Jump to content
EN
Play

Forum

ByeByeBye

Advanced
  • Posts

    1 283
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by ByeByeBye

  1. ByeByeBye

    Matchmaking is coming May 29th

    Why? We know what it will be like...it is inevitable. MM will make players wait until a full team is collected to start a game...ergo longer waits to join a battle. MM will replace players that leave from the queue...ergo getting placed on the losing team many times (maybe the new score system will help with this). MM requires mandatory exit at the end of each game, ergo no continuity of teams. MM will choose the map every time so in a ten minute game many players will lose the first minute or so with equipment changes...not fun and very different from choosing a map you are equipped for. And ...number 1....battles will become all the same all the time with no changes or choices...battle after battle after battle after battle after battle...8 vs 8 on a similar random map over and over and over and over...ad infinitum. We'll soon see who is right and who is wrong. Players will tell you about MM by not playing any more or ad much. Again, my prediction is 15000 to 18000 at peak times by August, maybe July depending on when Juggernaut is released 9this will make a splash and bump up volume...but it will fade) I am glad they found 8 vs 8 as the "optimal" number instead of the previous "optimal" number of 10 vs 10...this will help a lot, but there will NEVER be any change. EVERY battle will always be about the same. I am looking forward to seeing what the battle fund changes are and how they will effect the lsing team...this might have a huge impact on playability in MM, but neither of these thing will do anything to alleviate the tedium that MM will create.
  2. ByeByeBye

    Matchmaking is coming May 29th

    The DOOM is here. Tanki is now entering it's true death spiral. What a shame about these short-sighted inconsiderate developers and the destruction of a previously wonderful, fun game. Get ready for tedium, long waits, being squirted onto the losing team more often that starting a battle, tremendous rank bracket differences, and most of all, overall boring homogenized never changing battles, everyday all the time, with no chances or choices. We have lost all choice in how we play our previously fun game...and gimmicky equipment is supposed to take the place of skilled, practiced game play. Mark my words, Tanki is going to take a major hit in the fun quotient and thereby lose another huge batch of players...my estimate is 15000 to 18000 players at peak times by August...maybe even July.
  3. Why don't the developers consider a quad module...that way no one loses their LGC array. Less refund hassles, happier players and even the newbies get 4 slots instead of only three. It's a really easy fix and would benefit everyone. If we all had a four slot module instead of only three there would still be balance and still ten turrets that cold snuff you easily. If the devs hop on this quickly it would save a lot of ill will and couldn't be that much harder to code a 4 slot mod instead of a 3 slot. Even their conversions would be much simpler. Why is 3 written in stone?
  4. In regards to the LGC 4 slot modules....there is a very very easy fix that would make everyone happy. Offer everyone a 4-slot module at whatever price is deemed suitable shop/garage. Have a 3-slot module AND a 4-slot module. Why not? If everyone can get 4-protections, everything is equal and no one has to lose...easy
  5. I hear moderators talk about "fair to new players" ...I don't think there ARE new players...not many at least. Have you played any Recruit battles recently? They are filled with 90% experienced players that have made a new account. I remember the days when there were new players and the people playing Recruit battles are not newbies. So, basically, Tanki IS ignoring the wishes of it's long term established players. Tens of thousands of which have stopped playing Tanki altogether. How many more are about to be lost...and for no real reason....only a handful of moderators, sycophants, and a few actual players like any of these changes of the past year or two. Tanki just doesn't care what we think...period. They will do what they wish since it is their game and when it goes down the tubes, they will say it is natural attrition and the game's normal life cycle...not the real reason of toxic updates and their disregard for their player base. They speak with tortured rationalizations and think in tortured rationalizations.
  6. ByeByeBye

    Bugs and Glitches Reports [Closed]

    I am having a very hard time joining battles. The loading screen just keep loading until I get kicked for the two minute limit...I go back t the lobby. I can refresh or even drop the browser completely, clear my cache and log inn again...same thing. It takes about five to ten attempts to join a battle. Ideas? My internet connection is fine and I can go to other sites, stream movies, play Ark on Steam and have no problem at all. Tanki...really hard to join a battle.
  7. ByeByeBye

    Is tanki dying ? Lets discuss

    This is by far the worst thing Tanki has done so far. I believe this will soon become the 2nd worst thing Tanki has ever done. MatchMaking will supercede it and will ruin what ever is left of Tanki. The game will become monotonous and completely repetitive doing the same battle on homogenized maps. Even the different modes will blend together as all battles will be a full ten minutes every time and always ten players on each team with the losing teeam being refilled from poor sods waiting in queue. Get ready for another big drop in players by August 2018 a month or so after the novelty of MM and this new mode wear off. I'm guessing 15000 to 18000 players at peak times. At times I wonder if Tanki is trying to reduce player numbers to be able to keep the game going with less server cost...seriously, this is the only reason I can make any sense out of what they do constantly. They can't look at numbers and feedback from the forum and think they are improving the game.
  8. ByeByeBye

    Episode 170 of the V-LOG is live!

