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Everything posted by Akame
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Do you think this is possible with the current playercount? I'd assume we have maybe 1K reactive count on normal days, maybe up to 2-5k during events? We don't have real figures so it's hard to say. Ranking system would be handy but I personally don't think we have enough players for this to be implemented
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Expanding on this, what battles do you think you would join? What battles would 90% of the playerbase join? Also what happens to groups then? These are just a few questions of the many for now...
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Out of curiosity, how would you fix MM?
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You know it's funny. The early tankifunds were regarded as trash by a fair few, look at what we have downgraded to. (We managed to hit 15M with a smaller playerbase compared to the past, I find it pretty funny.
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All the campers aka 90% of the playerbase will leave this mode and attempt queueing into a team mode. As much as I'd like DM to be in the proper playlist, it's not feasible for the current tanki.
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Not the right way to look at it. If a player manages to have their repair kit on a shorter cooldown or an access to one or even a common healing emitters player. then you may as well say the player is near invincible (we have all seen such in games at least once). Jamming augments with a jammer augment, funny. Only to jam 2 specific hull augs mainly? As if trading out a status immunity wouldn't hurt many players a lot? Let me apply real game info on this, forget all about the weight class. Use lifeguard, have protections, have a healing emitters ally, maybe also Hyperion or Defender. Also potentially add camping at a crucial location. Congrats you have now increased survivability level to almost invincible. Lifeguard on it's own is fine as is, it's when the player becomes almost impossible to kill due to a combination of multiple factors. And such can be seen fairly often. It's like miner augment, which is pretty much almost useless without saboteur since it's now % based saved than a quantity like it was. As usual, it is the combination of things that result in whether it becomes tougher to kill someone or not,
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How about one for lifeguard too till it's been used? The single 1 time lifesaved icon isn't good enough to let people know to push them or not clearly, especially when they are usually camping. Please revise the idea with taking in account someone being effected by AP+Jam, would it combine with the set effects etc or be higher? Imo I have no issue with this, using tab isn't specifically difficult, especially when respawning times are sufficient for such checks or even seeing the killfeed or type of explosion on a tank.
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Bold of you to assume f2p's are able to enter every event :clueless:, the establishment was clearly not established.
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Let me iterate that I simply stated a variety of reasons that in combination have resulted in failing tkfunds as of late and that THE MAIN REASON is the low playercount. They are all valid reasons and I know a fair set of people from each reason I stated, these are not groundless clauses.
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The proof is very much there, but like I said, I don't know how many are still around as the unique player count is still falling. I don't think you understand, these players can't be gaslighted, for they have made up their mind and most of these will be older f2p players naturally which are thinning out as time goes on. The fund as it stands will be okay for low-mid ranks as you get a 40 nukes, 500 oe supp, 30 regs, a prot slot unlock and crisis. Since there are a small set of players who do not own crisis as they created their accounts after the broken tkfunds and missed out on the goodies and might need an extra slot unlocking, though prots on the whole unlock very later now so is partially irrelevant but good for the long run. Unfortunately there are no epic containers, poor design for low end tkfund to not include even a batch of 15. As it stands, a tkfund reverted back to 15M-20M is the general way to go with a better condensing of the rewards. We are not gonna hit above 20M ever without a token of apology as things go on, not a fan of boosters myself, not gonna get those with these set of augments that I don't care for on the high end. Was funny enough that the event orgs managed to use supplies for placeholder rewards this time around, we thought paints were bad, now they added some use.
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Well, the main thing that stands is the game does not have enough players on the whole, let alone people who spend the minimum subscription level. (This I consider to be simply the TKpass at the minimum level, 5k tk over 30 days at a reasonable price, is pretty nice). If we broke it down, essentially we would only really need a maximum of 30'000 accounts who could buy the smallest 1390 bundle (this was 990 in the past and we still ended up failing so now we cope with the increase) to get all prizes. Ofc a few get the higher bundles so that would reduce the count a bit but 30'000 doesn't sound like a lot till you count each unique player and then it boils down to the reasons in the next clauses. But in general, the other reasons we fail are mainly because people are waiting for the tkfund to reach a specific tier, I.e tier 20+ somewhere and there's a good set of that mentality which holds back the progress, I cannot confirm how many of these players exist. Another reason is because there definitely are a few who are not interested in the augments/skins provided and generally know that due to the prior reason, they'd rather save TK for an event which may be better. However this take is such a gamble at times because as we have noticed, events are taking more and more tankoins lately. Remember the recent build and fight with microtktransactions for supplies, yeah that one. And lastly, the final reason for an even lower fund is the minimum rank entry requirement. I don't blame anyone for the loss in the funds but it is always disappointing to see what is an actual clean profitable event becoming a partial mediocre outcome, it is what it is. The unobtained augments and skins will be used in the next set of events as a result reducing our new content outlook potentially for a small period, I wonder? ===== Let me also add, in the past the tkfunds only had 15 tiers and after players' constant nagging about more tiers, this is what we have come to, we went to a large 50 with a bunch of placeholder rewards and we struggled after the token of apology tk drowned out and now to a reduced 30 tiers which we are still immensely struggling. We reap what we sow, I'd be happy to simply have just 15 tier TKfunds, but many players are just too greedy (or want to be very efficient) and want a whole gold platter served.
