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r_Fish.tank980

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Everything posted by r_Fish.tank980

  1. r_Fish.tank980

    Structure for Tanki Updates

    I am astounded by the amount of people who didn't even reply to the idea I posted. The mods were kind enough to let me post this the 2nd time, so I sure as hell will not be discussing the "micro-ideas" instead of the actual idea I posted. Please read the post..
  2. r_Fish.tank980

    Getting bored of the game

    I don't feel I did too bad. I'd upload a video and screenshots but I can't from my PC :/ KDR of roughly 1 and averaged about in the center of the team, with mk2 hopper.. Edit 1: But it still didn't change my mind. You also get the advantage of quicky seeing around buildings (although of course anyone can use the mouse if they want to).
  3. r_Fish.tank980

    Getting bored of the game

    I have tried it. Just that relative to the time I have been playing I have not for very long. This was when there was an event where everyone was hopper. The strafing speed needs to be removed. Also, it isn't difficult, it is different; don't confuse the two. It took me, if you want to look at my profile, 300 hours to get to where I am with rail. If you use different controls then of course it would take me another 50 hours to get used to it. But after that, when you can use the hull, you have esentially "wasp extra". Wasp should be the fastest hull in the game, yet hopper vs wasp's strafe speed are not even comparible, since wasp doesn't have one. Edit 1: Also, yes I would be happy for the stun effect with wasp's OD to be removed, I don't really see the need for this either just as with hopper. I can understand the burn or toxic effect it has, but I find it a bit too overcomplicated (and not necessary) to have the 3 effects. I am of course assuming here that the blast radius was not reduced when adding the other 2 effects, if so then I would have to rethink the last few sentences. But yes, you're right about wasp too I feel. If you want to make a post about this in ideas I'd be happy to support.
  4. r_Fish.tank980

    Players views on all things Tanki

    Can you add some more choices. Mine would have been - No option to turn off the red aim box for enemies. (I play rail...) - Hoppers OD and speed/strafing speed. - Everything in the game is about heat damage.
  5. r_Fish.tank980

    Getting bored of the game

    I just wanted to start a discussion with all my current complaints of the game. Warning to devs this will be very negative but I feel you could benefit from reading the following, as I believe many people feel the same, and so rather than me being overly negative, I feel there is evidence for the case that the game is going in a different direction to what people are after. Currently I am getting a bit tired of the game. This may just be down to me, but I will leave that to the audience to decide. Also, I play rail/wasp should that be relevant. The reason for getting slightly bored is the lack of skill I have to put into the game. This actually makes me play worse than I did before I had a break from playing (when my name got changed from fish.tank98 to r_fish.tank980 because I'd forgotted the pass). For example, the red outline as a rail player only seerves to hinder my aiming abilities. Instinctively if you always have a red outline without any option to turn it off, then there is no wonder people begin to rely on this rather than their aiming instincts. When I started playing again I could aim better than I do now, even hitting peoples tanks that are behind barricades with just a few pixels not covered. Now, I can aim but hardy as good. Secondly, and I posted in the ideas section regarding this, is that the game seems to rely solely on heat damage. Firebird should be the only turret wth any significant heat damage. Yet I get hit by smokey; 90% of my health taken only to then die to the fire damage from the same shot. Why does smokey need a fire damage augment? I only ever get killed by vulcans fire damage, never by the actual shots it fires. How on earth can you justify vulcan giving just as much fire damage as firebird? Ironically, the augment that protects against fire damage is not able to be bought by crystals but for tank coins. Given the data, the only conclusion is that the mindset is to incorporate more and more fire damage so that people buy the augment with real money. Now, many people simply complain that the devs want more people to buy things; I say this is not the problem and actually it means the devs have more money to implement our ideas and to be able to finance the game (no finances = no game). But! This should be done in a way that keeps the game fun, and this is by no means an easy task. It should, however, regardless of the difficulty of said task, be accomplished. Even if it is difficult, the quality of the game does not deserve to be so greatly compromised for profits. If this can't be done in a fairer way, you need to hire better devs. I will mention hopper and anyone reading this (especially devs/mods) may be fed up of hearing it, but it doesn't fit the game. I don't know what augments, upgrades etc are used for any of the following things I will mention about hopper, but I am speaking from what I have seen with my own eyes. Hoppers traversing the map with a flag 3x quicker than even wasp with speed boost, hopper making people drop the flag while it flies in the air is not a well thought out idea. Jumping in the air is fine, but why the fire damage (my previous comment) AND making the flag carrier drop the flag when it has such a huge advantage because all it has to do is land ontop of the player carrying the flag. That player hasn't even got a chance because it stuns (which is exactly what the hunter hull does as its OD, so do you really find it fair that a hull whose OD is to jump both gives fire damage and incorporates the OD of another hull as well? If you do, please back this up logically). So the fact that it so easily can recover flags gives it an unfair and ill-thought out advantage which should have been recognised well before now. Secondly, drones. I feel that 300 for a battery is too much, and the fact that nobody thought to allow us to unequip drones with a key in-game is a bit disappointing, as it again seems that the focus was on making drones fully accessible to people who are happy to purchase batteries for real money. I apologise if this is not the case, but the reason is also not the problem, it is the drones themselves. Again, apologies for the rant and the negativity, but if anyone feels the same way about the topics above, has anything else to add or wants to voice you opinion, I'd appreciate to know if people feel the same as me. If you do want to comment, please do so logically and without any bias. Please do not simply say "the game is ", or "hopper sucks". In every case, please give a valid basis for your opinion and a reason that it affects the game/all other players rather than just yourself.
  6. r_Fish.tank980