    At this point I agree, but I am betting MM will motivate players to buy pro-passes. Why not? Wonderfully, Tanki did away with contiguous mission chains so you can choose to do a mission or not. If you want to get away from the mindless semi-skilled non-pro forced entry battle MM will constantly create, go for the pro-pass. When players realize they are not really expensive stretched over a month long period, I'm hoping they will buy and create decent battles...I may be too optimistic. If this does not happen I foresee a very sharp drop in players by August when the novelty of the new mode wears off and the MM tedium begins...like 15000 players at peak times.
  9. ByeByeBye

    Episode 170 of the V-LOG is live!

    Personally, I have no problem with buying a Pro-Pass. I look at it as as "Tanki-tax". They are not terribly expensive at any rank and can pay for themselves in a few drug free battles (if you assign a crystal value to drugs). I find it very refreshing to play in less than jam-packed-chock-a-block-crowded-dog-eat-dog battles. One of the main reasons I dislike MM is that all non-pro battles will now all be the same...always full and overcrowded. Monotonous homogenized indistinguishable battles in every mode all the time. Tanki will become boring...each non-pro battle just a repetitive grind...exactly the same from day to day. With a purchased Pro-Pass we can still create and customize battles, earn xp and crystals. I don't mind paying for that with a small amount of the crystals I get from battles and rewards. In fact, the mission chain crystal reward at week 5 pretty much pays for a pro-pass...in all ranks above rank 5. And this Tanki-tax is only once a month. A minor inconvenience.
  10. ByeByeBye

    Episode 170 of the V-LOG is live!

    MatchMaking = Just plain AWFUL What a tragedy. I had hoped MM would still be at least a few months away. No choice, no control, jam packed maps all the time, waiting in queue, being sent to the losing team more often than starting a match, playing against players many ranks above you....just awful. I will update my prediction. I now believe Tanki will start to see less than 20,000 players at peak play times. I will guess that by August 2018, after the novelty of MM and the new mode wears off, Tanki will see 15,000 to 18,000 players at peak times. So very very sad to see this game degraded and degraded. Now the coup de gras. I just ca't imagine why the money people are letting ponytail boy get away with this insanity.
  11. Three days of double battle funds...very generous! Thank you! Nice discounts..and alterations included this time! Cool for the reduced price on MUs and SUs. The tier rewards are a bit too much for me to participate though. Even 400 kills in two days is a lot in this drug crazed environment...especially for only 3 containers. I love containers, don't get me wrong, but I have gotten WAY too many mines and DA already. It would be very upsetting to spend the time grinding out 400 kills only to end up with 375 more mines. Good luck to all who go for it, but I think I will give it a thumbs up, but pass.
  12. ByeByeBye

    Bugs and Glitches Reports [Closed]

    Since the Tanki servers were offline for a few hours about three weeks ago, I keep getting "fatal error, re-enter the game' messages about 50% of the time when trying to enter a battle on any map in any mode. In peak play times it is much worse...maybe 4 out of 5 attempts. When the server load is lighter or there are fewer players in a battle, I have a better than 50% success rate. Before the previous server meltdown, I had very little problem and was happy with the way Tanki was running. Now I spend as much time trying to enter battles as fighting in battles. I am only saying something now because I figured Tanki would be on this and get it corrected, but it just keeps happening over and over.
  13. ByeByeBye

    Mission Chains Update [April 27th]

    Uhhhhh...isn't that exactly what we have now?
  14. ByeByeBye

    Mission Chains Update [April 27th]

    I know you drank the Kool-Aid, but put down the pipe for a minute. There will be some lucky players that are placed in the beginning of a battle...after waiting in queue. But as the losing team is determined, players will start to bail as they are right now...what will MM have to do with getting people to stay on the losing team? The only difference is that now the game terminates as the losing side falls below a specific threshold. In MM the system will just keep squirting in queued players to the slaughter. This is just one of the many horrible outcomes of MM. It will not be fun to be pushed into an ongoing game on the losing team...and this will happen frequently...like all the time frequently. Completely full 10 minute battles all the time...just hope you get the winning team.
  15. ByeByeBye

    Mission Chains Update [April 27th]

    Consider: All these changes to the game over the past 1.5 years, including this new 10 minute battle, have been done to implement an inferior system...MatchMaking. LUDICROUS! Can the developers think that MatchMaking will cure all the evils it has brought so far? Do they actually think MatchMaking will make the game more fun????????? How can they be sooooooooooo blind? If a game isn't fun it won't get FUNded. I just don't get it. They had a great game...why turn it upside down and inside out to implement an MM system that 90% (just a guess) of the current player base doesn't want? Is it to draw a huge new player base from mobile devices? ...That seems unlikely and misguided to me. Do they actually think they are improving the game? (astonished disbelief emoticon)
  16. ByeByeBye

