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Everything posted by DestrotankAI9
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I understand what you are saying, but I think you are shooting yourself in the foot with this suggestion - you are a non-buyer right? The Ultra weekends being every weekend is a great thing for free players, it means greatly increased income. If they were less frequent, the amount of Ultras - and hence rewards you would get - would be much less. Also personally, I like the events every single weekend - I think this is a big improvement on how the game used to be. Special modes every weekend, different from the previous weekend - sometimes standard DM, sometimes same equipment with special settings, sometimes something crazy and missions to complete personally makes MM a lot more interesting for me, and I know it does for a lot of other players too. I think the frequent events like we have now is a good thing, and as well as adding variety it also brings a lot more income to free players - which helps even the balance between buyers and free players, which is also a good thing. So in summary, I am glad we have special events every weekend - and Ultra weekends every weekend where there are no other special events - and I would be pretty disappointed if this were to stop. I wouldn't be alone on that. From the this Ultra weekend, I picked up Stun Railgun - yet another to add to the collection. If you complete the missions regularly, the rewards add up to you being able to have a chance against heavy buyers. So be careful what you wish for, if you are asking for free players income to be reduced from what it is now - which would not be a good thing. And also don't forget that with the much higher 1500 tankoin price for the battle pass, the Ultra weekends and events like that which reward Ultra Containers, is pretty much the only way that free players can access the "exclusive" augments and Ultra Container items. So with the price of the battle pass so high, regular Ultra weekends and events are even more important than ever for some level of balance between heavy buyers and other players.
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I'd say this is a more accurate analysis of why it ended. Giving players what they want (listening to, and acting on feedback), is a cornerstone of good game maintenance, and something that top game companies managing successful micro-transaction/subscription model games do well.
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Well, you could indeed be right - I hope that isn't the case. I'll give them the benefit of the doubt and assume they actually did take our feedback on board, given that they also fixed Viking overdrive with certain augments and turrets which was something a few players suggested in Ideas & Suggestions recently, and is another great update. I will take a positive change in the right direction for now, and I hope that more such changes will be to come.
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I don't know much about Tanki X, I never played it - but I doubt that it ended because of the devs 'giving players everything that they wanted'. There are lots of other games that try to give players what they want, along with the developers own ideas (as players don't always know what they actually want), and they are making millions. I think the failure of Tanki X was surely down to other factors - taking customer feedback into account and delivering based on that is essential and all the most successful games do that.
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Well I mean, we all complained about the 4000 stars change to the challenge since it was introduced, and said that we would like the stars put back to 3000 as it was too high. And now, they have put the stars back to 3000. So it would seem that they have listened to the players on this occasion, and rolled back a bad update. What's the alternative explanation? Now I admit that that happens rarely, which is why I am keen to say this is a good and positive change. There is even a policy stated within the Ideas and Suggestions section, that "suggestions regarding the removal of updates will not be accepted", and as far as I'm aware that is Alternativa's general policy with the game, given how they have operated in the recent past - which is a very bad policy indeed, and as I say unlike many other, more successful, game companies who listen to players and are willing to roll back bad updates. Mistakes are made by all humans - and sometimes they need to be corrected. Especially when your income depends on making the customers of your product (in this case Tanki Online) - happy. I try to offer fair criticism - if good changes are made (and recently there have been quite a few good ones), I will give positive feedback. If bad changes are made - negative feedback. I don't blindly praise the devs, or always only criticise. Only by doing this can we possibly indicate what we actually want, if you just criticise everything the developers do then your feedback becomes meaningless. Going back to 3000 stars is great, and reverting a bad update is great. I hope to see more changes like this.
