the progress beam for the upload remains for very long time disturbing the view and making often immobile or blanket-shooting during that time. Frequent micro-interruptions, when fighting; interestingly then, when in direct battle activity. Other tanks one shoots at jump over the map like 'rabbits' or kangaroos; one never knows what has happened. These are just six of many more significant flaws. That goes on for months and many other players have confirmed these same problems. Instead, these problems have massively increased by amount of issues and their frequency. It is more than time to resolve this as a matter of highest priority. In comparison with other such games, tanki.online has become a game of poor quality.
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It is a total nuisance since a very long time. Server capacity is so poor that when you enter a game, especially the first time a day, you are not uploaded to a battle quick enough. Consequence is that you are removed from battle and lose one tank. I have now lost over 100 tanks this way for not being uploaded to the game. That is totally unacceptable already. Even worse is that I frequently lose a tank repeatedly, since when closing the browser and restarting uploading tanki.online, the system immediately uploads me to the same battle and fails again. That even after clearing the browser history. Nothing is done against this bug falsifying my own statistics for losing tanks (>100!), which I never lost, and as well it falsifies all other statistics.
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The weekend test on drug limitations was a welcome change and demonstrated that a game still is possible. I have been discussing with many players being appalled by the permanent drug abuse. This especially by players, whose skills are so bad that despite their over-drugging they have poor K/D rates. Despite the isolated test, tanki runs an opposite policy favouring drugs. It is absolutely no achievement at all, but demonstration of poor culture using ten thousands of drugs. People doing so in what is assumed being a game clearly are supposed to have a mental disorder. Drugs have to be limited, which is not about Pro Battle alone. If one wins, they win; if one loses, they lose. That is what makes a game and differentiates it from a psychotic encounter. Personally, after today's experience, when tanks did not play any role but drug (ab)use only, I made the clear decision that I will not spend a single amount of money anymore, until this insane policy is changed and for good. I am of the opinion that those providing the game are deserving recompensation. But definitely not by this attitude. Many players I have spoken to are of the same opinion or are even leaving the game, not playing any longer.
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category Ideas for Supplies and Drones!
Panther756 replied to Ilia.ArchangeI in Ideas and Suggestions
In the last months, the game character has been essentially deteriorated by permanent overdosed supply users. It certainly is not exaggerated saying that most times there is no more game. Most battles have become simply stupid. Instead of finding ways, playing clever and smart, especially those coming up the ranks lack skills. All they are capable of is permanently using supplies and straight forward head on. Is that fun? Is that a game? Definitely not. There obviously do exist tricks circumventing the use of only one drug after another, since far too many are double-drugged in comparison to what can be found on the field leading to double supply use. It is understood that addicting players to simplistic play by supplies for generating revenues helps the viability of the game. But that may be rather short-lived. That supplies do not replace clever playing demonstrates the K/D rate of many having used multiple times more drugs than I. I never bought a single one, only used those found or received. Still, my K/D rate is far superior than that of many of those overusing drug. The fundamental question is, does tanki.online wants to be a game making fun or does it want to be a playground for those not embracing the idea of playing? Discussion with many other players shows that they are very disappointed, too. Speaking about revenues, they confirmed that they are not inclined buying anything with real money as long as this situation persists. The question for tanki.online thus is, whether it may not lose more than it gains this way. The clear way forward would be: The amount of supplies used per battle and per day has to be limited to a mximum amount. Cost of supplies has to be substantially increased. Mechanisms have to prevent that players can circumvent sequential use, but find ways to multi-use Will this affect the viability of the game? Most likely not. Not being able to overuse supplies, those players literally vitally depending on supplies for short-lived survival can be expected to invest in protection modules and multiple equipment. As these are far more expensive to which adds development cost for turrets and hulls, it can be expected that they pay even more. Pro Battle pass, yes that is one option, however, a game is a game and not a place for anything else. Factually, the play I entered two years ago has already been destroyed.- 2,759 replies
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