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Everything posted by DestrotankAI9
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Notification about discontinuing of the game in the Netherlands/Belgium
DestrotankAI9 replied to Blutaar in Archive
For sure man, this has made me research it too and it looks like big things are happening about loot boxes in games across the world. Alternativa simply have no choice, if they are going to shut the game down for these 2 countries they are soon going to have to do the same for many more - which simply won't be viable unless they plan to only have players from Russia and the Middle East. They must provide an alternative to bought Containers and Ultra Containers so that the game is once again playable for Netherlands/Belgium players, or they are going to end up losing a vast amount of revenue as more loot box bans come into play. Might as well start providing that option now. If I was a government minister I would fully support any ban on loot boxes/pay-to-win buyable content, I think Netherlands and Belgium have made an excellent and forward - thinking decision to ban them. They are questionable because children do indeed play games such as these, and they may indeed encourage compulsive buying and could well encourage the development of gambling habits. I even know adults who are problem gamblers - I have a friend who went into over £20,000 debt gambling even though he is a very intelligent and organised guy. I understand why game companies might think these things are fun but I think there are better and more ethical ways to make income, Tanki Online for one can change and must change if it is to survive in the future. -
I am afraid when you look at how they have just decided to treat these Netherlands and Belgian players (and many of these even buying players) in this situation this really shows something of their attitude to the player base - and that something is sadly not good. Just Google on how other games have responded to this law and you will see a marked difference, compromises are made to make the game still playable for players from these regions and a full and public explanation is given from the developers. Also - one very popular game Tank game (which shall remain nameless) which uses loot boxes won't even allow discussion on the forums of VPNs to get around the new laws (any threads about such things are shut down), yet Alternativa is directly telling players to use a VPN to get around the laws and play the game - I am sorry but this is not ethically right. The correct response is to make the necessary modifications to the game in order that players from these regions can play legally without a VPN, and this would not be difficult to do. Indeed - they will soon have to do this anyway if Tanki Online is to remain playable in a vast number of countries as the law on loot boxes tightens, so it is in their own interest. Now I know Alternativa is just a relatively small games development company and that English isn't their first language, but still it is easy - just remove buyable loot boxes (Containers and Ultra Containers) from the shop for players in these regions, and also modify methods that would allow you to get "free" lootboxes from the battle pass/weekly missions/special missions more easily. Other than removing containers from the shop, some changes would need to be made to premium account and containers within battle pass changed to something else. "Free" containers from weekly/special missions are still OK, and Items obtainable from Containers/Ultras only can be sold through other ways if desired. I will aim to publish a suggestion for the simple changes needed that Tanki could legally still operate in these regions when I have more time shortly after Christmas.
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OK this looks cool :) Nice that everyone gets it too
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Notification about discontinuing of the game in the Netherlands/Belgium
DestrotankAI9 replied to Blutaar in Archive
An article about discussions to ban lootboxes in the EU: https://sbcnews.co.uk/esports-fantasy/2020/07/29/eu-research-agency-demands-urgent-action-on-loot-box-consumer-safeguards/ And in the USA: https://techcrunch.com/2019/05/23/the-u-s-senate-is-coming-after-loot-boxes/?guccounter=1&guce_referrer=aHR0cHM6Ly93d3cuZ29vZ2xlLmNvbS8&guce_referrer_sig=AQAAAMgTDaO3zcErsU15T9cMw_YENeHeuuJyAM5f4PxdPWZEq3_wiOeU1eovJzyBdf6VfJmNCmiUTI4WQwp_SVBzXZJSA3QXx4UpetfXBLmlvTU8F6GaJOwUFGIV9FeehdyxCVGYVOJx3760yhhV6-6OMm5D-Va1ximwBe3MdONsMnk9 Alternativa need to think about an alternative model, unless they plan to soon ban us all. -
Thanks man, I am sorry for the situation you guys are facing :( Yes at least you have a VPN for now - I don't know much about VPNs but I gather NordVPN or SurfShark are good. Anyway, it is very easy to find more about this situation with some quick google searches, but here is one article: https://sbcnews.co.uk/esports-fantasy/2020/07/29/eu-research-agency-demands-urgent-action-on-loot-box-consumer-safeguards/ This issue is not going away, and it is going to soon affect many of us - NL and Belgium are just the first. Tanki just can't do this, unless they plan a future with only Russia and the Middle East or all of us forced to play on VPNs. Just put in the effort to make some changes like other games have - it isn't hard - Tank survived for years without containers which only were introduced to the game a few years ago, so there is no reason they can't still do that now.