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To be honest I don't mind the exp boost, given that we now have shards. The overall crystals/experience is higher, for those of us who don't play that much at least, with the exp boost but with shards taken into account - than before the exp boost but without shards. If we have no exp boost and shards, the income levels would be just too high. I also think in general it took a little too long to rank up before, personally. However of course, things were really good when the battle pass was 500 tks - but really for what you got it was perhaps too good value. The 1500 pass is quite a nerf to free players. What I would like to see removed is 2x exp on special events - which discourages play during those events for non-Legend players.
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Sooooo glad they have changed it back to 3,000 stars - best news for a while. Thank you for listening to the players, for once! Now at last casual players can complete challenges again, without having to no-life, and we can also complete challenges on alternate accounts. 4k stars was just wayyyy too much, this is much better. One other great thing about this is that they actually REVERTED a bad update, on the basis of community feedback - this is the kind of thing that Tanki needs to do more often. The policy of "we don't revert updates" is a bad one, and not commonplace among successful gaming developers - good developers are ready and willing to sometimes revert updates that the community totally dislike, and it is to the benefit of their games. Glad to see that (hopefully?) things could change - maybe the developers will actually start listening to the players.
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Well remembered, I'd forgotten about the hovering Juggernaut. I assumed that the overdrive for the giant hoverboi would be the same as for the standard one, but maybe not?
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Well if the bought Ultras truly have a lower drop rate then that is indeed a scam, they claimed in one of the answered questions that all types of containers have the same drop rate no matter how they are obtained, so then that would have had to be an outright lie if what you say is true. Would need more data from other buyers to work out what the truth is, either you have been astonishingly unlucky or there is something to what you are saying. But I do see many buyers walking about with the latest kit, on the day/ the day after release - so some people are clearly getting the good drops.
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Agreed, the 20k crystals missions are easy at Legend, and we only have 110 kills to make (sometimes crazy weekends have asked for 300), plus we have no overdrives mission. The battle points/200 or more kills/overdrives missions are what really takes a lot of time, so these missions are good and very easy by normal standards.
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There are some cool features in this game, and there is some fun and unique gameplay - but also some mind-bogglingly bad decision making, the change to the microupgrade button and decision to charge new players for previously free modules being two examples. If this game was managed properly it could be 10x better than it is now, and a lot more popular.
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Really stupid answer in my opinion to the question about a discount for the next modification, if we have say Mk5-5 of an item and have just unlocked Mk6. This would have been a logical fix to a very bad update. It is hugely stupid that you can no longer, without warning, upgrade your equipment once you have reached the unlock rank for the next rank - leading to totally wasted crystals on any microupgrades before then, and having to check carefully and not rank up until you have fully upgraded to the 10th modification. They say this was done to "make things less complex" and "easier to understand for new players", well it is now a lot MORE complex, and a lot HARDER and more frustrating for new players to understand - when they suddenly without warning find they can't upgrade their equipment any more upon reaching the rank for the next modification, and have wasted all their crystals up until that point. Giving a discount for the crystals already spent on microupgrades would have been the logical and fair fix for this, but of course no - not from these developers. Logic is not a thing around here, apparently. It is super annoying to have to check the wiki for when the next rank unlocks constantly on my alts, to make sure I don't accidently rank up and waste all crystals spent on MUs. I feel sorry for newer players who don't know, and will walk into this trap. Not to mention the ridiculous fact they have to pay an absurd 550 tankoins to get the same 3 modules all old players have - another truly ridiculous change. EDIT: Also, the new interface looks good. But I really hope that they do not add an indicator for Magnum as with the mobile version. Mobile players need to have some advantage with Magnum since it is harder to control there - but also this would make Magnum too easy to use on PC. We don't need to make everything super easy and remove all need for skill from the game, and also with this change Magnum will probably have to be nerfed as even players who haven't spent the time to learn to use it, will perform a lot better with it. Wouldn't be a good change IMO - Magnum is perfectly easy to use on PC as it is, and there is no need for an indicator.
