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Everything posted by Opex-Rah
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I am sorry if my words gave this vibe. I am here for your opinions. They are always insightful and sometimes useful. It's just that you should never expect me to do whatever the crowd demands.
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You said it yourself. During Xmass I ran into a problem when some game helpers were engaged in this activity. If you ask me, that is a problem with many uneasy consequences.
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Amateurs credo. I introduced this Star System in the first place, should I remove them and expect you to pay for the Stars? Rhetorical question, of course. I'll keep doing my job and you can keep your opinion.
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Yes. We discussed this internally and decided we should give it a try anyway.
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In the case of a top scoreboard, you'll get 2, and you'll get +1 if Quick Battle. And double that for PA per usual.
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You get 1 star in 4 minutes. You get 3 stars in 12 minutes. Why would you hold a flag to the end of the match if finishing a match and playing the next one will yield you the same stars-to-minutes ratio?
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I am so sorry. I just fixed it. It wasn't intended to have a different rank of availability
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Umm... it's 1.5 not 15 exotics. What's up with the math?
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Then I will have to share my sources. Oh well, might as well do it now. These guys deserve some more views:
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That is my toll. I can not rob you of the fun of deconstructing. This is what got me into the game design in the first place.
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Saying that you have been scammed back by containers after you tried to scam the system in the first place is a good example of why most of the time other developers use the system with duplicates. To avoid such inconvenient ambiguous situations. The keys helped to pinpoint the peculiar behavior of the system. I was hoping to expand the guarantee system upon releasing the Keys update, but then after opening around 10,000 containers manually with new guarantees set, I noticed this behavior and questioned if we wanted to keep it. I could leave it as is, but that could potentially have more unintended outcomes down the line. Hence, the tomorrow's update. And then there are developers, always scared players will have nothing to go for and leave the game. I'd rather make a different system to solve this issue.
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Oh, so someone is translating all of that? Good to know that my next piece on battle passes will not die in vain. I guess MiHoYo did not answer your question then. I wonder why.
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Ok, to be completely clear. We shot ourselves in a foot when we introduced the system that doesn't use duplicates as in other games. I, being the evil monetization genius myself, still do not want to expose you to the horrors of loot boxes with duplicates. This is why containers use guaranteed endless items, such as crystals, in every drop category. On top of that, I could not predict 8 years ago if we were going to have new items in drop-pull so I grouped them. Groups use different drop chances that combined give you the listed drop chance of the rarity category. For example, while Exotic is listed as .5% the actual chance to get an event item is 0.45%. The last 0.05% is split between crystals and keys. And yes, the chances are being dynamically shifted when certain drop groups are being emptied. Everything is slightly increased accordingly in the entire container to adjust for that. We are going to show the drop chances in the game when you check the container drop pull. Still working on it. You can expect to see something like 0.0000005% to get a certain paint or an augment. It will try to show you how chances are adjusted dynamically when you get any one-time item.
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Please take note that I took my previous statement back. There is something else going on in there. I believe players are already aware that while rarity has a certain chance (for example 2% legendary in an epic container) there seems to be a difference in drop chances of different items. This is true, the items are placed in sets with different chances. For example, you'll get twice the paints than augments from the legendary drop of the Epic container.
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No such plans
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That is what we changed. You are no longer guaranteed to get only crystals anymore through the pity system. The drop is now the entire rarity drop-pull
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The counter and the chances are independent. You are guaranteed to get 1 exotic item at 300 and any amount of exotic items on top of that by chance. Just like one epic item is guaranteed at 15 and you can get two. The same system you are already familiar with. Actually, I'll take that back. I double-checked and the counter resets whenever you get one exotic. The mix-up is due to the average chance to get an exotic is at 200-300 keys. But when it comes to the legendary key and crystals the chance is at... well, way more than that. We are working on the integration of exact chances to get every item in the UI of the game.
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Well, they say that Hazel always ignores real problems and fixes never-a-problems. Checks out!
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Yes. Not because I 'believe' it will happen. But because I will make it happen. I will release more powerful augments to beat the new power level.
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To not expose you to the horrors of power creep. What you suggest is truly the worst way possible.
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You clearly missed an experiment that happened I think like two years ago. Every hull's HP were doubled for a week. That was the worst week in Tanki history. Giving hulls more HP to counter the new augment called power-creep. If you are not aware of the horrors of this concept and what it does to the games, I am really not the person to explain. You'll have to experience it elsewhere. But why do you overlook the P2W argument? If you compensate enough so the new augments will not kill then... they will not be bought. I mean how you can not see this? I understand that the only reason you seem to post anything on the topic is just to vent your frustration. Ok then. You did that. I can only express regret that it has again brought us nowhere
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Ok then, we are going into it. First of all — you just told a Candyman a secret to keep customers happy forever. The secret is to make a new candy every time. While this idea is undeniably fantastic and solves every problem, nobody does that. And I know you wouldn't trust me, but trust me this is not because everyone is about the money. The problem is flavor. You will run out of new flavors fast. Faster than you think, actually. The status augments taste bland but they make over 100 augments at the moment not counting hulls counter augments. Can you offer over 100 unique and interesting augment ideas on this forum and on the russian one? I believe that would be no, but to the expected next argument make less of them then. Have you considered what would happen to the price of these augments if I had fewer augments to offer? Would you tolerate augments to be as hard to get as certain high-production-cost skins? I am not sure that would be the case. Now, it is obvious that we don't run out of fun options yet, but we will run out of them eventually. What would you do in my place knowing that? Make all the fun ones first and only then release all the boring ones? How would that make players feel? I'd rather mix them in so we can have good ones and not-so-good-ones. And then the P2W augments argument. Look, I tried to make fun ones. I think the Remote Explosives Rockets is still the best augment in the game. I regret to inform you that while you would support the developers for the game just being fun, the others not so much. I tried. Remember drones? I gave up on fun ones. Just the same way I gave up on fun augments. They will come here and there, but this model is unsustainable in the long run. If it is not P2W it is not desired. Changing my mind doesn't change the reality of things. I can appreciate that you recognize that there are a lot of factors included into the general enjoyment of Tanki. I have to point your attention to my original request — You can give me an example of an even better system so I can adapt it to the game. Tell me of a game that makes it right.
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I would argue that this is not THE worst possible way cause I know of a few techniques way darker than I've been using. In the end, the power-creep is something almost not present in TO. But this argument will lead us nowhere. Instead, I invite you to show me the way. For example, I experienced certain well-known gotcha game monetization system lately and found it quite fair and fitting to Tanki Online. Step-by-step the system is changing for what I see as a better monetization system. You can give me an example of an even better system so I can adapt it to the game. Tell me a game and I'll try explaining what would work and what wouldn't.
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Nope. You are free to speculate why is that so
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