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Notification about discontinuing of the game in the Netherlands/Belgium
DestrotankAI9 replied to Blutaar in Archive
I think this is very sad news, and very much not the right way to go about this by Alternativa for many reasons - this is just not fair for NL/Belgium players. I will accept of course that these new laws do put the Tanki developers in a difficult position, but this is not the right approach. I regret that I haven't commented on this issue sooner - unfortunately now it is near to the time that NL/Belgium players will be banned from the forum unless they use a VPN, so they may not even be able to discuss their thoughts with us about this any more. I am getting ready for Christmas (obviously!) so to save time I will quote myself from a post I made about this in the Festive Celebrations topic where I covered quite a few points on this: "While all of us are enjoying the special events tomorrow is the day that Alternativa will start restrictions for players from the NL/Belgium regions, they may not even be able to access this site, and they won't be able to play (except on VPN) in 1 weeks time. Many players from NL/Belgium have played the game for years and put huge effort into their accounts, and many of them have even spent a lot of money in the game (probably many on the huge Black Friday sales only recently) and the way this has been handled is a total disgrace from Alternativa. This announcement came with only a short 2-3 week notice period after many have spent on Black Friday, and for this major news there is no forum post, no public apology and explanation for this from the developers - we wouldn't even know about this if players from NL/Belgium hadn't told us.This comes because of the new laws regarding loot boxes in NL/Belgium. Now many other games (I can't mention the names here I suppose) have made changes to their games to comply with these new laws and allow NL/Belgium players to continue to play the game. It would have been well within Alternativa's power to do the same, but instead their treatment of players for years from these regions, and indeed many paying customers is a shame. If they treat players from these regions like this, this shows their attitude to players in general I'm afraid - I would certainly be reluctant to invest money in the game seeing that they would plan to pull something like this.I will accept that indeed these new laws do put Alternative in a difficult position but this is far from the right response. The only positive spin I can possibly put on the lack of a public announcement, explanation and apology to NL/Belgium tankers is that they do no want to draw attention to the fact they are asking people to get around the new laws by continuing to play Tanki on a VPN. I am not sure if there is any law against this but these laws were made for a reason - encouraging players to use a VPN to technically break the laws of their own country is dodgy at best. Furthermore players from these regions will not now be able to buy in the Shop (unless they actually lie and say they are from a region other than NL/Belgium - which Tanki can't ask players to do), so really this is hurting Alternativa also. They need to do the right thing by players from these regions and put in the effort to make changes so that these players can still legally play, just as other games have done. This is the only right and fair approach.By the way - my country (the UK), the EU and USA are all looking into banning lootboxes. So when a lootbox ban for these countries comes (and it will), will they ban us all? They need to think more carefully about this and do better for NL/Belgium players, make the right changes, they might as well because new laws are coming across Europe, and other parts of the world, and this issue is not going away." As I mentioned at the end - the EU and many other countries are looking into a lootbox ban - the UK has just finished gathering data on loot boxes to assist with making new laws. A ban has been discussed in the US Congress. So unless Tanki online is going to be a Russia/Middle East only game Alternativa need to start thinking about a different model - and doing the right thing to make changes for NL/Belgium players would be a good start. It would have been quite easy for them to make some changes, as other games have, to make the game legally compliant and allow these players still to play - I am busy in the coming days but will publish my suggestions soon if that may be of any help. I hope Tanki will do the right thing by NL/Belgium players and reverse this shameful decision, and apologise to players from these regions. -
