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Opex-Rah

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Everything posted by Opex-Rah

  1. I am hired to turn gameplay into money. Ten years and counting. See? It's as I've said. I won't judge ?
  2. 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 ?
  3. A power-creep debate! How curious
  4. Yeah, I hate it too
  5. 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.
  6. 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.
  7. 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.
  8. Nope, it's Valve. They are getting some hatred for CS2 lately but I am sure everybody going to love them even more in two years when they iron all the things out. And also after they update TF2 bcs gddmt!
  9. Pumpkin grenades next year, you wait. This is easy one https://www.popularmechanics.com/military/weapons/a40450717/tech-allows-troops-to-see-through-walls/ WDYM? It is actually genuinely for the money. The players are always upset if they find new augment lacking, so I don't fight it anymore.
  10. Eventually, someone smart will ask why it wasn't done sooner. For history and for those who are interested in how game development works, I leave this comment. It took so long because these changes were enabled only after new code was developed, tested, and implemented in the game. Specifically, the ability to manipulate the initial and terminal angular speed of the rockets. When the Scorpion turret was developed the design documentation required only initial and terminal linear speed for the rockets to be manipulated. Not the angular speed. If my English is too complicated think about it this way: the linear speed is how fast rockets can fly forward, and the angular speed is how fast rockets can turn. For the prototype, it seemed like the linear speed was enough to do everything we needed with the rockets. But the actual gameplay made it clear that having only the linear speed makes it too hard to keep interesting vertical arks and not make rockets chase tanks throughout the entire battlefield. So the update to the mechanics was required. And the new code is expensive. If you find yourself in the same situation and thinking about making a better prototype I need to warn you. The better way is not to improve planning. The better way is to make it iterative. If you'll become a game developer you will be amazed at how hilariously easy it is to see your mistakes in production, but insanely hard to see them in advance when the only thing on your hands is a prototype. You can take yourself only thus far with planning. If you want to go beyond and make a mechanic better than it was initially planned you need to find a way to release it faster so it fails faster so you can iterate on It faster. This is why modded games always feel better. Some insights and ideas you can find only by playing with the mechanic in the wilds. I mean, what's worse going to happen? Are the players going to ask to fire you? ? This is irrelevant if you can keep improving the mechanics.
  11. This is going nowhere, again. I made a point that I do hear you and you can influence how the game goes forward if you pay attention. And I got ignored right away. Well, this is a good reminder of why I prefer jokes and dodging to talking the point. Will keep doing that from this point on going forward. Anyway, I need to try one last time. In a nutshell (yes, I can do this joke too) the old Tanki is dead and you can’t bring them back. You did not pay attention to what I just said, so I’ll say it again: The old Tanki is dead and you can’t bring them back. The reason why you feel like you are talking to the wall is because you keep asking for the Old Tanki to come back. When you asking to remove augments, remove hover hulls, revert this, and revert that all the Developers can hear is a request to bring the Old Tanki back. You keep asking for it and feel frustrated because ‘for some reason’ your feedback doesn’t seem to get through. If only you could find the right words, if only you could be convincing, persistent enough, if only you could yell loud enough they would hear you. No. You need to read again what I’ve said and read it for what it is. I said your feedback is getting through. We hear you. I said that clearly and directly. We understand that you want the Old Tanki back. We can’t do that. You may disagree that we can’t do that, but as you can probably see, it doesn’t change how things go. Years are going by and it doesn’t change. This is why I ask for certain specific feedback. The only way is a way forward. Again: You can fight what I am doing or you can ride along with me to have a chance to change something. It's your call.
  12. Dear [Player's Name], Firstly, thank you for taking the time to share your feedback with us. We genuinely appreciate your passion for the game and your willingness to provide constructive criticism. Your opinion is invaluable in helping us improve the overall experience for all our players. We understand your concerns about ongoing issues and the need for prioritizing bug fixes over new updates. Rest assured that our development team is actively working to address the major problems you've mentioned. Here's a brief overview of our plans regarding your concerns: Server Lag: We acknowledge that server lag during events can be frustrating. We are actively investigating this issue and are committed to improving server performance to ensure smoother gameplay during events. No-Damage Bug: The issue you've pointed out with the Magnum and other turrets not registering damage is on our radar. We're actively working to identify and resolve the root cause of this bug to enhance the overall battle experience. Battle Screen Text: We understand that the notifications and player names on the battle screen can be distracting. We're exploring options to provide a cleaner and more immersive gameplay experience by addressing this issue. Regarding the length and challenge of events, your feedback is well-received. We are continuously reviewing our event structures and will strive to make them more engaging and rewarding for players like you. We value your input in helping us strike the right balance between challenge and reward. As for your concern about the rate of progression, we'll take your feedback into account when reviewing our experience and reward systems. We want to ensure that players of all levels can enjoy the game without feeling rushed. Your feedback has not gone unnoticed, and we are committed to making the necessary improvements to provide you with a better gaming experience. We truly appreciate your dedication to our game, and we hope that you'll continue to enjoy it as we work towards these improvements. Once again, thank you for your feedback, and please stay tuned for future updates as we work diligently to address these issues. Your support means a lot to us, and together, we'll make the game even better. Best Regards, [Your Name] [Game Developer Team]
  13. It would be awesome if this discussion would return to the question of why longer events feel wrong. Reading if players' nicknames are justified as a number 3 priority of the game's problems is not interesting.
  14. I can see the emotion, but I need to know why the emotion. There are games out there having live-ops events longer than a month. Imagine Tanki having something like that. What exactly is wrong about it? I mean, you have discounts and certain game modes as many weekends as before. So which exact part of the event impacts excitement? The important bits don't seem to change.
  15. Blasphemy or not? I'd like to see more opinions, pls
  16. Opex-Rah

    Container System update

    Hmm.. but the number did not change the whole day. How is that possible? Ahh, I see!
  17. You know what, yes. You should look forward to week-long event modes on Halloween
  18. Opex-Rah

    Tanker’s Day 2023

    After the past three years, I am sincerely curious about what kind of new existential horror your wrath will bring upon me if I don't. Patchnotes aren't gone, they are on a hiatus. Next week expect something nice that is long overdue.
  19. The next update will be #777 I presume
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