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Person_Random

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Everything posted by Person_Random

  1. Person_Random

    Let's Discuss School!

    It's time to wake up for school in 5 hours, and I still haven't slept. It's been a rough November: uni applications, preparing for finals, and some unforeseen circumstances really roughing it up. But I have hope it will magically disappear... just like a miracle ?
  2. Person_Random

    Ideas for Missions!

    Recently, returning back to Tanki for a spin, I got all of the most tedious weekly missions in a row: Destroy 500 enemies, Score 10 000 points, and finally, the most dearly loved Finish in the Top 3 15 times. These really grind my gear, especially the final one, where I start to panic whenever I join a game and the opponents are already up by a flag. To compare, the other missions are Use Overdrive 50x, Earn 10 000 crystals, and there may be one or two I might have not mentioned. It's a bit more difficult to do the earlier ones, and as I have learned after a semester in economics, the marginal benefit of doing the tougher missions outweighs the marginal costs, which means I won't want to play. I'd like to even the odds and better the playing experience, but first, let's look at why these missions are tougher. Let's compare the time taken: - Destroy 500 enemies. On average, I destroy about 10-15 enemies. Using a lower figure of 12, that is 41.667, or 42 battles I'll have to play. - Score 10 000 points. On average, I score about 150-500 points. Using the value of 250, a lower value that is more representative, that is 40 battles I'll have to play. - Finish in the Top 3 15 Times. There is no concrete mathematical way to derive an average amount of battles, so I used some screenshots to come up with an accurate value. On average, there is around an 85% chance I am in the top 3 on PC (~20% on mobile) and an unknown chance that I will be on the winning team. Using some statistics I just took, I had a winning team 6 out of 15 times, or 40%. We'll use it as my low value and use the top 3 percentage as 80% to account for battles played on mobile. With some reverse math, that becomes 46.875, or 47 battles. - Earn 10 000 crystals. On average, I earn about 500-2000 crystals, or 250-1000 without premium. Using the value of 500, a lower value that is more representative, I'll have to play 20 battles. - Use Overdrive 50x. On average, I use my Overdrive (Wasp/Hunter/Hopper) about 2-4 times a battle. Using a value of 2.5, a lower value that is more representative, that is 20 battles I'll have to play. For latter two, I am capable of finishing these missions in around 5 days playing normally, even on mobile. However, for the first three, I need to play an average of 115% more to finish these missions, which means quite a bit of playing outside my missions. I then lose the desire to play as it is not optimal for me. I feel that some changes need to be done to make the more challenging missions more appealing and less time-consuming, especially for people with less time to play. I know this may be bordering on changing the rewards, which I really do not want to do, but there are two options one can do here with these more challenging weekly missions: 1. Making these missions somewhat easier. 2. Make the harder to finish missions more valuable. Here are a few suggestions: 1. Making the more challenging missions easier. - Destroy 500 enemies -> Destroy 300 enemies (-40%), reducing battles on average from 42 to 30. - Score 10 000 points -> Score 5 000 points (-50%). Battle points do not increase with the experience multiplier; it seems more achievable at 5 000 than 10 000. Reduces battles played on average from 40 to 20. - Finish in the Top 3 15 times -> Finish in the Top 3 10 times/Finish in the Top 3 (regardless of winning or losing) 20 times (-33.33%). Both ideas would theoretically reduce battles played from 47 to a more comfortable 32; according to my personal experience, the latter reduces gameplay stress by an incredible amount, especially when you enter a battle trailing by a couple flags. 2. Make the harder-to-finish missions more valuable. - Time taken is 115% as much, so perhaps doubling the rewards would help. But it is not a good idea to suggest changing rewards, so this is only a last resort. All right, that's all I have to say about missions. Thanks for taking the time to read this, and hopefully, some of these changes will end up changing weekly missions and making them more appealing and easier to complete.
  3. Person_Random

    im lonely

    All these are some wonderful suggestions; thanks for the support ? Right now, I am busying myself with Tanki and real-life work, so it's not as bad as it used to be (*cough* studying for exam *cough*). It does suck that I can't talk to any friends, but it is what it is.
  4. Person_Random