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Doesn't say, but my recruit acc that I keep hoarding on, cannot enter and then I someone else told me of the rank requirment. Game can't have people who don't play profit as much anymore :Trollge: I will continue to get every bp, for 600 tk it's a nice amount of epic keys and other small stuff even if I own the skin. The elite pass I will only get if the skin in it is something I don't own, or has a legendary key (of which I usually need to wait many patches for them to add GT skins into, the next set being the twins and mammoth which we will not reach in this fund)
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This is one game I know where community type events fail :despairge: As usual, lack of basic spender base, under 30k tkpass players you'd assume would be around but clearly far less than that. I, myself will not buy a single booster since the only tier I cared for, 11 has been achieved, rest I don't really care for luckily, just counts as extras, but yeah often disappointing to continually see such free events take big L's. BUT, this fund has a big difference to the prior funds, this one has a minimum rank requirement, so many recruit accs till I think the rank you can play MM without bots do NOT have the ability to purchase and haul in TKfund goodies like before. This is likely where at least 1k entries are held I would assume.
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It's kinda normal for this to be the case, many games often get a patch each event/version of the release, this is pretty similar, not sure why you're complaining? If having augment tweaks every week is your idea of content, it's not exactly the best way to keep a playerbase happy, though I feel like you want more new items rather than tweaks? Too many new items over a short period of time isn't that wise, slower rollout for this game is recommended since the playerbase is small and it maintains long term 'content'.
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Maybe they should stop using hover hulls
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You can get the exact date from support and you don't even need to know the exact date, just a rough period of time
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Mines are in the same rarity as current, I assume a copy paste issue for duplicating rarity into rares Yes, they are improving 'epic' value of 'epic keys'. Note, the only main difference is, you're more likely to get a supplies/crystals a small small small bit less, but a larger quantity, kinda sucks that 25k, 100k, 500k were unchanged values, but it's fine I guess? Not a huge change, just around 5% flat reduction in uncommon on avg is transferred to rares
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Oh please, 1 common key, 1 rare key and 1 epic key for each year is amazing to have! /j I would not think too much on it, just consider it a freebie and move on, I know for a fact people will complain even if it's free, so maybe 1 day we'll need to buy a bundle to get bday rewards in the future :despair:
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I understand what you and everyone mean, but simply as I was saying, if you have no real issues, in terms of heal per hit and per sec, thunder nano now leads, naturally it has a higher difficulty of use like you described in comparison to the easy to use healing emitters which already floods our games.
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One question, did you check the announcement?
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I guess it all depends on ones ability to utilise 'it's mechanics', getting a good map is also part of this.
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Don't know why people are arguing over old patches for most part here, meta's come and go, get used to it Assuming you can aim well enough, thunder nanobots is actually better now
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Just to remind you, the self destruct zones are the same for everyone, it's just obviously far more easier for a hopper to hop to those spots, not sure how many actively try this often, I have hardly seen many of these over the past year since the nerfs. I think you mean to say 'Increase self destruct spots on maps on rooftops etc' instead. I assure you, nothing has actually been any helpful anywhere near to what it was upon the year of release. It is still subpar to play with unless you face a bunch of avg players who can't hit a tank right there that is pretty much 1 shot unless they are frontloaded with defensive attributes and a lifeguard and/or healer. It takes just a little projectile and it's possible to flip in air with ease, even a touching of any structure or tank. You must have surely seen a few gifs of me flipping over in the most ridiculous manner over general touch and go interactions and barely managing to land half the times, it's clearly evident of the terrible instability and impact reaction of it. On the other side, the hitreg in this game is often so bad that basic things that should hit, do not, seen it happen on both sides of the interactions, that stuff isn't exclusive to the flying monkey itself, it's just the game being it's good old self, like our fav and not limited to striker missile visuals hitting elsewhere but damaging etc.
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Pretty useless without specific drones, try using miner in BONK mode, better off with lfg/blaster.
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Well, kinda hard to say when like 90% of the playerbase are spending with cheaper location switches, don't blam them but I feel it's more than deserved for such to get half baked goods even if the prices suck.
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