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OK, well fair point for buyers I guess :) I am not a buyer, so the price for Ultras/Skins doesn't concern me - for free rewards as we get from the special missions, I am pretty happy with the current reward rate from Ultras and I wouldn't personally be complaining. For buyers however, maybe there is an issue - I really don't know. I would be in favour of a model where the developers aim to make more money off cosmetic items such as Skins/effects/paints rather than items which give an actual pay-to-win power advantage, but sure, those items need to be reasonably priced. EDIT: And yes for the exotic tier, 1% is frequent enough I would say. It is meant to be the rarest of the rare after all.
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There is a fairly high chance for exotics, they are still rare but I have seen quite a few Exotics from Ultras, from the ones I got for free on Tanki's birthday across all my accounts. The exotic rewards have to be rare, like 1% chance from Ultras and 0.1% from regular containers - if they are to remain valuable. You have a reasonably good chance to get good rewards, I don't have a problem with rewards from Ultras - I've done well out of them, but you don't get good rewards every time. Very often you don't - but that's fine. If you did, it would mess up the reward system in the game. Everyone walking around with vampire Isida and EMP gauss would not be a good thing, and if you got those rewards then they would no longer feel special - as they do currently. And by the way, yes I do think vampire Isida - along with several other Ultra augments - need a nerf. But that's another topic. EDIT: I see you said that you got an XT skin from a normal container. Normal containers do NOT have a higher chance for exotics than Ultras - quite the opposite - it only seems to be that way because you get so many normal containers, compared to Ultra containers - basic maths. Will you have a higher chance for exotics (in terms of ACTUAL chance, and not % chance) from 1,000 normal containers, than from 50 Ultras? Yes, you will. But will you have a higher chance for exotics from 100 normal containers, than from 100 Ultras? No, chance from Ultras will be 10 times more. 1% vs 0.1%, or something like that.
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The Ultras do not always give only speed boosts, you can get good rewards - I have gotten Crisis, EMP Gauss, multiple Legendary augments and so on from special mission Ultras, so you can get lucky. It is necessary to have a high chance to still get common rewards, to keep the good items rarer and valuable. And these special missions are pretty easy as special missions go - can be completed even by casual players. Now I don't agree with all the balance changes and other changes that are often made to this game, sure, but its kind of pointless to complain "Ultras give speed boosts blah blah blah" because you have a very good chance to get good rewards from them, and they need to give out common rewards also to keep the good rewards valuable when you do get them.
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I don't disagree with you that Tesla is OP - from my experience playing against it (which is limited), it does seem to be too strong. Once it is released to the garage, we will really find out exactly how strong it is. However, I do think that we can make good arguments from total experience gain that players have with certain turrets from the profiles - because the experience gain changes have made these statistics rather meaningless. I will make one final example, from the numbers that you quoted in your first post. Let us consider the experience per hour of the second player (as they have played quite a lot of hours with Gauss) with Gauss and with Tesla: Gauss 252 h 2.3 mil Exp __________________________________________________________________ Tesla 42 h 0.86 mil Exp So we can see this player has 2,300,000 / 252 = ~9,127 experience per hour with Gauss, and 860,000 / 42 = ~20,476 experience per hour with Tesla. Now, Gauss was released in June 2019, and the experience gain change, which increased experience gain by 4 times (and also came along with 2x experience events - 8 times experience gain during this events) came 15 months later. Tesla was released 9 months after that in June 2021, doing some maths we might expect that your total experience with Tesla should be 2x or more than for Gauss - for a player who purchased Gauss in June 2019 and has played consistently since then - if these turrets were equally strong. And guess what - experience per hour with Tesla is around double experience per hour with Gauss for this player - so that is what we would expect to see if Gauss was equal in power with Tesla. The only difference would come from the change in experience gain from September 2019. However, perhaps 1) this player purchased Gauss after September 2020, 2) this player had not played much with Gauss before September 2020, 3) the account was created during or after September 2020. If any of these are true, then it would seem that they have gained more experience per hour with Tesla than with Gauss - but we do not have this information. Therefore, we can not draw any conclusions at all from this data. As you can see, because of the huge changes to experience gain that have been made - the total experience gain for each turret on profiles has become somewhat meaningless information. If you work out how much experience a player earns over the course of a month with different turrets, by tracking their profile - then that information might give us something to work with. But with the huge change of September 2020, we can tell almost nothing from total experience with each turret on players' profiles.