    Congratulatory post

    Congrats to the new spectators @Vegas, @SniperSh0t, @Do.Or.DiE. Great work so far - keep it up! ?
  5. Person_Random

    im lonely

    + Learned this the hard way.
  6. Person_Random

    Congratulatory post

    Congrats to the Helpers on winning Helpers vs. Players. I am especially proud of Round 4's results, where three of us reporters represented our team with an amazing performance. #reportercontrol Great work to both teams! Looking forward to next time; I might even participate once I get some awesome Mk8s ?
  7. Person_Random

    [Forum Game] Avoid The Question

    I moderate the AWS. It is a fun task. Do you prefer stories or articles (guides/reviews)?
  8. Person_Random

    [Forum Game] Avoid The Question

    Oh no... not a reading quiz! I haven't studied ? Do you prefer reading or writing?
  9. Person_Random

    [Forum Game] Avoid The Question

    I somehow thought of coconuts as I read this. Are coconuts fruits?
  10. Person_Random

    Episode 279 of the V-LOG is live!

    Yikes. I don't know if I'll have time to cover this experiment; I have finals coming up soon. Interesting concept, though.
  11. Person_Random

    Emojis and Reactions Update

    Given that I'm shaking so hard right now, I guarantee that it will be 100% unintelligible. Enjoy soonTM
  12. Person_Random

    Emojis and Reactions Update

    Yeah, for me, it's a bit of a toss up. I like the fact that everything lines up, but it's a little strange to get used to them after using the old reactions for a while. We'll see though. Full review coming soon ?
  13. Person_Random

    Bracket Masters - CCXIII Playoffs

    Contest is closed. Form should be closed momentarily.
  14. Person_Random

    Congratulatory post

    Congratulations time, so you know it's party time ? Congrats to @JuschedRE on becoming a full Event Helper. Great work! Congrats to @zaf1933_Tanki and @Xone on becoming Translator Candidates. Good luck with your candidacies!
  15. Person_Random

    Bracket Masters - CCXIII Playoffs

    Good point! I wouldn't want to penalize readers for copying the winners if that's what they please, but actually that is a great idea. In my original statement, I didn't mean to say "no copying my grid by the winners", but rather "no copying and pasting my image". That's a lot clearer and I'm glad someone brought it up. I'll keep it in mind for the next one ?
  16. Person_Random

    Tanki Picture of the Day - Have any?

    Good News: Ranked to Major ? Bad News: It was in MM because I had to complete an incredibly long and annoying mission. Would have liked to give RaS some business ? Enjoy. Probably last or second-last rankup of year/career; too busy with school/helper work to continue playing.
  17. Person_Random

    Bracket Masters - CCXIII Playoffs

    Last Call: Contest Closes at 20 MSK tomorrow, November 20. Results announced in one week.
  18. Person_Random

    Mad Tanks!

    It is true, but to a degree. I tend to use Hopper-Fire on mobile. Right now, I don't have much other higher modification equipment (Mk5 10/10 or higher) with the exception of a few turrets that mobile and I don't get along with, but I'm hoping to change that with the acquisition and upgrade of a few more longer ranged turrets. But these past weeks, I've played as several different combinations (though my data was taken on Fire-Wasp on the first day for simplicity's sake), and overall, I find it alright on PC but much more so on mobile. it isn't because of the buff but rather much more. Now, now, before I spill too much information... One final thing: please don't assume that just because I use Fire and Wasp most that I used it all the time. I did use it more since I'm most comfortable with it, but I made sure I had a pretty comprehensive review by covering some of my other turrets and hulls, namely Ricochet, Hammer, Shaft, and Hunter. I used Fire-Wasp for its thrift back then, hence the sheer number of hours; I barely played 5 to 10 hours testing. Just a note ?
  19. Person_Random

    Mad Tanks!