Wow well the devs have went to some effort for this Christmas and NY celebration, I must say it looks great - however everything is overshadowed and tainted by one sad thing which I will come to later. I will start with the positive: really nice of the devs to effectively give us 6 free ultra containers tomorrow with those super-easy missions - and also many of the other missions are easy enough to complete. "drop 5 gold boxes" is a buyer only mission unless you get lucky, but still most people are never going to get 50k battle points in a week anyway so it doesn't matter - many of the missions are achievable for the average player. Don't like the x2 exp but we have cool special modes, and even the snowman paint events look interesting too. And the gingerbread mines are a cool touch, lol. So all in all looks great - and of course the awesome 50% sales. However this is the problem, as Noghtfly has mentioned: While all of us are enjoying the special events tomorrow is the day that Alternativa will start restrictions for players from the NL/Belgium regions, they may not even be able to access this site, and they won't be able to play (except on VPN) in 1 weeks time. Many players from NL/Belgium have played the game for years and put huge effort into their accounts, and many of them have even spent a lot of money in the game (probably many on the huge Black Friday sales only recently) and the way this has been handled is a total disgrace from Alternativa. This announcement came with only a short 2-3 week notice period after many have spent on Black Friday, and for this major news there is no forum post, no public apology and explanation for this from the developers - we wouldn't even know about this if players from NL/Belgium hadn't told us. This comes because of the new laws regarding loot boxes in NL/Belgium. Now many other games (I can't mention the names here I suppose) have made changes to their games to comply with these new laws and allow NL/Belgium players to continue to play the game. It would have been well within Alternativa's power to do the same, but instead their treatment of players for years from these regions, and indeed many paying customers is a shame. If they treat players from these regions like this, this shows their attitude to players in general I'm afraid - I would certainly be reluctant to invest money in the game seeing that they would plan to pull something like this. I will accept that indeed these new laws do put Alternative in a difficult position but this is far from the right response. The only positive spin I can possibly put on the lack of a public announcement, explanation and apology to NL/Belgium tankers is that they do no want to draw attention to the fact they are asking people to get around the new laws by continuing to play Tanki on a VPN. I am not sure if there is any law against this but these laws were made for a reason - encouraging players to use a VPN to technically break the laws of their own country is dodgy at best. Furthermore players from these regions will not now be able to buy in the Shop (unless they actually lie and say they are from a region other than NL/Belgium - which Tanki can't ask players to do), so really this is hurting Alternativa also. They need to do the right thing by players from these regions and put in the effort to make changes so that these players can still legally play, just as other games have done. This is the only right and fair approach. By the way - my country (the UK), the EU and USA are all looking into banning loot boxes. So when a lootbox ban for these countries comes (and it will), will they ban us all? They need to think more carefully about this and do better for NL/Belgium players, make the right changes, they might as well because new laws are coming across Europe, and other parts of the world, and this issue is not going away.
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You are right indeed, "unbalanced" would be a better description for Firebird and without Heat Immunity Firebird does deal too much damage (outside of Juggernaut mode of course, as all Juggernauts now have "Heat Immunity"). If you are using Heat Resistance then it is all balanced like it was before. The Hull Augments have caused both these problems, we have Heat Immunity which makes Firebird useless, and Heat Resistance which is fair and balanced - but this is the lowest level of afterburn protection available and it costs 245,000 crystals outside of a sale, per hull. So unless you get lucky with containers that is like a 50% protection module that you have to buy for every individual hull - 2,450,000 crystals if you want it for all 10 hulls currently in the game. The fair and right thing for Alternativa to do (which I doubt they would) is to make Heat Resistance "Lesser Heat Resistance" with 25% protection, for a much cheaper price, and to convert Heat Immunity to "Heavy Heat Resistance" which gives 50%, and have it available for the 245,000 crystals that Heat Resistance currently costs. Also, to make Juggernaut vulnerable to Fire effects again (or to remove its Immunity to status effects in general as that isn't good for balance) and find another solution to balance the mode, if status effects cause an issue. Then Firebird burn protection will be more easily obtainable, and not either Op or useless like it is now. Also Firebird stock and all Firebird alterations will once again be useable at Legend (instead of just 1) and in Juggernaut. Incendiary Brand/Heat Immunity(or rather Heavy Heat Resistance) will now be balanced. Simple changes but the kind the devs seem never to want to make - they seem to want to try to sell imbalanced items for money not realising that if they destroy game balance (and key aspects of gameplay) the game will be less fun and lose players (and eventually income for them) in the end. If only they would learn to balance the game properly, and value long-term rather than short-term gains like other, much more successful, developers do.