    Allow quick equipment change

    I think implement this but do not allow equipment (but paints are fine of course) changes if you were hit in the last 5 seconds. I find this would be a simple way to eliminate people quickly swapping to some other hull or gun when they are about to die.
  7. r_Fish.tank980

    Unequip drone mid-battle with a key

    To any mods/devs - How quick will this be implemented, given that: [See: here] So now the game is, by definition of the improvement, depending more on drones, I believe this suggestion should be one of the next things to be updated, given that supplies were just changed to suit drones.
  8. r_Fish.tank980

    Structure for Tanki Updates

    Hi, I'm not going to discuss this idea here, as I would like to respect my word that I am posting one idea. Please comment on the general idea, or feel free to suggest how this could be implemented, that we need to have some criteria for each thing that is added to the game that is fair to both the devs and the players, ensuring that each update stays true to the fundamental idea of the game, ensuring that each update is fair to a wide number of players, does not render other updates to be less effective or less useful etc than before the update was released, and ensures that it makes the game more fun to play, and also does not decrease the general skill level required to play the game. I think this would be a good start for criteria, and I will be updating my thread when I get time to reflect this. Please try to refrain from commenting on the examples I gave, this thread is simply about bringing some more logic to the updates the Tanki dev team releases.
  9. r_Fish.tank980

    Better Magnum controls

    Why not make it so that you aim and when you release the space bar it shoots according to how full the "aim bar" is?
  10. Exactly. Back when shaft wasn't a steady aim, and hopper didn't exist, and everything was a darker green. Paints were your protection.. yes I think this should be brought back, possibly this could be "fixed" (as I am not certain how others feel about this) by making certain augments incompatible with certain hulls? Or more realistically, I think that heat immunity should, rather than removing all heat, should remove like 95% of the heat from enemies, and maybe 20% of the heat from yourself (so I assume this would just apply to players using vulcan).
  11. Currently 90% of the times I am killed by magnum it is because of the long burn effect which seems to be just as damaging as the heat effect from firebird. Even with the incendiary band augment, there seem to be so many players using the augment that I have noticed that I am being killed by the fire damage from vulcan more than the bullets, and I am being killed by vulcan fire damage more than firebird. I believe there should be less fire damage for vulcan and, if necessary, more damage for the bullets. This is a game of course, but even in a tank game there needs to be some realism (to believe that it is even tank related), so it doesn't make sense in my mind that people die more from fire damage from a machine gun turret than they do to the bullets it fires. Any comments are appreciated, I just believe the game could be slightly more realistic in this particular aspect, even though it is a game. Edit 1: I do not play vulcan however and this is purely based on instincts. It would help to hear whether other people share the same view as me so I could be more sure this is the case. I also play with wasp, but I feel if wasp can easily handle a mine, my tank should not be dying from fire damage rather than bullets.
  12. r_Fish.tank980

