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Unless the TO devs don't use version control -- and for God's sake, anyone coding for living will use source control -- this is absolute nonsense. I get that they may not WANT to restore a previous version, but saying they CANNOT falls short of credibility.
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In the "Shop" I am routinely offered an introductory item: a $3.99 package that includes 30,000 crystals, 7 day Pro Pass, and 20 of each supply. Someone has written code to offer me an item for sale. However, when I click on the package to buy, I see a message indicating that if I "buy" this item, I won't actually get what's advertised: If you can figure out when I'm trying to buy it that I already bought it, you can figure that out when you're creating the list of items for me to buy. Don't offer me something I cannot buy.
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If I offended, I apologize. My point does not revolve around the definition of "enjoyment of Tanki", but rather is just the assertion by me that this update is aimed more at the monetization of the Tanki users by the game owners than it is aimed at improving the game-playing experience/enjoymnet for those Tanki users.
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Quite true; the free-to-play model works well .... but only when (as the link you provided illustrates) the game follows some rules: "In a traditional game, the designer's only concern is to entertain the player, whereas in a F2P game, the focus is both on the player's entertainment and his monetization. This quote from Jamie Cheng, the founder of Klei Entertainment, best illustrates this difference: "Don't make people pay for entertainment. Entertain them so that they will pay."" Problem here is that TO isn't entertaining us so that we'll pay, TO is making us pay, and we're hoping to be entertained.
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This. It is depressing to see a fun game being ruined by what is perceived as a money-grab by the developers. The approach of "make a free game, build a base of players, and then monetize it" will ALWAYS result in disaffecting the early adopters, because it is by definition a bait-and-switch deal. If you make a free game, keep it free. If you want to make revenue off of it, start a new revenue-based game instead of forcing conversion of free-players to pay-players. Move people based on incentives, not with a stick. My recommendations: 1) find some element that people care about changing. Maybe that's a mechanism for combating mults or drug use. Maybe it's the ability to make a custom turret. 2) create a new game distinct from TankiOnline. I'll call it PayToPlayTankiOnline (ptpto) 3) put the new features into ptpto 4) IF players want that new feature, let them take their current account from TO to ptpto and play, for a monthly fee, under the new rule set 5) players who could care less about the features, or who simply don't have the money to play ptpto can stay on the old, vanilla, free version of Tanki
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