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You are making a good point, but I maintain what I said originally - we can't really compare total experience/hour figures for turrets which were released after September 2020 (which is only one turret - Tesla) and turrets released before then (which is every other turret), unless the player's account was created after September 2020, because experience gain was increased DRAMATICALLY in September 2020. My experience/hour with Twins is higher than my experience/hour with almost every other turret I own. Does that mean that Twins is overpowered? No, it is because I purchased Twins after September 2020, whereas with most other turrets I accumulated significant playtime with them before then - the difference is simply due to the experience gain changes made in game. Now yes, the experience/hour figures for Tesla are very high, even considering all that. But still, we can't judge exactly how overpowered it is from these statistics, because there have been massive changes to experience gain in the game which will skew the statistics hugely. But yes, Tesla in its current state is overpowered - and we can tell that quite easily from playing with it, and against it.
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Tesla is very strong, however these statistics are a little skewed because don't forget that the experience was increased 4 times in September 2020, and we also started to have 2x experience weekends at that time too. Turrets which were released before then (which includes Gauss and Railgun) will therefore have been played a lot by people under the "old" conditions where you earned a lot less experience, whereas Tesla is the only turret that was released after that time - therefore even if Tesla was weak (which of course it is not), the experience/hour with Tesla would be much higher than with any other turret. The only way we can make a fairer assessment, is to look at a new account which was created on September 2020 or after, which also has Tesla, and to compare the experience/hour figures. For any older accounts, unfortunately we cannot tell much from experience/hour statistics, comparing newly released turrets to older ones where a large amount of playtime was under the "old", lower experience gain conditions.
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I am pretty surprised Tesla apparently isn't coming to the Garage this weekend, even with the release of Tesla XT. It does feel like this early access period has gone on for too long, now would have been the right time to release I think. It seems they are not releasing the Tesla augments this weekend, so it appears they are waiting to do that before the release Tesla to the Garage. I therefore suspect the release of Tesla will now be next Friday instead of this one as we would have thought. Any longer than that would just be very frustrating to the player base - frankly the fact that it isn't out this Friday is already a little annoying. EDIT: If it had released this Friday, that would have meant the early access period lasted for 6 weeks. I think that would be about right - I don't think early access should last longer than that - enough time for buyers to enjoy it for a while, but also not too long to remove the suspense for everyone else. Longer than 6 weeks and players will simply lose interest in the release, as they now appear to be.