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Wow, I would definitely have to disagree that Firebird is OP - in fact I think it is underpowered right now. Why is this? The main reason is Heat Immunity, and other other reason is the changes to Juggernaut mode. Have you tried using Firebird in Juggernaut recently? It is useless - Tanki very unfairly made Juggernaut Immune to all status effects which includes Firebird damage over time, which is just ridiculous because this means it is the only base turret which has its damage nerfed vs Juggernaut. Also with Heat Immunity now, which more and more people are getting all the time at higher rank it is becoming very weak at Legend - unless you have one Augment, that is Incendiary Mix. I think it is a disgrace that Firebird should be forced to use one Augment only, base turret and all other Augments - Compact Tanks/High-pressure pump/Adrenaline useless at Legend rank, and becoming weaker all the time as more and more people get Heat Immunity. Heat Immunity badly needs to be nerfed to 50%, and also the Juggernaut needs to be vulnerable once again to Fire effects - once that is done I think then Firebird could be adjusted, perhaps - but honestly I personally don't think its OP. Firebird is only good now at low/mid ranks thanks to Heat Immunity - and not in Juggernaut mode. Unless you use Incendiary Mix it is weak at Legend (and getting weaker all the time as more people get Immunity augments), and also useless in Juggernaut - I think it is very unfair that one turret only has an Immunity augment that makes its stock turret useless, and also the Incendiary Mix Augment removes the whole main gameplay of Firebird (the afterburn) so its quite boring to be forced to use all the time.
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Fair play good sir, that is quite terrible ? Although this was during the 16v16 experiment, you win by 1 rank difference ? I still however fancy my chances less vs those nasty 50% module wearers. I then challenge anyone to provide a screenshot of a rank lower than Warrant Officer 4 facing Legends in MM (from solo queuing). If they can I will be truly horrified impressed. Perhaps such an abomination did occur to some unfortunate being during the 16v16 experiment.
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LOL, Legend vs Warrant Officer 4 in MM! And I was solo queuing, not grouped. Can anyone beat this? (Grouped screenshots not allowed ? ) http://prnt.sc/w3nrh2 This is the biggest difference I've ever seen. Matchmaking must think my alt is quite strong then ?
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Ah yes now I remember, you are probably right about the Solo Juggernaut mode - it was probably the most imbalanced mode. It was a lot of trying to survive if you were the Juggernaut but a select few turrets and hulls were much, much better than others. Again there was some strategy you could employ, but if you didn't any of Viking/Freeze/Booster, or certain Augments such as Heavy Capacitors/Cyclone you had very little chance to kill the Juggernaut over others. And if a big-buyer with super high GS got the Jug (which was the most likely thing to happen as they are most likely to kill the Jug) there wasn't much chance for everyone else. You are probably right that it may be best left as an event - only mode. You can still beat a better geared player in DM by avoiding them and also stealing kills from others when they are low hp, but yes beating a high GS is harder in solo modes there is no doubt. Still, the solo modes did offer unique gameplay & strategy compared to all the team modes. If we had a larger player base they could have stayed in MM.