    Unpopular opinion: the experiment was pretty decent (especially on mobile, far fewer deaths). Full review coming soon.
  20. Person_Random

    Analyzed: Tanki's Big Experiment

    No, no, get out from under the table, we are not back in your nightmare science class, but indeed, Tanki did do an experiment. (No, the scientific method was not involved) We’ll be breaking down the main points and getting to specifics. ____________________________________________________________________________________________________________ Abstract In case you aren’t aware, Tanki did some sort of experiment where some gameplay factors were affected. This change lasted for two weeks but felt like two years since I was playing the entire time. And of course, there were quite some significant effects on how Tanki gameplay changed. Let’s break everything down from the experiment one by one, starting with the purpose of the experiment. Purpose Many have been complaining about battles in maps too large for a team to play on, and it just isn’t fun. Some people wanted the maps to be removed from the MM maps list. In turn, these requests were granted, but some other changes had to be done to ensure that balance was maintained. But before they became final, Tanki wanted the players to test it out, and here we are. Experimental Design Concept: The goal is to see if the smaller 6v6 gameplay makes the game more team-oriented. By answering the analysis questions below, I’ll be able to give some insight on whether I believe this change allowed team gameplay to shine or not. Summary: To track how the experiment affects me as a player, we’ll divide this experiment of the Experiment into two groups: the control group (pre-experiment game situation) and experimental group (Experiment game situation). The data numbers from each group will be recorded as well as a general overview of the game experience. Procedure: 1. Log in to Tanki Online. 2. Play some MM battles before the experiment. Record full data in the following scenarios: complete win, draw/close match, complete loss. 3. Change some gameplay balance factors in the game: Hulls’ HP: +100% Turret Energy: +100% (Firebird, Isida, Freeze, Ricochet, and Twins) MM Map Pool: - Мagistral, Highways, Massacre, Stadium, Solikamsk, Brest, Wolfenstein, and Yorkshire Max Players on a team: -25% (8 → 6) Battle duration: -29% (7 → 5 minutes) Overdrives: Active Time: +100% (Viking) Damage: +100% (Wasp) To check this out in action, I have linked a video that will help you grasp the meaning of this. I would have liked a side-by-side comparison, but none turned up and this is the best I could find. It’s still a decent comparison, so definitely watch if you need clarification. Check it out here. 4. Play some MM battles during the experiment. Record full data in the following scenarios: complete win, draw/close match, complete loss. 5. Repeat Step 4 multiple times to ensure a complete view of the experiment. Results Let's divide them into two categories and three subcategories: Pre-experiment and Experimental Conditions. I'll also add win, loss, and draw/close game situations. Pre-experiment: Experimental Conditions: I also analyzed the results and compiled them here on a table if you're too lazy to scroll through the slideshow. Enjoy the number crunching! Pre-experiment: Battle Scenario Score Crystals Kills Assists Deaths K/D Other (e.g. caps) 1 Loss 255 634 12 0 8 1.5 1 cap 2 Win (close) 310 970 14 2 6 2.33 1 cap, 1 cap assist 3 Win 385 694 23 3 7 3.29 1 cap assist Avg - 316.7 763 16.3 1.67 7 2.37 - Experimental Conditions: Battle Scenario Score Crystals Kills Assists Deaths K/D Other (e.g. caps) 1 Draw (TJR) 140 392 6 5 4 1.5 1 JGR kill assist 2 Loss 120 334 6 6 5 1.2 - 3 Win 270 712 12 3 3 4 1 cap Avg - 176.7 479.3 8 4.67 4 2 - Side-by-side Comparison: Stat Pre-experiment Experimental %Change Exp. (adj.) %Change (adj.) Avg. Score 316.67 176.67 (-140) -44.21% 247.34 (-69.33) -21.89% Avg. Crystals 763 479.3 (-283.7) -37.18% 671.02 (-91.98) -12.06% Avg. Kills 16.3 8 (-8.3) -51.88% 11.2 (-5.1) -31.29% Avg. Assists 1.67 4.67 (+3) +179.64% 6.54 (+4.87) +291.62% Avg. Deaths 7 4 (-3) -42.86% 5.6 (-1.4) -20.00% Avg. K/D 2.37 2.0 (-0.37) -15.61% - - Obviously, I had