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Not a good idea at all.

 

people will start just looking at the battles from outside because all buyers have higher protection modules and non-buyers are already leaving the game as you can see because MMS already destroyed it. this idea will demotivate the remaining non-buyers and they will start just looking battles from outside and join 50th battle they see in the link while buyers still won't care how much protection modules opponents have because they can change weapons and they can drug harder to win.

I myself am a non-buyer. I play regular non-PRO battles only to complete missions.

1. You say that buyers will benefit more. I disagree. Think about it - if this feature is implemented buyers cannot care less. They will change equipment as they please. It only stands to benefit non-buyers like me who only have limited turret choice. I don't see how it demotivates non-buyers.

2. You said buyers will drug harder. True but they play non-PRO battles most of the time. As far as I am concerned, I mostly I play PRO battles with supplies, supply drops and overdrives turned off so there is no question of drugging. 

3. Well yes, buyers do have highly MU'ed modules but remember they can only get resistance from at most three turrets at once. Teamwork can mitigate this to an extent. For example, today I played in a Silence CTF where 8/10 people on opposite team had high protections against my turret. Still, my team won my teammates prevented attackers from getting too close to me while I picked them off one by one.

4. Tanki has become pay to win since last few years so it only attracts players who intend to pay. These folks cant be bothered less about PRO battles anyway.

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i dont know if any on has said this already but i would like tanki to have a auto spell check. i am very clumsy and usually miss type the words during fast chatting. if there were an auto spell check in the chat it would help you know. :)   

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i dont know if any on has said this already but i would like tanki to have a auto spell check. i am very clumsy and usually miss type the words during fast chatting. if there were an auto spell check in the chat it would help you know. :)   

omgosh right? youve seen my spelling for example 0_o

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Make the key for self-destruct customizable in settings, just like all the other keys such as movement, firing, using supplies, etc. The reason for this is that I play on a Mac, but use Windows, and therefore I don't have a Delete key. (Apple's "alternative" for Delete, Alt + Backspace, doesn't register as Delete to Tanki) This would also just make Tanki's keys more customizable, which can only be beneficial. 

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i dont know if any on has said this already but i would like tanki to have a auto spell check. i am very clumsy and usually miss type the words during fast chatting. if there were an auto spell check in the chat it would help you know. :)   

Grammerly.

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We need a game-time clock. Probably something to click somewhere in the garage. To verify local time versus game time.

My concern with the clock is listed times, particularly for expiration times/dates. If there was a statement of the time definition with the expiration time, that would address my suggestion. If the time had a definition beside it (under it), then there would be no doubts or misunderstandings. 

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I suggest a set of option toggles and radio buttons on the Battles panel. I'd like to have a few preference options for battle buttons. Perhaps a subset of maps could be an option. Perhaps an option for battles that exclude a particular turret.

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Show score added in bottom right

 

Show us the score added by the kill at the bottom right corner of the screen. For example if you get +7 score it says "Kill assist score +  7"

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We should be able to see the percentage of experience needed till the next rank. After 60% the players wont be able to resist playing, its a psychological trick proven in many games. :)

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Me neither. Tanki Online is addictive enough, I don't think this would help much. Daily Missions were the update that kept at least 60% players in the game for an additional few months or years, especially non-buyers. Daily Missions actually made it that you cannot compete in this game anymore without having that little advantage from those, and players couldn't know if they'd want to keep playing or not when they have more time - which led to half players of TO to just logging-in, completing a mission and logging-off. It was a problem for me too - I just couldn't lose the chain. This fortunately changed lately, (fortunately for players, at least) so, I don't know, it probably is marketing strategy.

 

This may be not related to this topic, but speaking of marketing strategies, I'd also want to mention Gold boxes and Paints which both also started to losing their value and are buyable for relatively overpriced prices. It simply seems like something they saw it worked and it worked again so they might apply this on future products with small changes. It's all the same story if you take a think if you didn't already.. supplies, daily missions, gold boxes, paints and next in line batteries for drones - all start from being uncommon and rarer than now (or overpriced) then slightly going to be overused, then getting buffs or drops in prices, or as they tell you, then making them pricey and putting the rest in the Shop (this might not be true to detail or at all, but there is something in relation with each other if you take a think).

 

I wouldn't implement this for experience bars, -1.

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I have a bit of a hard time completing "score points" missions for Deathmatch. Mainly because you can't even see how much points you accumulated inside the game mode. It's a minor thing and probably doesn't effect anything, but it's a bit annoying having to go and click on the missions tab every time just to see how many points are left. Besides, what harm will adding a small score stat next to your kills and deaths when pressing Tab do?

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Me neither. Tanki Online is addictive enough, I don't think this would help much. Daily Missions were the update that kept at least 60% players in the game for an additional few months or years, especially non-buyers. Daily Missions actually made it that you cannot compete in this game anymore without having that little advantage from those, and players couldn't know if they'd want to keep playing or not when they have more time - which led to half players of TO to just logging-in, completing a mission and logging-off. It was a problem for me too - I just couldn't lose the chain. This fortunately changed lately, (fortunately for players, at least) so, I don't know, it probably is marketing strategy.

 

This may be not related to this topic, but speaking of marketing strategies, I'd also want to mention Gold boxes and Paints which both also started to losing their value and are buyable for relatively overpriced prices. It simply seems like something they saw it worked and it worked again so they might apply this on future products with small changes. It's all the same story if you take a think if you didn't already.. supplies, daily missions, gold boxes, paints and next in line batteries for drones - all start from being uncommon and rarer than now (or overpriced) then slightly going to be overused, then getting buffs or drops in prices, or as they tell you, then making them pricey and putting the rest in the Shop (this might not be true to detail or at all, but there is something in relation with each other if you take a think).

 

I wouldn't implement this for experience bars, -1.

bad explanation bad understanding of marketing bad strategy 

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bad explanation bad understanding of marketing bad strategy

Well at least you can quote whole text-wall to criticize it with a uncapitalized commaless sentence without reasoning your arguments. I agree that I know neither explaining or understanding very well, but can you at very least explain what is "marketing bad strategy"?

 

Just want to clear out literal meaning of your reply (in case 'marketing bad strategy' means 'bad marketing strategy'): I explained and understood bad marketing strategies badly.

 

I couldn't agree more to that. I have no clue and neither I would want to involve myself into it.

 

I am not showing-off and I regret posting on this forum.

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after 25% I tend to try to play the fewest amout of time possible in order to make as many crystals as I can before the next rank lol

 

this 60% thing does not apply to me ^_^

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