    Mission Chains Update [April 27th]

    I think the problem is that 3-10s are being played much differently than 2-15s. The 10 minute battle changes the way people play the game And restarting a game three times means three different groups on each team. All in all, 3-10s is harder to see crystal rewards or even kill count than 2-15s. At the very least it is more frustrating and has less "flow".
  17. ByeByeBye

    Mission Chains Update [April 27th]

    My guess is they need shortened battle time for the dread MatchMaking. They need to have a bigger turnover of players to keep queue time lower. The shorter each battle is, the sooner MM can scoot players back into the queue.
  18. ByeByeBye

    Mission Chains Update [April 27th]

    Sure...reduce mission rewards....hell, reduce them by 50% across the board, 33/% would probably be more equatable...fine, cut them too...only fair. Your 3-10 minutes battles being equal to 2-15 minute battles is a bit off. You must take into account the time it takes to get into each battle. Sometimes it takes me 30 to 60 seconds (even 90 sometimes) to load and spawn into a battle. Then there is a bit of time to get into the flow and get your bearings. 3-10 minute battle takes significantly longer than just 30 minutes so 3-10s and 2-15s are not even close to equal. A strong player could easily finish most missions in one 15 minute battle. Now with missions at the same quantity level but with 33% shorter battle duration, even a strong play has to do 2-10 minute battles to complete his missions. So what used to take 15 minutes now takes significantly longer than 20 minutes. Reduce mission objectives by 33% to equate with the 33% reduction in battle duration and reduce the rewards by 33% or even 50% (if Tanki is feeling mean :) ).
  19. ByeByeBye

    Mission Chains Update [April 27th]

    I dont think removing them is the answer....or even the problem. The real problem is the missions have stayed the same while the battle duration has been reduced by 33%. The mission bar should be reduced to match...or at least close. What was 5 boxes should now be 3 or even 2. What was 150 crystals should now be 100 crystals. If a Legend had to collect 10 repair kits before the update, it should now be 6 or 7. Battle duration was reduced by 33%. Number of Flags to win was reduced by 50%. Why are missions exactly the same in this new battle environment? Mission levels should be reduced by 33% across the board...crystal missions, experience missions, kill missions, supply missions. MatchMaking will make this situation MUCH MUCH worse than it is right now since you will have no choice of map, team, time left in the battle, or how dense the battle population is.
  20. ByeByeBye

    Mission Chains Update [April 27th]

    I'm getting a lot more one sided battles than previously...maybe it's just because it is the first day of 10min battles. The losing side starts losing its players whenever the first point or two is scored against them. What I'm seeing in CP, CTF, RGB, TDM is first side to score wins. Much worse than before...but it is just the first day, so time will tell. Mission levels did not change, so it is much more difficult to reach them in a 10 minute battle. Mission levels need to be reduced by 33% just like the time of battles was. 3 flags/goals in a 5 flag/goal game is too much. On my alternate lower account I came in 1st place in a DM match. I was in it from the very beginning of the battle and only got 115/125 crystals and 229/250 experience...and I came in 1st place. I think levels of missions need to reflect the shortened battle duration.
  21. ByeByeBye

    Mission Chains Update [April 27th]

    Now that it is 5 flags in an entire battle, a mission "Capture 0/3 flags" seems a bit unreasonable. Also the reduced time and number of flags yields exactly the same results as before except now the outcome is determined by the first flag captured. The team that didn't cap the 1st flag starts to bail and it turns into a blowout.
  22. ByeByeBye

    Mission Chains Update [April 27th]

    This is a very good question...I'm in the same boat. On Friday, I'm pretty sure we will finish week 4 after we claim a mission and if we decide to claim one more mission, we will have one day into week 5 which will complete next Friday if we keep up with claiming at least mission every day.
  23. ByeByeBye

    Mission Chains Update [April 27th]

    Friday is my weekly reward day. Even though I will lose out on one container and, apparently, some crystals & supplies, I am very happy to see this update. It has the potential to make Tanki FUN again. In fact, my daughter says she will start playing Tanki again now that the mission chain is cumulative and open ended. She stopped playing Tanki when they nerfed the turrets (she played Vulcan R.I.P). Personally I think I will like the 10 minute battles, but I can see where many players will hate them. I think it would have been better to leave them at 15 minutes. I guess they are doing this to interface with the dread MatchMaking silliness. Tanki is sure putting a lot of their eggs in the MatchMaking basket...and it is such an ill conceived idea.
  24. ByeByeBye

    Episode 169 of the V-LOG is live!

    >>>We pay for our unlimited phone internet as one flat monthly fee just like our home inet connection...the phone is actually a bit cheaper even. One aspect of players using mobile phones and i-pads is that they will most likely be VERY easy to kill. It will be junk to have them on your team, but with MM it will just be luck of the draw. In DM they will just boost PC players score and puff up the battle fund.
×
×
  • Create New...