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Ideas for the Interface


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Hello Tanki Online Team,

I hope you’re all having a great day.

I wanted to share some feedback regarding the latest update that introduced new interface components displaying player nicknames, types, and other technical details during gameplay. While I appreciate the effort to bring new features, many players, including myself, feel that this addition is unnecessary and makes the interface more complicated.

When we’re playing, our focus is on the match itself — not on extra data or technical overlays. It feels more like system monitoring than gameplay information. Tanki Online has always stood out for its clean and immersive experience, and I believe simplifying the interface would help maintain that.

Thank you for your continued work on improving the game and for taking community feedback seriously.

Kind regards,
 

Edited by Mohammad

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On 11/3/2025 at 4:04 PM, AraB_AllieD_ForceS said:

makes the interface more complicated.

It's just on the bottom right of the screen, I don't think it counts as complicated.

 

On 11/3/2025 at 4:04 PM, AraB_AllieD_ForceS said:

feel that this addition is unnecessary

Everyone thinks that, nobody asked for it to be brought up, but devs clearly stated that the diagnostic interface was solely for the purpose of extracting some information to 'improve the quality of the Game'. So I doubt they'd remove it anytime soon.

However, a toggle to remove it upon a player's choice should definitely be implemented.

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Thank you for your response!

I completely understand that the diagnostic interface was added to help gather data and improve the game’s performance — and I truly appreciate the developers’ effort in continuously refining Tanki Online.

However, from a player’s perspective, even if the component is placed at the bottom right, it still feels distracting and unnecessary during active gameplay. Many players value a clean and immersive experience, and having technical information visible all the time can take away from that.

A simple toggle option, as you mentioned, would be the perfect balance — allowing the developers to keep the feature for those who need it, while giving players the choice to disable it if they prefer a cleaner view.

Additionally, I would love if the developers could consider adding customizable HUD options in the future. For example, being able to rearrange the supply icons, radar, or other interface elements on the screen — and save a personal layout. Many modern games already offer this feature, and it gives players more flexibility and comfort depending on their preferences or screen setup.

It would be great to hear the team’s thoughts on this or if it’s something that might be considered down the line. I truly believe this feature would make a big difference for players who want to optimize their gameplay experience.

Kind regards,
AraB_AllieD_ForceS

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On 11/3/2025 at 5:20 PM, AraB_AllieD_ForceS said:

Additionally, I would love if the developers could consider adding customizable HUD options in the future. For example, being able to rearrange the supply icons, radar, or other interface elements on the screen — and save a personal layout. Many modern games already offer this feature, and it gives players more flexibility and comfort depending on their preferences or screen setup.

Already in the works as stated by the devs in their early vlogs before working on Classic, as the new interface update along with presets.

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Allow players to adjust the visibility, opacity, or fade distance of teammate nametags...

For example on flat maps it is hard to see an enemy that is covered by teammate(s) username(s). Allow us to change how they appear downrange...

(similar to how we adjust 'Camera center point opacity')

I will also attach a screenshot to demonstrate the nametag obstructing the battlefield. IDK how to do that. Link below

https://imgur.com/a/qttU9hI

 

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I'm suggesting to add in the tab menu an indicator that shows if players switched equipment because sometimes we might think enemies switched protections or turrets or both so we might be tempted to switch too but sometimes it appears they didn't switched so they switch protection and turrets after we already switched and it's frustrating to memorizing each players protection. the indicator for every player displayed in the tab menu, which will appear if the player switched, should look like this : https://prnt.sc/W-G4XkrtOzZg

Also, players switching skins for turrets and hulls, shot effects for turrets and paints should not trigger this indicator to prevent players from baiting other players into making them thinking they switched.

Edited by DMR
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Saw suggestions of removing the nicks of far-apart players completely, but opacity is a better solution imo.

