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On 2/18/2025 at 8:04 PM, NikmanGT said:

But the thing is, Tanki's camera angle is a bit different from other games. While the other shooter FPS games allow you to point at anywhere on the ground or any specific point on the map, which makes the ability to ping a specific location much easier.

Tanki has set itself lots of limitations by favouring keyboard controls initially, sadly. With mouse controls, you could just lock your turret using right click and move the center dot to where you want to ping.

But yeah, since this would work only with mouse controls, I don't see it happening.

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On 2/19/2025 at 2:32 AM, Son_Goku said:

But yeah, since this would work only with mouse controls, I don't see it happening.

Yeah, that's why I presume this hasn't been implemented yet. I know Opex plays a lot of other games as well of different genres, so there's almost 0 percent chance he hasn't thought about a ping indicator or emote/voice lines wheel.

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On 2/19/2025 at 1:42 AM, NikmanGT said:

almost 0 percent chance he hasn't thought about a ping indicator or emote/voice lines wheel.

Why "almost"? I literally linked HIS topic about this exact thing above lol

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I rarely play MM these days, but playing a bit over the past couple of weeks, I found it to be very problematic that there is no easy way to determine what a teammate's/opponent's augment does while in the battle. For example, I played against someone using Gauss with an augment that had an avatar that looked like a pair of those gimmicky plastic vampire teeth people wear during Halloween, but there was no simple methodology I could use to determine what said augment does. Sure, I could check the Wiki (I did so after the battle), but it is simply not logical to assume that someone would do so while in a battle, as it takes far too long to do so, making it rarely worth the time commitment.

I personally feel there should be an improvement added to fix this issue. As it stands, you are currently able to press/hold the "Tab" button and hover over a player's nickname to see avatars and percentages for the turrets they have a protection module equipped for. I think it would be worthwhile to add upon this, having some form of window pop-up when hovering over a player's nickname that briefly shows what their augments do. It does not need to be exactly the same as shown on the Wiki (where exact percentage differences from stock are shown), but maybe show a more simplified version. For example, for the "Nemesis" augment for Gauss I explained running into earlier, the window pop-up could state the following:

  • Salvo does more damage
  • Time to reacquire target is increased
  • Salvo reload is slower
  • Salvo impact force is greater

(And potentially these can be put into separate columns within the window pop-up to save space in/not over-complicate the User Interface)

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A visiual indicator to the right of where Module resistances appear, which tell you when a tanker is using a special hull augment, Aka:
Weight: Hull has a weight tampering augment
Wings: Hull has safeguard ready to trigger (vanishes when safeguard is used up)
Explosion: Hull has Blaster augment and will explode on death
Mine consumable: Hull has miner augment and gets to keep most of his placed mines on death
 

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See, you're basically dividing the augments indicator into classes, which also does not pinpoint what specific augment a person has, so why not press Tab to check it instead of still being clueless whether he has lightweight or heavyweight, EMP or explosion.

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On 12/20/2024 at 6:33 PM, Sharva said:

Today when I was in a battle, I wanted to change some settings, so I paused the game and was going to click on the "Options" tab of the pause menu to change the settings, but I accidently clicked the "Reload Client" option which was just below the "Options" button, due to which I had to log into my account all over again, which wasted my time and made me lose my position in the battle. This happened with me for the first time today, but I can see the possibility of it happening often with players. And when it happens, it really is an annoying moment, especially if one doesn't tick the "Remember me" box before logging into their account. That's why I suggest and request the devs to either reposition or remove the "Reload Client" option, which is located just below the "Options" tab of the pause menu of a battle.

 

On 1/27/2025 at 2:36 PM, NBIHFADH said:

Can you add an option to the crosshair to change it to a vertical line in the center of the screen? Because when I aim at distant enemies, the crosshair is always below the enemy, which makes it difficult to use.

And why does the crosshair disappear when Gauss aims? I also hope you can provide an option to keep it from disappearing.

 

On 1/29/2025 at 3:07 PM, Acecaddy said:

Currently, with auto on, 50% of my boosters are getting thrown into the trash because they are usually consumed at moments where there is no fighting available
the only thing that ISN'T is the repair kit

 

On 3/7/2025 at 6:27 AM, Devoid said:

I rarely play MM these days, but playing a bit over the past couple of weeks, I found it to be very problematic that there is no easy way to determine what a teammate's/opponent's augment does while in the battle. For example, I played against someone using Gauss with an augment that had an avatar that looked like a pair of those gimmicky plastic vampire teeth people wear during Halloween, but there was no simple methodology I could use to determine what said augment does. Sure, I could check the Wiki (I did so after the battle), but it is simply not logical to assume that someone would do so while in a battle, as it takes far too long to do so, making it rarely worth the time commitment.