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Hmm, yes I remember them saying that they removed it because it was "confusing" to click on quick battle and to be placed in a solo mode but I have to say I disagree - all the modes require different gameplay and you have to check the tab screen and work out which mode/map you are in and quickly plan your strategy accordingly, in every match not just in DM. I didn't have a problem tuning my brain into playing a solo mode if I get matched into one, I'm sure most other players would be the same - unless Tanki is aiming at a relatively young audience perhaps. For sure, doing well in DM is about GS, and perhaps a little moreso than in other modes. However there definitely was strategy to be more effective - you may not win against a massive GS deficit but you can do a lot better with the right approach. For instance: 1) Equip a turret/augment with high damage per shot (e.g. Large Calibre Rail, HPAC Smoky, Light Capacitors Shaft) or splash damage (Gauss/Thunder/Freeze) etc, as these have more chance of landing killing blows. 2) Try to work out when opponents are on low hp, especially if you see 2 or more opponents fighting and try to steal killing blows. 3) Try to occupy and control good a good defensive position on the map where you can mine if you are using a ranged turret, or important supply drop zones such as those for repair kit/overdrive or double damage. 4) Avoid the strongest player in the game (unless you see a good chance to kill them and therefore delay their kill progress) and try and take out the tanks with no double armor or light hulls. Some of these strategies, which are different to any other mode, are very helpful towards winning in DM. I was often able to beat players with higher GS on placement with the right tactics or gear choices, although yes a very large GS or combo advantage will generally not be able to be outplayed.
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I totally agree with you on DM - I'm sad that it is gone from MM. It was interesting to have solo modes, though I understand that perhaps they think the player base isn't large enough to sustain so many modes and maintain a reasonable queue time. If people thought it didn't have strategy that is incorrect - there is quite a bit of strategy to winning in DM and it is a hugely different dynamic to the other team modes, of course, which was for me a welcome change. If Tanki's player base ever did increase I would be glad to see it's return, (and maybe even the return of Solo Jug too) to MM - but I understand they don't have the players for that now. Team Jug is definitely much better than solo Jug, though.
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I totally agree that Tanki should allow conversations about religion and politics - it is their game and their decision of course, but it is perfectly possible to have reasoned and enlightening discussions on these subjects - if people get toxic over it then that is a problem with them. I have indeed personally had many very useful discussions on Tanki chat in private (and sometimes in public when apparently no mods were around, lol) which have ended in players friending me and thanking me for the discussion. These are probably the most interesting and important topics of all to discuss. It just so happens that Tanki is actually in a very interesting position - as I don't know another game which has a playerbase of such diverse backgrounds. We have players from the Middle East, all parts of Europe, and many from North and South America all in the same servers. I have had a chance to hear the perspective on such issues of players from countries and backgrounds which I haven't had the chance to anywhere else which has been very useful and interesting - and they have had a chance to hear mine as a Christian from the UK. However, I know this isn't the discussion you meant to start here ? So on other matters, my "unpopular opinion" might be that the new increased exp rate is a lot better (however by that I mean the x4 exp and x2 crystals, and NOT the increased exp in special events which I greatly dislike). I think that in the past you ranked up too slowly, now you can access higher ranks and new drones at a more reasonable pace. The decreased crystal income seems bad on paper, but since everyone is in the same boat it is OK, and the new missions and challenges now help to offset the loss. Between the increased experience and changes to missions and challenges the game is better to play now as a low/mid-rank player with more rapid progression and easier access to supplies and batteries.
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Thanks for the encouragement ? Don't worry I didn't see your post in any way as insulting towards me, I know you are frustrated with many aspects of the game and the experiment along with the developers' general attitude and that your anger was towards that direction. I try to be positive when I can but yes, I was careful to say that a lot of changes would need to be made before anything from this experiment can be put into the game - and also wanted to emphasise the fundamental issue of games regularly not loading or having hugely long load times which must be fixed as a priority, and was much worse during this last 2 weeks. I know that the devs need no encouragement to bring bad changes into the game, because in the last year there have been a lot which have created new and serious problems and have made gameplay worse - Heat Immunity Augment (destroyed Firebird gameplay and made Incendiary Brand Vulcan both