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The solution to this idea is to rework or completely remove mid-game changing altogether, because the "arms race" aspect was never a fun part of gameplay. You're meant to spend your time playing the game and fighting enemy tanks, not scanning the Tab table and calculating which equipment combo to switch to.

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On 12/6/2025 at 5:31 AM, DMR said:

I'm suggesting to add in the tab menu an indicator that shows if players switched equipment

a whatever QoL idea on the surface but all it does imo is promote even more tryharding with people that are already tryharders. Personally unless there is like 60% of the map that suddenly uses a turret who's prot i didnt equip, only then will i change my 4 sacred prots mid battle. Turret changes are mostly either

1. X turret in this map and on this mode is just the best choice by far

2. x16 railgun protections.

that's ignoring that prots are extremely expensive to upgrade nowadays for some reason. So it boils down to just changing turret/hull and prot amount indicator at the bottom does the job perfectly fine.

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i play juggnaut mode a lot but i main paladin i hate having to always switch to keyboard layout, give a option in settings for juggnaut mode under the same settings for regular tanks. either keyboard or mouse. 

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on main homepage add a battle history which shows the stats of the most recent battles and upon clicking it also shows what combo was used. can show upto 100 battles, or more of the lastest battles. 

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Hi, one more post from me, today i wanna suggest a thing but im not sure if someone already did, it is simple, when you press tab you normally can see your allies and enemies, but there is too much stuff in the game to learn and you normally wont know what he has or what it does, so easly i would suggest to have icons that resume what the augment does if you click or just hold them, like the icon of advantages and icon of disavantagez, +Damage -Recharge and a HUD indicador of each one for more details, i believe it can helps new players and old players that not usually play the game or ready patch notes to not have so much problems against the new this of nowadays

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1) The exact stats changed by augments should be accesible from garage as well. whether it be with "read more" link, a hidden ui element that pop up when click on expand more, or like to wiki, and just state them in description. anything will be better than current. which is too vague, and sometimes misleading (description will mention some change which isnt present in the stats)

2) The radar in battle should only show the enemies that are in your or your allies' views. it should make sneaking (as strategy) useful. right now, it just point and shoot, which pay 2 win augment just wins

3) Currently its too easy to miss the flag taken cue (and whether its our flag or enemy's). please make the notification of flag taken, flag dropped but not returned, and flag returned more prominent. 

4) If point 3 is not possible, make it a toggleable setting with default off. user can switch it on if they want.

5) in current battle score table, there is no indication which specific enemy has protection against you. there should be some sort of indicator, i shouldnt have to hover over all players' names.

6) On tanki wiki, turrets' pages are hard to navigate through. if you want to look at detailed specs of turret, you have to scroll through long list of its augments (which are also separately available on tankiwiki/augments), instead make the section on augments collapsible. it will make it easy to scroll to whichever section you want, augments or detailed specs, as user will just expand the section they want.

 

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Next time, please post 1 topic per Idea.

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Like the title says.

lf you don´t like a category of missions and you don´t want to see it's notifications,  and you want to declutter you MIssions paneI, this is for us.

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Very well, because why not .

dance-ariel.gif

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for example: if you use the yellow color from twins, the Blue energy coloration of the turret and the hull become yellow.

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UX/UI Improvement Suggestions

Hello Tankmen,

I'm sharing this post as a collection of suggestions for improving the game's UX and UI. Some are small adjustments to existing features, while others are additions that I think could make the overall experience smoother.

1. Main Menu Shortcuts

There are several shortcuts in the main menu that I don't think are very useful. I believe shortcuts should be used for the most frequently used options rather than optional ones.

I suggest:

[P] Play
[M] Missions
[G] Garage
[S] Shop

Esc — Exit Game

Pressing [Esc] from the main menu should open a small window asking whether the player wants to close the game.

I think this would be better than having an Exit option hidden under Settings, and much clearer than the current back arrow, which logs you out rather than exiting the game.