I personally feel there should be an improvement added to fix this issue. As it stands, you are currently able to press/hold the "Tab" button and hover over a player's nickname to see avatars and percentages for the turrets they have a protection module equipped for. I think it would be worthwhile to add upon this, having some form of window pop-up when hovering over a player's nickname that briefly shows what their augments do. It does not need to be exactly the same as shown on the Wiki (where exact percentage differences from stock are shown), but maybe show a more simplified version. For example, for the "Nemesis" augment for Gauss I explained running into earlier, the window pop-up could state the following:

  • Salvo does more damage
  • Time to reacquire target is increased
  • Salvo reload is slower
  • Salvo impact force is greater

(And potentially these can be put into separate columns within the window pop-up to save space in/not over-complicate the User Interface)

 

On 3/11/2025 at 4:56 PM, Acecaddy said:

A visiual indicator to the right of where Module resistances appear, which tell you when a tanker is using a special hull augment, Aka:
Weight: Hull has a weight tampering augment
Wings: Hull has safeguard ready to trigger (vanishes when safeguard is used up)
Explosion: Hull has Blaster augment and will explode on death
Mine consumable: Hull has miner augment and gets to keep most of his placed mines on death
 

Topic Merged

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On 2/16/2025 at 6:00 PM, Acecaddy said:


With this, I suggest: The gesture wheel
when holding a certain hotkey, you can select which gesture/emote do you wanna pick via hovering mouse at it, once you release hotkey with the emote your cursor is on, you will send an emote in team chat
so why do such a thing?

because its impossible to coordinate with others, warn them, etc. when you do not speak their language, and not everybody is willing to learn a language to speak with randoms in a tank game

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yes, you already know there was option in flash version graphics, The Deep shadows
these were the shadows on the corner side of the maps,but on HTML5 version,we didn't get it back.
by the update of flash of mines,i remembered this should be implemented back in the game. while everything from flash has been transfered.
Graphics Flash vs HTML5 - Archive - Tanki Online Forum
 

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This is more of a logical change. When someone is killed by blaster, on the kill feed it says blaster killed that player first instead of what triggered the player with blaster to die and kill the other player (if the player was killed/self destructed). The way this is coded also was a problem during the event modes. Sometimes when someone caught a "m-m-monster kill!" super gold and the player who triggered the event killed a blaster, the blaster would steal some of the monster kills from the player who caught the super gold (i forgot to take a screenshot of when this happened). So for both a logical and fairness sense, this should be changed. Who kills someone with blaster should be listed first on the kill feed. I also think the kill feed should be longer by 2 rows. 

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Hello dear Tanki!

Around 1.5 years ago a sudden change has been applied when anyone takes a gold box, it is written with white text and I was quite surprised why did this happen. I want the yellow text back when anyone takes any kind of gold box because that looked really nice and natural. I am showing an example what kind of interface I am thinking of to be brought back. (I hope it was sent)

Thank you if you consider applying back this interface change. I think the community would be happy to see this change. 

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that would be nice,
there is a small trick, if you play on browser, and download an extension called dark reader ,  change setting with sepia, it will make all texts green,which are usually white, it also changes interface color to green-black. but the images become white, and i dont think its illegal because its just a dark theme

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Posted (edited)

Hello,

Since the UI change in battle, the change for the list of protection's displayed in the tab is good but also bad. The good part is that we can see how many protection for specific turret are however, we can't see simultaneously every protection of every player and we're forced to scroll the cursor on each player to see their protection and how much upgraded they are. My suggestion is to somewhat revert this change to how it used to be before, much simpler, https://prnt.sc/7HpVrS-NtyLj but with the list of how much protection are used in battle as it can be helpful too to let the players know how much protection for certain turret are taken (let this change stay) https://prnt.sc/k9vDMyBw7Eif

Edited by DMR
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We don't usually accept Ideas regarding reversion, but this one is worth adding back.

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No way it's coming back. The only benefit is that it helps you pick a turret to change to, but developers are moving away from in-battle changing as a mechanic altogther.