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I suspect some of you folks are not interpreting the changes to Uranium correctly - I don't think overall Uranium has been either buffed or nerfed (possibly overall slightly buffed), though it will take in-game testing to determine. It says "Salvo reload time increase was removed", which doesn't really make sense - I suspect therefore that that is an error, and it should be "Salvo reload time decrease was removed", which means that you no longer get the faster extra arcade shot after the salvo - however instead you now get 4 rockets in the salvo, albeit with a slower firing rate. I think this is a good change overall, as with the 3 rockets (now 4) in the buffed arcade shot afterwards was no longer necessary, and this is "tidier", giving you effectively the same thing is currently aside from that 4th rocket having lock-on. Having a powerful but slower salvo will also feel more interesting IMO, adding to the "slow but dangerous" feel of Uranium. Arcade shot DPS has also received a minor nerf, which is no bad thing. Overall good changes to this augment IMO. Overall I have to say, I think these patch notes look pretty good - we have buffs to underpowered turrets, Firebird and Freeze (mainly Firebird was UP), and buffs to an underpowered status effect - Cold. Freeze Immunity and even Freeze resistance will now be more worth having. We also have some fixes to Vulcan with Viking overdrive and (hopefully) also to augments which dealt strangely little damage during Viking overdrive too such as Thunder Small caliber charging machine and Railgun Reinforced aiming transmission - and perhaps (I hope) to autocannon smoky and ricochet plasma torch too, which are also both useless with Viking. It seems @TheCongoSpider's Ideas and Suggestions topics have been listened too - if only they hadn't also listened to him about not giving Driver such an unjustified nerf, and also not making the already OP Shaft even stronger. Anyway, this is something in the right direction. The only possible concerns are if Firebird/Freeze have been overbuffed - and also the fact that we are heading even further in the direction of focus on Critical damage - all the time Armadillo module becomes more important. However, even Aramdillo won't save you from Firebird (especially Incendiary Mix) or Freeze with Dictator or Hornet during their overdrives, especially with Booster - the damage will be truly devastating. It is about time these turrets were relevant, so that's a good thing in my book as long as it hasn't gone too far. Also, the weekend missions look good and pretty easy, quite a nice event. So overall, pretty happy with this patch/event from what I can see. PS: #buffDriverDrone
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Well I used to think the same, but if you try to play with a focus on kill stealing in DM or Arms Race (especially) you will find that playing that way requires much more skill and judgement than just shooting random people. To be a good kill stealer, you have to look at the enemies around you when you spawn, and think about which one you would be likely to be able to get a killing blow, and after that a possible second target and so on. You need to keep track of the hp of your enemies around you, and with Arms Race also take into account the turret you are using and change strategy accordingly - for instance with Thunder/Striker/Magnum aim for groups of enemies. Nowadays if an enemy gets the kill steal on me, I congratulate them on having better judgement (though for sure, sometimes it is luck) but now that I've gotten better at kill stealing usually I make the right calls, and this doesn't happen anywhere near as often. If the developers wanted to make Arms Race not depend at all on kill stealing, they could have a set amount of damage to gain promotion (for instance 9000 or 12000). Although personally, I think that would not be a good system - a compromise would be better - 3 kills or 9000/12000 damage - that way, you can gain the advantage with kill stealing, but even if you don't get the kills, if you do enough damage you promote.
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Players should stop making assumptions that B0-NK will be released to the main game as a new turret, the developers did not suggest anywhere that this will happen, B0-NK is simply a fun and a joke turret for the Arms Race special event - you can even tell that from its weird name. It was meant to be a surprise and a joke, and it fulfilled its role. It will only be available in Arms Race, or perhaps in other special modes - if players decide they like it so much then maybe they might consider adding it, to be honest I am not sure that that would be a good idea - but who knows in the future. But as of now, B0-NK only appears in the Arms Race mode, and that is all the developers have ever suggested that will ever happen with B0-NK. It is not a new turret, and this has not been suggested at all.
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Well the milking has already been done ?, the new milking will be done via Ultra Container augments for Tesla - this is the new buyer advantage. Hopefully those augments won't be too gamebreaking - though they probably will be :( . According to the V-Log Tesla will be the first turret to get an augment with Jammer status effect - sounds painful for Hunters, Hoppers and melee turrets to face. EDIT: By the way I should say, I think that the early access model is a good thing for the game - much better than giving buyers a straight pay-to-win advantage such as with the 4th module slot. I think that Alternativa should do more of this, and less of giving straight up pay-to-win items that free players either do not have access to, or have little chance to access. At least with early access, everyone can get the items eventually - although buyers will get to use them first.
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Lol, well indeed he is :P . However, Riddler also falsely claimed it was coming on several other dates, with no valid basis. You can't get a question right in a test by giving all the possible answers at once ? .
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It is almost certainly coming this Friday, since they are releasing the augments etc., and given what they said in the V-LOG. Agreed with @numericable.
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