boring to use and massively overpowered), Emp Gauss (totally imbalanced and destroys all fun in modes such as Siege) and I also strongly disagree with the new changes to Team Juggernaut mode, which again have hurt Firebird (is this turret to be removed from the game?), and discriminated against certain hulls. There are major bugs such as 20-30% of Magnum shots doing nothing in HTML5, and the most major one is the matches regularly not loading, and forcing you to wait 2 minutes on the load screen (while even restarting the game will not solve the problem unlike with the old bug on Flash). Before any changes are made to maps and modes, the developers need to focus on fixing major game imbalances (most of which they have actually brought into the game in the last year with relatively recent updates) and fixing major bugs in HTML5. To improve the game experience, this all needs to be fixed as a priority BEFORE any changes are made - and many of these issues the community have been shouting about, while apparently receiving no answer which is immensely frustrating and discourages anyone from bothering to give feedback. Emp Gauss and Heat Immunity have been in the game for months with no nerfs, destroying previously fun gameplay at high ranks, and nothing has been done about it despite the large number of complaints and large number of players that have been lost (and I have no doubt imbalanced gameplay has had a big part to play in quite a few players leaving). I do think there have been some good changes in the last year - the changes to missions/challenge system are great, and although Hopper needs balanced it is an interesting concept. I also like the increased Exp (though NOT the increased exp in events, that is another matter) because in the past, levelling through ranks simply took far too long. The developers have also improved the shop Showcase to now have a higher chance of showing kits for Crystals which was something I complained about, so I am glad to see that feedback was actually listened to. So I don't think everything has been bad, but the devs need to start listening to the community more, and they need to focus on balance/bug fixes rather than making wild changes which can cause more problems before anything else. The game is broken in many fundamental aspects - especially at higher ranks where more people have access to the problematic equipment. If they can fix these issues and have a new and better attitude to listening to the playerbase, Tanki Online has a good chance to survive and thrive (as fundamentally it is a fun game with a lot of potential), but if not this game will soon be doomed to failure, without a change of course.
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I do agree with you in part (although I would say it in a different way) but I was trying to find some positives here, which there are some. My feedback post was very long (so I'm guessing few people will read it!) but if you note at the start I said that overall if either the 1st or 2nd experiment were implemented exactly as they were with no changes, the gameplay overall would be worse. With appropriate balancing regarding scoring/missions and so on however, having different team sizes and new larger maps added to the existing MM 8v8 games and maps could be fun, and an improvement to the game. But also, most importantly of all... I totally agree with you on the loading issues, as I mentioned at the end of my post the major problems with loading matches overrides everything else. The game right now is almost unplayable, because you have many matches that don't load at all (after forcing you onto a load screen for 2 minutes, which you can't avoid even by re-starting the game) and many matches that take one minute to load. Considering that you also have to wait 30-60 seconds for a match the total time waiting to get into games (when you also end up in the match when 2 minutes of the game are already gone) the proportion of time spent in game vs waiting to get into game is ridiculous. Loading times in general seem longer these days on HTML5 but there have been huge issues during this experiment, and until all these problems are fixed going beyond 8v8 games is unthinkable right now. IF the infinite load bug and long loading times can be fixed, then and ONLY then can we start thinking about having larger team sizes and maps - until then nothing can change.
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Hey, well a lot of players have already given great feedback and covered most of the important points about this 2nd experiment, but having played it quite a bit over the last 2 weeks I thought I might as well give my feedback also, so here are a few things (sorry in advance for the long post, but a lot needs to be said): Overall: Overall this experiment shows some promise as to new things which could be added to the game (larger team sizes and new maps) but there is no doubt that if either the first or second experiment were made permanent with the changes exactly as they were implemented then overall gameplay would be worse. WITH some changes, some new things based on these experiments could be added to the game to improve the gameplay experience. How I felt when playing the experiment: As others have said, certain modes and maps were a lot better and more suited to this experiment than others. CP mode for instance is relatively unaffected in terms of balance with different team sizes, so having larger 16v16 battles in this mode was really fun. ASL however is terribly imbalanced in favour of the defending team, both because points