    Structure for Tanki Updates

    I previously typed up this post that took about an hour, only to have it invalid because I "suggested" more than one idea in a single post. This was not the case at all so please ensure to differentiate between suggesting things and using an example. I am doing the latter. At no point in this post am I suggesting anything other than the title suggests. I am simply offering my point of view on separate areas on the game in order to support the idea I am trying to put forward. For this reason I will repost my previous thread as it maybe came across in a way I did not intend. I am however only posting one idea. Here goes! "Hi all. I want to first start by saying how much I respect the guys who took their time to code this game. I cannot code very well in any language, so my heart goes out to you all. I also am not 100% certain if such a thing is already in place. However, I do feel it either lacks something if it does, or needs to be implemented if not. I do my best not to offend anyone; rather, as a player, I find certain updates to be slightly random and unbalanced. I wish to bring up a few examples using nothing more than basic, unbiased, and logical statements, as an introduction. I then wish to propose a solution that benefits both the well deserving development team, but also the players, without which, the development team would not exist. 1. Firstly, please see my post about drones. Basically, batteries are not suited to players who are still upgrading their equipment, as this already costs a lot. GIven that the price for a minute of batteries generally is more than the crystals you win in battles, I do not find that this method is suited to all players in the game. Hence, here, generality seems to be the issue. 2. Hopper. I do not wish to say it should not exist, I have no problem with the hull in principle. However, I do have a problem with the fact that I see hopper, and only hoppers, going from one flag to the other in a period of time incomparable to other hulls even with augments and speed boost taken into account. Try capping in 5 seconds with wasp? I am also aware of a post in suggestions asking for strafing of the hull to be reduced, which I find fully fair. I aknowlegde as well that this post is down as valid, so I do not wish to complain more than I am welcome to. I simply wish to state that the hull is definitely not, even still, at a stage where it is fair and balanced. I do find some issues with it's overdrive as well. Here, it's leveling that seems to be an issue. 3. Assault. The gamemode needs a rework (or at least to test this idea:); rather than having one single point that enemies spawn at, it should be equal. Currently, the team defending can camp at the point, and pretty much physically block it off with mammoth and co. If there were two spawn points, it would make for a much more balanced game, as players would not be able to simply camp at once place and pick you off. Also, it would require both teams to coordinate themselves, which in reality can be done by typing "defend point B" or "point A is clear, go to A". For the sake of a 10 second message to the team, the gamemode could be 10x more interesting, and less of a "pick them off" gamemode. Here, it seems that the issue is that the game mode is not optimised. (Although this is just my interpretation. For anybody reading please do not take this to heart, I am not forced to be correct on this particular issue as it is simply my opinion, so please try not to go against the dev team should you agree with me here). Now I have gone through a few examples, I find it a natural time to ask that some structure be introduced surrounding future updates. For example, you could have a checklist of things to check when introducing updates. - Is this fair, and can it be generalised? Ie, for drones, is it fair to a wide a range of players as possible? If players who are still upgrading their mains cannot afford to run drones, then it ia only fair when such players are not battling players who have upgraded their mains. Since a class of players do not have as much access to drones, but yet they are still playing against players who do, I find that this update should fail on some specific point on a checklist for updates. - Has this been optimised? If not, can it still be released without affecting the game? This is another point I find should be on the list. If hopper has not been optimised, does it affect the game too much for it to be realeased? Unfortunately, I, and I am certain others do too, feel it does. It should therefore not have been released too early, or should have beeen removed in order to optimise the hull. I find it fair to state that any update that affects the game too much and has not been optimised, should not be allowed to become a permanent part of the game. - Is this what the community want? I definitely do not want to teach anybody to suck eggs here, it is included for completeness. But I believe that a proportion of the community should be surveyed at random. If you inroduce an idea on the V-logs, and receive positive response, this does not mean it should be implemented. If players watch the V-logs, they are likely to be more biased towards the ideas. Instead, I think a part of the checklist should be that special care is taken to determine if it is wanted or not, and that any possible bias it reduced when searching for this answer. This may seem fairly obvious, but it definitely comes with real consequences, even for the dev team. If you mistakenly spend days working on an update that will later be revamped or removed, this could have been better spent on an update the community wanted, and would result in more real money sales since the community are the basis of all decisions. I also suggest that a "panel" of non-dev players be appointed to discuss these issues with the dev team, so that both sides can put forward their arguments for all of the points on said checklist before an update is judged, released or confirmed. I believe this would also reduce traffic to the suggestions panel, as 90% of the suggestions will be dealt with before the update is released, and from a coding perspective would enable the dev team to work more efficiently, since everything would be optimised, fair and worthwhile before it was even released. Edit 1: I feel the need to suggest one more criteria. Completeness. Ie, does some update affect another aspect of the game negatively? If so, is it still worth making the change? This is just an idea, and is by no means exhaustive. It does, however, give a simple introduction as the the possible necessity of my idea, as well as an indication of what it could be. Thanks for reading, and as ever I am happy to answer any questions. " I get the impression from some of the moderators' replies that the devs do not consult players very often regarding updates. I feel this should not be the case as this is a common business mistake. If you don't listen to what customers want, they won't buy your product/services. The same is true of online games because the same consumer behaviour applies. It is therefore another reason why this idea should be seriously considered, to align the players' needs and wants with the ideas of the devs.
  13. r_Fish.tank980