fewer kills, score, and crystal rewards with shorter battles, even when adjusted, but that could easily be attributed to the shorter battle time. But one factor I’d like to note here is that I received much more experience through assists with the experimental settings, whereas I hardly received any experience through assists in the control settings. Due to the additional amount of “help” from my teammates, my average K/D in the experimental settings was also lowered, but not as much as I thought. Let's discuss some more additional general findings. Each gamemode became a bit more different in terms of scoring. For example, in ASL, it was usually a landslide in favor of the Red Team instead of a more balanced game, while in modes such as CTF, TJR, and RGB, we were met with an influx of scoring/boss kills due to the lack of defending team members. In CP, it stayed roughly the same, while in TDM, the scores were definitely a lot lower. The largest difference was on mobile. I tested a variety of turrets and hulls on mobile (usually the hovering hulls), and the boosted health actually brought a boost in performance due to the increased health. Usually, I make pretty silly maneuvers and lose control, costing me some health, but with the double health, I was able to last a lot longer. For more findings, let's move on to analysis. Analysis Questions I’ll be using the analysis questions provided by Tanki to help determine if the update was beneficial. Do you think that there were fewer occasions when you were destroyed where you spawned and were consequently completely useless to your team? Short Answer: Yes. How did the benefit of well-timed overdrives and drones change? Short Answer: Not much for the drones I used, more so for overdrives. How did the importance of team gameplay change? Short Answer: Team gameplay has definitely changed, but I’m not sure how the importance has changed. Could this experiment change your interest in the game? Short Answer: Not really. Do you have any suggestions on how to improve these changes? Short Answer: There’s not much possible to do for the changes; however, it would be great if it were not to be implemented in PRO battles. Conclusion Overall, I’d say that the experiment was a more positive than negative experience in MM. Though I was not able to earn as many points (even when adjusted) and play as competitively as I wanted to at times, causing a bit of frustration, I was still able to have some strong moments in battle. Additionally, I feared having too short of a battle, but it turned out to be helpful at times - when stuck in a losing situation, I wouldn’t have to wait an eternity or quit. At first, it was harder to get accustomed to, but over time, I grew fond of the change. I’d just say to keep it in MM, make the changes a little less drastic, remove Archipelago (why is it still here), and adjust according to game balance. Are you actually reading the caption? ____________________________________________________________________________________________________________ With that, it’s time to wrap up this lab report hopefully I got a 25/25 review. If you’d like to share your thoughts on my review, do so below; if you have some differing opinions, feel free to voice them here or on the Mad Tanks topic. Otherwise, that’s all for now; see you later!
  21. Someone has been catching me in battle for too long ?
  22. Person_Random

    Bracket Masters - CCXIII Playoffs

    Yes on writing the champion, just put it below, but it's a no for the scores - just winners. Hope that helped! Here is an example; please DO NOT copy it.
  23. Person_Random

    Emojis and Reactions Update

    Detective ?️ is now out of business. Can we get an F in chat?
  24. Person_Random

    Bracket Masters - CCXIII Playoffs

    If you mean add the names of the teams onto the picture, then all you need to do is just simply use an image-editing program and save your changes. Then you're all set!
  25. Yikes... didn't see that ? *guillotine creaks*... I'll make an announcement about it and extend the deadline as well as make a more concise checklist for making contest Google Forms. Thanks for letting me know!
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