2. F11 and Consistent Shortcut Behavior

[F11] for fullscreen works great, but I'd like to be able to use it during loading screens as well.

Also, fullscreen should only be exited by pressing [F11] again, rather than [Esc].

F11 is actually a good example of how shortcuts should behave:

Press once → Open/Enable
Press again → Close/Disable

I'd like to see this behavior applied consistently across the UI.

For example, if [P] opens the Premium page, pressing [P] again should close it.

The same principle should apply to mouse interactions. There are already some good examples of this in the game. When clicking certain currencies or UI elements, the interface provides an obvious way to return or close the window.

However, when opening the Premium page using the crown, the close button appears on the opposite side of the screen. Even worse, if matchmaking has already started, I may need to cancel matchmaking just to close that page.

UI elements should be easy to open and equally easy to close.


3. Show the Map Before Loading Into a Match

Since we're talking about matchmaking, I think there's an opportunity to save both the player's time and the team's time.

If I'm searching for a match while using a long-range turret, I expect to use it on a suitable map. If matchmaking puts me into a small map instead, I may have to either:

  • Leave the match, which wastes my time and hurts my team.

  • Stay and change my equipment.

I suggest showing the map name and an image of the map before loading the player into the match.

This gives the player a few seconds to react. They could cancel matchmaking or quickly change their turret, paint, or other relevant equipment before entering.


4. Equipment Changes During Matches

This leads to another issue.

Sometimes I enter a match and immediately realize that I need to change my turret or paint because I wasn't given enough information about the map during matchmaking.

After changing something, however, I may be prevented from changing equipment again for around 10 minutes.

A player might change only their paint and then realize shortly afterward that they also need to change something else. By that point, they're locked out, and the match itself might only have six minutes remaining.

This can encourage players to simply leave the match.

Instead, I suggest giving the player one change per equipment category during the restriction period:

  • Hull

  • Turret

  • Paint

  • Augment

  • Grenade

  • Drone

  • Protection

For example, changing your paint would consume your paint change, but it wouldn't prevent you from changing your turret once afterward.
image.png

This prevents constant equipment switching while also avoiding situations where one bad decision forces the player to use the wrong setup for the rest of the match.


5. Better Damage Feedback

Sometimes I get destroyed without even realizing how much damage I took or where my HP went.

A clearer HP-loss effect would help, but I think an optional incoming damage log would be even better.

For example:

[Player 01] -900 | Railgun → [You]
[Player 02] -300 | Mine → [You]
[You] Destroyed

I suggest placing this around the upper-left area of the screen, since players are less likely to be focused there during combat, allowing the information to remain visible without distracting from aiming.

This could also be an optional setting for players who prefer a cleaner HUD.


6. Matchmaking Notifications Instead of Interruptions

I also think the game could handle matchmaking notifications more respectfully.

Instead of disabling or interrupting the chat box when a match is found, show a countdown timer above the chat.

Similarly, if a player enters the Garage from the main menu while matchmaking is active, finding a match shouldn't immediately kick them out of the Garage.

Let them continue what they're doing while displaying a visible notification and countdown somewhere on the screen.

When the timer finishes, load the match.

This gives players time to finish what they're doing instead of suddenly interrupting them.


7. Cancel Accidental Self-Destruct

Sometimes a player presses [Delete] accidentally or starts self-destruct based on a wrong assumption.

I suggest allowing the player to cancel self-destruct by pressing and holding [Delete] while the countdown is still active.

It's a small quality-of-life improvement that could prevent unnecessary deaths caused by accidental input.


Final Thoughts

None of these suggestions individually changes the core gameplay, but that's exactly the point.

Small UX improvements accumulate.

Clear shortcuts, predictable buttons, better matchmaking information, more flexible equipment changes, clearer damage feedback, less intrusive notifications, and protection against accidental inputs can make the difference between an experience that feels frustrating, one that feels good, and one that feels great.

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