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BlackWasp777

Tanker
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Everything posted by BlackWasp777

  1. BlackWasp777

    Ask a Battle Mod

    Do you have some statistics, - which ranks [from .. to] do the most violations by using hacks (fly, lag, ..) - and which ranks [from .. to] do the most violations by multing?
  2. ^learn to drive backwards, while you face your enemy and shoot. Your Twins recoil will make you go backwards faster then normal; while the impact force of your Twins on your enemy does only allow him to follow you wilth less speed then normal. If you get confused by walls behind you, look at the ground patterns (grass/earth, rock, concrete or roads), they tell you where to go.
  3. IMHO Tanki is a very enojable game up to the M2 stage.. and get's a little boring afterwards. It get's boring at the stage, when you have to harvest and harvest and harvest crystals for the very expensive M3 gear.. while the prices for M3 equipment are that high, that a few USD or EUR won't help you much. I would guess most small buyers spend their money in the M1/M2 stage, simply as they can not affort a full price M3 kit in the shop. It serves the whales (few big spenders) but it does not help at all the small customers (ok, they have DCC and sales on crystals and sales in order to fill up small gaps.. but that does not solve the issue). Making M3 more affordable and M4 more expensive could help.. if there would not have been that microupgrade-update a year ago-.- The game is still a harvest-game during Mid-M2 up to M3; and especially at M4. And this is sad And actually Alterations do not help there. Additional Hulls do not help there. Because you can't enjoy them if you just harvest. (I know that harvesting and anoyance are a key item of F2P games, but timing this point in time to the moment when small amounts of money do not help any more seems not usefull to me) And if you lost the excitement that the game gave, and then face critical errors, mults and hackers (your precious time and crystals you harvest!!) and the negative "small anoyances" pile up, the balance of [what the game gives]-to[what it takes] might tip over. Most quitters that I know just "made the effort" to work themselfes up to Gismo and then they've been done with the game. They came occasionally and reduced theor online time more and more. the constant routine of crystal harvesting is what does it make boring (you don't enjoy battles that much if you are preassured to win at all costs) and the mults do truely rip through the tensed nerves at that point. Still this anoyance can not be overcome with crystals for the most of us. I would enjoy battles more, even if I loose, if: - If I can remember the good moments of the luck or the funny and odd situations and could laugh about that noobish mistakes I made - isntead of beeing grumpy that some noob cost me another 15 minutes of crystal harvesting by turning down my income by 50%. More fair fund distribution would help (and yes, I know, it has an inpact on drug consumption. But still).
  4. From the lifestream I almost got the impression, that their streategy to develop features over features and not taking care of a whole bunch of "small anoyances" seems critical.. and maybe wrong. If there are too many anoyances, you drive your customers away, no matter how many features you have. Give a customer enough "critical errors" per day, and he stops playing, no matter how many alterations you have in the pipeline. But after thinking a while: they do something about the critical errors. My game crashes a lot less frequent then a year ago. And actually it is not the job of the game designer to take care of the code (he's responsible for features and gameplay and such stuff; he is not the SW architect / lead programmer). So actually his task list might be good.. and the one's that set the priority of the programmers are to be blamed. Usually Marketing/Sales/...<Money oriented departments influence this decisions about priorities. As you are experienced in SW products you surely see the difference. btw: no offense, but calling someone an arrogant ... usualy makes you sound exactly like what you complain about :P
  5. It's not about beeing a virtual item; it's about earning money (important task for a commercial game like tanki). There are players that have full garages.. and they have no need for crystals any more. They play and play.. and the crystals just pile up. Those could fund a lot of low-rank players, that are likely to spend a few EUR or USD for a kit otherwise. So the problem is that they have to limit the transfer of _usefull_ stuff that can be purchased with crystals from one player towards a different accounts (from the same or another player) Holiday gifts and such stuff has no use in battle and is not a desired cosmetic (like XT or paints) - and therefore it's ok. Gifts are used as crystal sinks here. But for the turrets, hulls, paints, modules, .... for them every player is ment to work the account for&by himself; or take the shortcut through the shop. Other ways have to be prohibited, in order make the shop the _only_ shortcut, and therefore in order to finance the game. The good thing on the initial idea is, that it uses the shop (real money) to gift equipment. That should be ok (IMHO) as for Tanki it does not matter from which person the money comes.
  6. yep :) but honestly.. if you specialize on 3 positions, and from each one you can shoot (the same) 5 destinations, the piece of paper looks simple as that: My position A, Targets from left to right: 75°, 80°, 72°, 75°, 74° My position B, Targets from left to right: (some other 5 numbers) My position B, Targets from left to right: (again 5 numbers) then you drive in position, and bombard every hidingplace one after another - with "the biggest explosion you've ever seen" © Hazel So I guess the numeric indicators will be a short lived feature ;)
  7. How to become a Arty master by learning some numbers, posted there
  8. How to play an Arty today: with a lot of skill How to play an Arty soon: with aiming values on pictures from the internet I bet learning the numbers makes you more deadly, then developing skill. If skill is the factor that limits overwhelming power, it's just a matter of time until people skill up enough; or find ways to make their lifes easier. But if this moment comes and you reduce the power of the turret then, then all less-skilled players that love the turret and play without "aids" are in deep trouble. As you requested in your life stream I do not give ideas how to solve that (If you need some, just ask; I have plenty :P) ps: very nice live stream, was very good to hear the problems in the background of the game, and to get a general idea where it is heading to. Good luck ;) ps2: removing the values for elevation and giving a pure visual arc-indicator is not good enough
  9. I learned to make use of splash, and get killed rarely. So for me, it's a trade off. Sure I also had to change my way to play and move; so I can have either the sitting fortress mode, or the splash added firepower.
  10. it is ment different: It's not about banned players (banned = banned by tanki officials or the anti-flood system) It is about players that you personally have blocked (you, and only you, can't see their msg's any more) So if you block me, then I am "red" only in your personal view on the lobby / battle. All others do not know about it.
  11. BlackWasp777

