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JoyRide

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Everything posted by JoyRide

  1. JoyRide

    Bugs and Glitches Reports

    The HTML5 version on an otherwise decent win10 PC with regular HD as the system drive loads everything extremely slowly. Going to the garage during a game takes 25-30 seconds. Add to this the time you need to manage your equipment! So if you visit the garage your team has one men less for a long time and you loose any chance for a better position yourself. I hoped that with the new standalone installer at least it would be possible to install the game to an other drive (SSD) but there is no option for install path. Even if it it would be possible to select the install folder I assume that the data directory would still remain on the system drive. Which is probably the main cause of slowness. So this should be an other option as well. One would think that after the first visit to the garage the required files would be cached by the OS and after that it would be fast enough, but the 2nd visit is not any faster. As a design matter: why does the app recreate the garage for every visit instead of keeping it in memory? This should be at least an option for the user. It would be much easier to manage the tank with profiles the users can create for themselves. Instead of selecting every item one by one it would be enough to select from a list of the users own profiles. Currently going to the garage instead of being a fast an easy action it seems to be punished in every possible way. Losing points included.
  2. Ninja, TheCongoSpider None of you seem to realize that my point was that while cancelling a disadvantage an other group of disadvantages was created with at least of the same caliber. You keep speaking about the cancellation part but you do not address this thoroughly . The math behind different games is not the same even if they seem similar. The math can be different even for different game modes within this game. In game modes where there is something to be protected (eg flag games, rugby, siege ) the defense can be very strong and needs to be broken down in order to get in. This is made much more difficult by this change. In some cases it is not even a bad thing that a base is over run but a necessity for the attackers because the only way to deliver enough flags during the game is to take in more then one once the defense was broken. Using a football analogy the result is less goal average with the current implementation. There are also cases where a tankers are at the near proximity of a spawner without the actual purpose of doing so, yet they have a baked in disadvantage. Especially on smaller maps. In essence the focus was on only a single aspect of the game while it is more complicated and there are plenty of unintended consequences. I suggested SOLUTIONS for the problems which avoid being overly zealous and opening a new can of worms. They are very worthy of consideration. Why cut a much longer an deeper wound likely hurting other organs when it is possible to make a well directed small cut?
  3. The original goals could be much better served without unwanted side effects by - allowing the activation of supplies and overdrives while the spawning tank is half visible and unable to shoot. - allowing the user to make this period longer by pressing a button to take cover if it is the users choice .
  4. There is a HUGE problem problem with the new spawn protection: the spawner can damage others during this period while others cannot damage them. It is totally unfair. Also if a shot does not damage it is unfair that it is using amo. Because of this turrets which can run out of amo and need time to refill may not have enough damage left to win the fight. There is and other unfair disadvantage which grows with the reload time, turrets with longer reloads suffer more. Trying to solve something created problems outweighing the original problem.
  5. It is working now again. I am not sure this what solved it but I have restarted my computer.
  6. The war website is blank again. Without it it is not possible to participate in the war.
  7. JoyRide

    Complaint Book

    I stand corrected. Thank you!
  8. JoyRide

    Complaint Book

    Thanks. In this case the information was misleading/ not accurate.
  9. When the war website is the active tab in the browser it continuously overtakes a CPU core. Something runs in an endless loop, most likely connected to an OnMouseMove event handler.
  10. JoyRide

    Complaint Book

    I had the same "background only" problem with all my browsers. With Brave it is working now, but with ie, firefox and chrome it remained the same. Even after deleting all cookies from firefox. I am using the flash version.
  11. JoyRide

    Complaint Book

    The only information I could find about "Vaults" in the war was in a VLOG. According to that all the members of the faction overtaking a vault for the first time would receive extra containers. (Not just the ones fighting for it.) Looking at the container counter in my garage this does not seem to be the case. Have these containers been distributed already?
  12. I know this is not the right topic, but I could not find a suitable one in the developers section and this requires a very quick answer from the developers: I am creating something to help the coordination for my faction in the war. But it only makes sense if spies from other factions can be kept out. The war's web page can check if someone is logged in and loads the tankers statistics. The most important thing I need is an URL I can use to check if a the person using my web app actually belongs to my faction. ( I assume the answer to the request would contain some tokens to be stored in cookies to avoid calling the server every time.) An even better solution would be if the answer contained the tankers current statistics as well. This is an information can be used to see how a certain tanker fits into the strategy. The optimal solution would be if I could query the sate of the war. The web site receives a JSON containing all the info. I would prefer to use an officially provided way to get the infos. It seems to me that this would not be a big task because it can be done by reusing the existing code with a few small modifications.
  13. All is well for me now on the map. Containers arrived as well.
  14. Without the territories being set for round 2 will the stars be counted for the team and the territories as well once it is possible to choose?
  15. According to the timer the new turn has started, but there is no indication on the map of any progress from the previous one. It does not allow to chose new territories for the turn either. From the information page it seems that the containers should be awarded after each turn. If this is the case, no containers have been added. If not, some clarification would be useful.
  16. The website still shows the same initial state. No indication of any progress for me or the war . Stars in the current turn: < 5 Turn participation: 0
  17. I collected well over 40 stars hours ago, yet the war map shows this: Stars in the current turn: < 5 The protected and attacked territory had been set before started to play. I am using the standalone flash version. It could be some sort of initialization issue, I was the first to attack the chosen territory.
  18. Hi, Is Firebird Incendiary mix documentation correct? https://en.tankiwiki.com/Alterations_for_Firebird#Alterations_for_Firebird It seems the description have been modified recently, but I do not remember seeing any announcement about changing this alteration. May be the doc was wrong and it is now corrected? It is not clear exactly how Damage per tick can be converted into Damage per second. Some more detailed explanation would be very useful to understand what to expect from this alteration.
  19. Hi, I am using the standalone flash app. While going ahead and shooting it is possible to turn right, but it is not possible to turn left. One of the two keys (up/ space) has to be released in order to change direction. I have tried with different hulls and turrets, but it is the same. While going backward and shooting it is not possible to turn at all. Is it possible to allow changing direction for all cases? An other problem I have noticed is that while going forward and shooting with twins (maybe other turrets too) it is shooting some degrees upwards. Which is enough to miss quite a few shots before the vertical auto aim kicks in. This is a relevant disadvantage with heavy plasma gun because in practice it significantly decreases the shooting range while moving. You can shoot the same distance but you cant hit unless you get close enough or stop moving. When moving backward it is ok.
  20. Is the aiming recovery time for gauss correct here? https://en.tankiwiki.com/Gauss
  21. Hi, for the Defender drone the micro-upgrades list shows competely different values from the WIKI drone list. Could you please clarify and update?
  22. Pyre, I have somehow missed your post before. It is very useful, thank you!
  23. Actually I did buy a few cheaper things like battle pass and premium account to be able to generate the crystals. But this makes it just more painful. I enjoyed making a "business" plan and seeing it through. The reason it frustrates me a lot is that it is kind of ruined now, which kills the Joy from the Ride for me. ;) There wont be an other chance like this anniversary.
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