from kills now come a lot faster with so many players, and the larger maps make capping flags harder also. As the defending team racks up kills too fast also, the games are too short. TDM suffers from a similar problem - with kills now coming so fast the games end far too soon with a 70 kill limit. In CTF on large maps, it is painfully hard to capture with so many defenders, and such a lot of ground to cover. In TJR the Juggernaut is proportionately much less powerful with so many tanks in the game, and it is now very risky as the Juggernaut to go on the offensive - so TJR has devolved into a much more defensive mode which is a lot less fun than in 8v8. It has been really interesting however to try games with a larger team size, and new (to MM) larger maps, but if any of these are actually implemented into MM some big adjustments would be needed to balance everything to make it fair/fun in the long term. One other thing is that with larger maps and larger team sizes, melee/ close range turrets are much less effective - as we can see from the number of Shafts/Gausses roaming around, and also splash damage turrets like Gauss and Thunder are so much more effective with many more enemies to splash. One important thing to note is that missions were a bit messed up during this experiment. With 32 player teams "Finish in the Top 3" and "Capture flags/balls/Kill Juggernauts" missions were MUCH harder, however missions to "Finish games in a mode" or to "deal X damage" were slightly easier. However overall missions were a lot harder as some missions were almost impossible for certain combos to to complete. Possible changes that could be implemented: As others have said, trying different team sizes has been interesting. So what we could have is a variety of team sizes in battles, perhaps 8v8, 10v10, 12v12 depending on map size, or even also 6v6 and 16v16 for very small or very large maps. However to balance everything, everything must SCALE, the keyword is SCALING. When you have TDM on 16v16 players, the score limit must be at least double what it is for 8v8 or the game ends too fast. So if we have 70 kills in 8v8, we need to have 140 kills to win in 16v16. For example, the score limits could like this for 6v6, 8v8, 10v10, 12v2, 16v16 respectively : 60, 70, 85, 100, 120, 140. In ASL balance is more difficult - as team and map size increases getting points from kills becomes easier and points from flags becomes harder. So one idea might be to increase the points to win to 140 in 16v16 AND award 10 points for every flag capture rather than 5. However, there may even need to be an additional multiplier depending on map size - it may even need to be 15 points per flag on very large maps. In CP balance is fine with larger teams because nothing really changes too much as team sizes increases - score to win can be kept at 70 for all team sizes.. For TJR the Juggernaut may need to have increased health for 16v16 compared to 8v8 to allow it to go on the offensive without being mowed down by massive numbers of defenders. Having some of the new larger maps such as Berlin, Deathtrack, Dusseldorf in the map pool would be fun along with different team sizes, but everything needs to be adjusted for balance along with it - if these are implemented. In addition, missions would need to be looked at. For instance, a "Capture 3 flags" mission should be changed to "Earn 150 points from capturing flags" or something along those lines. I don't know how many battle points you earn for capturing flags with different team sizes but lets say you earn 50 points in 8v8 and 100 points in 16v16, with 10 poins for an assist in 8v8 and 20 for an assist in 16v16. Then you could complete Capture 3 flags with 3 flag captures in 8v8 ctf, or with one 8v8 capture and one 16v16 capture for instance. And with assists counting towards the mission now this would encourage team play rather than selfishness much more. You definitely need to be rewarded with more battle points, and better mission progress for capturing flags/balls in 16v16 compared to 8v8 as this is a MUCH harder task. "Finish in top 3 of the winning team" should be changed to a more general "Earn a high placement in the winning team" which varies depending on team size. Top 2 for 6v6, top 3 for 8v8, top 3/4 for 10v10 and top 6 for 16v16. This would be more fair. Final very important point: There is one critical issue which arose during this experiment, which must be fixed before any larger maps or team sizes can be implemented into Matchmaking. Battle loading times are MASSIVELY long, and games often fail to load at all. I very frequently spent 1 - 2 minutes on the loading screen for matches, and very often after being on the load screen for 2 minutes the game failed to load at all. This was even with minimum settings. Loading times ( and games failing to load whatsoever) were bad even in the normal 8v8 version of the game but with this experiment they have become worse. Also, on Flash we had the "infinite loading screen" bug, and a simple game restart solved this. On HTML5 it seems as if a similar bug exists, but even if you restart the game this does not solve the problem, you will still be stuck on a loading screen for 2 minutes and the game may fail to load. These awful loading bugs and huge load times need to be looked at, this made playing the game during this experiment a massive frustration. In general, even before the expriment, HTML5 loading seems to have gotten worse, games are frequently failing to load. This makes the game very frustrating to play and must be dealt with before any other changes are made.
