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Everything posted by Opex-Rah
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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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I am hired to turn gameplay into money. Ten years and counting. See? It's as I've said. I won't judge ?
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My friend! The answer is ludicrously simple. The release was meant to land on December 1st but was postponed after the plan was set in stone. This or you can stick to the idea that the developers are just too greedy for the sake of it. I won't judge ?
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A power-creep debate! How curious
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Yeah, I hate it too
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This might be a sign the idea might actually work because people don't follow the reality of the situation. To be clear, I am not curious because I have plans to sell reputation boosters. This ship has sailed. RPs have to stay as is so other systems would work correctly.
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I highlight this to see more opinions. Can you imagine a game that doesn't have to consider any OP stuff like ever? The gameplay will never be tainted with power-creep. If only players would be okay with having a situation when players playing objectively well in a battle get placed on the leaderboard under someone who didn't. Please do not take me as delusional, I know that DotA exists. But even DotA and LoL in the long run have to introduce OP heroes and nerf them later. This situation could be potentially fixed with a reputation boost mechanic. Also, these two games are outliers. The majority of f2p games out there are selling power and can not avoid the power-creep. It would not be as simple in the end, I understand that and you do as well. And yet, I wonder what could we build by having the game with this system in the core.
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ACTUALLY, this troll comment made me remember something. So you know how it usually goes with higher-ups. They ask for more monetization like loot boxes, battle passes, and such. Everybody in the industry looking for new ways of monetization especially if someone else tried and proven new methods. The usual stuff in the industry these days. But what if I tell you that there was a proposal of monetization mechanic so bizarre I was outright denied of even trying it? The idea was about making pay-to-win into literally a pay-to-win, but with a caveat that the player would not gain any real power advantage. Instead, a player would pay to receive more battle points (they are called 'reputation points' in the current version of the game) for the same actions. In this case, the game would have no system at all that allowed for more power, not even a stats progression. But upgrades and purchases would increase the earned reputation in battle instead. This system is largely unexplored in games. You can perform worse in the game than the other guy but you end up higher on the final scoreboard nevertheless. How would it impact your feelings as a buyer? Or as a non-buyer? If you are objectively playing better and defeat players with ease, would you care that someone else ends up higher on the TAB screen? On the other hand, will you pay to make it to the top of the score and feel good about it, sorta of a revenge, even if you know you didn't play that well? One can say it is even more unfair than current P2W mechanics. I would argue against that but what is the point in arguments if the better way to settle it is to make it, right? Eventually, I tried this mechanic without telling anyone what I was doing. Certain drones can give you more RP for certain actions. The results are peculiar and I will not explain anything beyond that. Let's just say the time is yet to come. It is insanely curious. Imagine if you end up on the end game score screen and you actually see that "Press here to win the battle right now" button? When you press it, the score is changed, the cool effects are played, your score goes up, the DEFEAT turns into VICTORY, and you are an MVP. You can have your WIN right there. Go ahead and make a screenshot to share. Would it be fake? The game is not real you know, so would you be able to tell the difference? Pls, someone make a PvP game with this button.
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