    CLOSED — Cedric's "Virtual Office"

    ..and the forum does not only contain constructive cticism, it also contains constructive sharing of solution proposals, sourced by the players. Solutions are here; and if they are considered to not to work, then we miss the statements why they do not work. But as said, it's Tankis game and they decide.
  12. BlackWasp777

    48hrs experiment with supplies this weekend

    ^this made me laugh xD It's like:
  13. BlackWasp777

    CLOSED — Cedric's "Virtual Office"

    It was necessary to undertake the experiment on the real servers. On the testservers the players behave like kids in candyland.. you can not get any meaningfull statistics there. Technically, the lag is not caused by flash. My ping is 22 (close to awesome) and I use flash too. Still I had a laggy game vs a player that had a ping of 30..50 today (also good). If the ping of the participants is good, then the lag is caused by server overload. Server overload is caused by too many players on one server - or (!) >>> if the server has a lot of background load, like storing statistics all the time, because someone has switched on and enhanced the amount of statistic data collection (to evaluate experiments). Or did you talk about bad fps and not about lag? (sorry for the question, but there are truely so many players that can not / do not dstinguish between the one and the other). If you would have been here longer, you would have seen a lot of good proposals over the years, and you would have seen that tanki does not implement most of them. It's their game, they rule. But if the players are not happy, already game solutions, and still have to wait.. then they.. may at least complain ;)
  14. BlackWasp777

    48hrs experiment with supplies this weekend

    Supplies do not seem to be intended as giving power for the sake of power and tactics; they seem to be intended to give that "WOOOHOOO !!" effect -> players excitement. You don't get that effect with +20..+30%. Of course this +100% stuff has "various sideeffect", like making players feel like a helpless wimp if they run out of drugs -> players frustration. IMHO, as long as the drugs are ment to stay like that powerfull (and you would anoy a loooot of players if you half their effect), the only usefull way is to give each kind of players enough room, and convinient access, to the gamemodes they do like. It's already a lot more relaxed since Tanki offeres cheaper pro battle passes. Things like this would also help (just imagine it looks way more awesome, Tanki artists could do this better for sure :P):
  15. BlackWasp777