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Aww no man, sorry to see you leave! I saw you joined the clan, but hardly got a chance to chat as I haven't been on a lot until recently/ we must have be online at different times. Good luck in whatever you do in RL/in the future, whole life ahead of you at 22. God bless, Destrotank
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Yup exactly the same for me. Any way to recover our lost mission progress?
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Hey I'd like to report a BUG with the special missions for the event - the kill 300 tanks with Hornet mission is NOT getting any progress at all from killing tanks in the event, even if you have Hornet equipped. I have killed over 30 tanks in the special mission, with an without hornet and so far I am on 0/300 tanks killed with Hornet... please fix this as it means this mission (and therefore the big mission) are impossible to complete in the event and therefore we will lose 6 of 10 containers. Also, the mode is very fun :) . But please fix the mission!
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Hey I'd like to report a BUG with the special missions for the event - the kill 300 tanks with Hornet mission is NOT getting any progress at all from killing tanks in the event, even if you have Hornet equipped. I have killed over 30 tanks in the special mission, with an without hornet and so far I am on 0/300 tanks killed with Hornet... please fix this as it means this mission (and therefore the big mission) are impossible to complete in the event and therefore we will lose 6 of 10 containers. Also, the mode is very fun :) . But please fix the mission!
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That's a very good point, we haven't seen shot effects in the Challenges for a while now (at least in Silver tier, I don't know about Gold?). I agree it would be great if they added some things like that to make it more interesting, shot effects and/or Augments and a paint in Silver. These rewards are functional but not too exciting, I suppose. Still but yes, I am normally pretty critical of updates because I think there are several big imbalances and gameplay issues in the game after recent changes (e.g. Firebird gameplay being destroyed by Heat Immunity, Heat Immunity in general being overpowered especially with Incendiary Brand, Emp Gauss etc.). But I thought I'd take the opportunity to be thankful when at last we got a good update, because I do maintain that the Missions and Challenge update is the best update Alternativa have brought to the game in the last year. So I don't want to be ungrateful for now. There are many reasons why it's so good, but a few: - You can now complete challenges or get good progress without no-lifing - You can now complete all your weekly missions while only playing 5 days a week rather than the crazy 7 days a week - You have many more supplies at low/mid ranks, and much less of a repair kit shortage at high ranks - F2P players now have enough batteries to use drones at low/mid ranks which makes the game more interesting, and helps balance F2P vs heavy buyer (don't get me wrong big-buyers have huge advantages now in other ways) - You can save up for a battle pass for a Gold tier some month which has good rewards for you, after a reasonable amount of time by completing Silver tiers - which are now doable without no-lifing as I said So for me this new challenge system has improved the game a ton at all ranks, just so long as they don't nerf the rewards (which they still haven't really). Rare Augments/shot effects/paints aren't really important for gameplay, and you can still get them from containers - although they would be nice to have for sure.
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I don't agree with people who say these challenge rewards are bad, under the new system the challenges are much better than before now that you can make so much more progress without no-lifing. And as someone pointed out, there are no Augment/Paint in this challenge in silver-tier but we do get more batteries. Really batteries are more useful as very few of the rare - quality Augments which you get in Silver Tier are any good (except maybe Reinforced Gun carriage and Assault Rounds). However it would be nice to have paints/Augments again in Silver, I do agree it makes the Challenge more interesting! But the rewards under the new system are still good.
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Yep :( All the major balance problems in the game currently are due to items which were aimed at being bought for real currency (EMP Gauss, Heat Immunity, and Crisis drone when paired with Hopper) - the only exception is Hopper itself, but that is a new hull and it will surely be nerfed in the coming months. Now you could also argue Defender is IMBA, but Heat Immunity with Inc. Brand and EMP Gauss are much bigger problems. If Alternativa leave EMP Gauss/Heat Immunity as they are, it will cost them money in the long run, the cost of players leaving the game (and not being around to spend) or not spending money because the game is so unbalanced and un-fun to play is incalculable. The formula for creating a successful (and profitable) game involves creating fun and balanced gameplay - if you look at all the truly successful games out there - destroying gameplay for the sake of earning quick cash off imbalanced one-off items is a fool's development strategy. I wonder will they ever learn this.
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