    An Idea To Balance Out Shaft

    Why don't they add back into the game that shaft moves while you are trying to aim?
  14. r_Fish.tank980

    Unequip drone mid-battle with a key

    This was actually my alternative idea,. The only problem you might have with this idea is that nobody needs batteries anymore because you equip it for 2 seconds, use the drone, and then immediately after the 10 sec cooldown you unequip it. Which would result in using about a 6/60 = 1/10th of the batteries currently used (2 seconds x3 per minute let's say).
  15. I'm sorry, but this is precisely the point of the game. You need to get used to knowing whether to shoot. I don't mean to be rude to you, but if you play an action game based on skill, then you'd expect it not to be that easy :/ What other games do you know about that have this feature for experienced players? If half life doesn't need it, then neither do we. I have to side with Watermelon and others. This feature shouldn't even be an option for advanced players. God forbid, there are many legends who still don't know how to turn their turrets. More of them is something the game certainly doesn't need.
  16. Do any mods know when this feature will be implemented? I actually despise it. It made my aiming so much worse. I spent years with rail getting a sense of exactly where to aim even with complicated shots, or shots where an enemy is out of their cover by a few pixels. But now, there are SO MANY shots where I "correct" my aim because the box is not there instantly, only to find that my shots were right the first time.. The red box is causing me to lose all the skill i spent years gaining.. Personally I don't really see the point of it at all. Stop making the game easier for noob players. Nobody on this forum needed it to get where they are now, and nobody ever will. Edit: sorry to be so negative, but I'd like the truth to be said. Nobody needs it. The data you have shows that. Just do a SQL query in your database to show how many people with a DL of above 1 started the game before the red box was implemented, and you will find it is quite a few.
  17. r_Fish.tank980

    Unequip drone mid-battle with a key

    Well already pay to win players, assuming there are some, buy drugs because they are cheaper. If I could share my drugs with the team then the people who don't pay to win would not be at such a disadvantage, since the team can share supplies. The same with supplier drone. What's the point of introducing something to the game that can only be used when you happen to get batteries, or is only affordable to legends who fully upgraded their mains? Also, in reality you turn drones on when you want to use them, you don't leave them on while they sit in the cupboard.. A balance needs to be reached between literally anyone being able to use a drone and making the game worse, and nobody being able to use drones. I feel it isn't completely unfair; I do manage to use drones for a bit when I get free batteries, and I could still buy the odd few. But it is definitely not catered to as wide a range of players as possible unfortunately.
  18. r_Fish.tank980

    Unequip drone mid-battle with a key

    I find drones to be a tad bit too expensive to run for anybody in the game who doesn't buy crystals with real money. 300 every minute of the game is a lot more than most people win, with most games lasting around 6 minutes, that works out at 1800 per game. If you use the drone once per minute then let's say that's 5 minutes of use (6x10 second cooldown). So let's go with 4 minutes. That's still 1200 crystals for one game. I appreciate the devs need some revenue or the game would not exist, but it should be 50/50, not 90/10. The people who don't spend as much money (although I have on occasion contributed) still should be able to use drones without spending more than they can earn in a game. Otherwise, what's the point of having drones just to rely on the batteries you get from boxes? My suggestion is that rather than paying per minute, you pay whenever you want to use the drone. Just as overdrive can easily be activated by pressing shift, a drone can be activated for a minute by pressing some unused key, such as control or the \ key. I use engineer, and I definitely do not collect a supply box every minute. If I could activate the drone before I collect a supply, at the cost of a 300 battery, then it would not be as expensive anymore for me to use a drone. On top of that, it would bring more revenue from people buying crystals to upgrade their drones when more people can actually use them. It is my suggestion that the drone is activated for a minute for you to collect 1 box, so that you have a minute to collect a box, and once you collect a supply box you have a 10 second cooldown before it can be used again. After you collect a box, you must use another 300 crystal battery if you want to collect a 2nd supply box. I believe this would be a fair, less pay to win approach to drones. Happy to answer any questions. Thanks for reading.
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