    48hrs experiment with supplies this weekend

    I'Ve never said it was perfect before the experiment :p The experimental setting kept your supplies deactivated in case you died. So you could not spawn and equip DA right from the start, in order to hide behind a house. In the old/current system you can do that, to work yourself out of a spawntrap; except they overpower you in terms of [amount of tanks] as well. Actually I think that spawntrapping should be a bit harder. I could imagine that the spawnmechanism of a tank is changed, so that it can fire 0,25sec before it can receive damage. This time is short enough to not harm XP/BP gameplay, while on the other hand each other turret can deal at least ONE shot before the tank dies.. to make sure that you wear down the spawncampers over time. (again this does not solve all issues, but it makes life a bit better).
  16. When I play an Isida on an M4 Wasp; charge fast towards an enemy's back for a kill or close of a friend's back to heal him, and I do have to BRAKE HARD (to not block or bump someone), then my tank's nose gets down so much that the new Isida aiming cone is not wide enough to keep the target in the cone (even it he would be in range). I literary aim into the ground. Please widen the cone up vertically, ty
  17. BlackWasp777

    48hrs experiment with supplies this weekend

    That's true, spawn killing is truely a problem with that system.
  18. BlackWasp777

    48hrs experiment with supplies this weekend

    I'm with you to keep it as simply as possible. Therefore I dislike the option to set a self-defined number for the supplies/minute, as I think that is is easier the other way around. your proposal (if I understood you correctly) implies the following controls Drops [on/off] supplies [on/off] smart cool downs [on/off] supplies per minute [1..n] => ..and every combination is selectable. => If I assume that suppl/min will range from 1..3, I end up with 2^3*3 = 24 combinations. The more combinations you give, the more will the players spread up to different battles.. or simply will not find battles that suit them. I think, that less options are the better way to go, in this case. As the creator is not alone and needs players too, the "more options the better" paradigm does not work here. The proposal that I made has just one control Supply Mode [ 5 modes from a drop down menu] By limiting the number of choises to 5 the battles will fill up much easier; and actually it adds only one gamemode to the existing ones (SCD extended) while making the interface and the choice in the lobby a lot easier.
  19. BlackWasp777

    48hrs experiment with supplies this weekend

    There is an idea in the forum that proposes to limit the supplies per player; but after some discussions we there came to the conclusion that a limit-per-timeframe would be the only thing that works. Actually SCD's supply this limit already.. but they are toorestrictive for some while they are too less restricitve for others. if you have a value for supply per minute that can be increased in steps of +1. then you might end up with a lot of different battles; which will make it hard for the players to adapt their tactics too. So I think the basic idea is good, but I would give less choices. If I remember it correctly, the idea that emerged from the thread that I talked about was like that: Supply game mode [choose one]: - drops off + supplies off - drops on + supplies off - drops on + supplies on, SCD extended (low drug rate/minute) - drops on + supplies on, SCD as usual - drops on + supplies on, SCD off (full drug mode) Color code: In the lobby / battle overview, the Star-symbols left to the battle, that tell us if it's pro or not, should have such/simmilar color code. Would make it much easier for the players.
  20. BlackWasp777

    Let's Discuss Railgun!

    you just compared a turret on DoubleDamage to your hull without DoublePower. Usually it takes 2 shots.
  21. It looks like this is your main account. Well, that's exactly how your Rail M0 works anyways ;) Most players reach M3 accounts, before they manage to line up targets intentionally.
  22. BlackWasp777

    Ask a Battle Mod

    Battle Moderators that care for saboteurs inside battles - they do not decide about game features. So.. wrong thread :p. Ask this in the Cedric's Office thread, in order to prevent a discussion here.
  23. Either most of the players have not yet realised that my Twins harms me.. or they are afraid to come close. Just a few make use of my disadvantage and close up to make me deal selfdamage. In the meanwhile I learned to make use of splash damage on my enemies :P I can not cap the point so often, but I can clean up the point area quite efficiently now :P :P :P
  24. BlackWasp777

    48hrs experiment with supplies this weekend

    I think the game would be better, if there would be no drugs at all up to the rank of . The game has enough that should be learned, it is soo much fun in those ranks without any drugs.. I think there is no need for them there. By having players overusing them, you just scare away potential players. To give both parties (druggers and non druggers) the chance to envolve, the pro pass access for low rankers should be cheaper (or best paid as part of the received battle fund.. like a -10% bonus payment :p) Of course I can not estimate the effects on the economics, as I do not know how much drugs are purchased by those low rankers.
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