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On 5/19/2025 at 11:51 AM, Maf said:

No way it's coming back. The only benefit is that it helps you pick a turret to change to, but developers are moving away from in-battle changing as a mechanic altogther.

It's not practical to literally have to scroll your cursor on each player to see which one of them have prot against you and how much, where back then, just press tab and you can see everything. They make everything complexe

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Posted (edited)

Totally agreed ??

On 5/19/2025 at 9:21 PM, Maf said:

No way it's coming back. The only benefit is that it helps you pick a turret to change to, but developers are moving away from in-battle changing as a mechanic altogther.

Dissapointed to know this, because I hadn't liked the update in which they made it possible to change an equipment just once in every MM battle in the first place...

Nevertheless, even if this change can't be implemented, there's an alternative solution, and a good one too, and that is to revert the change in which the feature of being able to see the opponents' protections, augments and all by pressing the 'V' button (if I remember correctly), was removed from the game. It was really convenient.

But I'm a bit confused... If developers want to move away from in-battle equipment changing as a mechanic in the game. why haven't they removed the row in which the numbers of protections against specific turrets are listed in the TAB menu yet (I'm not in the favour of removing this feature at all, I'm just curious about why they haven't removed it yet)?

Edited by Sharva
Grammatical Error
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On 5/19/2025 at 9:19 PM, Sharva said:

But I'm a bit confused... If developers want to move away from in-battle equipment changing as a mechanic in the game. why haven't they removed the row in which the numbers of protections against specific turrets are listed in the TAB menu yet (I'm not in the favour of removing this feature at all, I'm just curious about why they haven't removed it yet)?

It's not 100% clear what they want to do with it yet, but I see no reason to intentionally remove protections from the UI. Even without changing it could be useful, for example if you're playing in a group, so you can see the strongest enemy players and check if they have protections from your friends' turrets. That way you'll know if they need help fighting that enemy.

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Posted (edited)
On 5/20/2025 at 10:32 AM, Maf said:

It's not 100% clear what they want to do with it yet, but I see no reason to intentionally remove protections from the UI. Even without changing it could be useful, for example if you're playing in a group, so you can see the strongest enemy players and check if they have protections from your friends' turrets. That way you'll know if they need help fighting that enemy.

I see... I thought that since players mostly change their equipment in a battle by just looking at the list of protections from turrets in the TAB menu, instead of checking anyone's protection individually (at least that's what I do, and I think many other players might be doing it too), removing the protections list from the TAB menu would only make sense if the developers are moving away from in-battle equipment changing as a mechanic.

I haven't really grouped with anyone, even once, so I don't know much about it... But I did understand what you said about it, and it does make sense.

Edited by Sharva

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When we are in a battle in Tanki, we often see some players' tanks flipped and on their way to getting self-destructed. Whenever we see any such flipped tank in a battle, we try to shoot and destroy it, to gain free XP Points, Battle Score, etc. However, many times the flipped tank doesn't get destroyed by our shots, which just makes our shots (and the time taken to shoot them) get wasted. To avoid this, a smart and possible change to implement in the game would be to show our enemy's HP bar to all of our allies if he has started the self-destruction timer. This would allow us to decide whether to shoot the flipped tank or not, according to the amount of HP that it has.

This would be a simple yet effective and convenient-to-use change that, I think, can be implemented in the game in no time. Hence, I hope the Tanki Developers consider this idea and implement it in the game as soon as possible. I'm looking forward to it... Thanks a lot, in advance ???

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Posted (edited)
On 5/23/2025 at 1:30 AM, NikmanGT said:

Oh naa ?

The lengths people go to get that extra 15 rep points ?

Yeah... every bit of reputation points contributes in helping me achieve higher position in a battle. Nothing is insignificant if you're getting it for free, after all...

Edited by Sharva
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On 5/21/2025 at 12:04 AM, Sharva said:

When we are in a battle in Tanki, we often see some players' tanks flipped and on their way to getting self-destructed. Whenever we see any such flipped tank in a battle, we try to shoot and destroy it, to gain free XP Points, Battle Score, etc. However, many times the flipped tank doesn't get destroyed by our shots, which just makes our shots (and the time taken to shoot them) get wasted. To avoid this, a smart and possible change to implement in the game would be to show our enemy's HP bar to all of our allies if he has started the self-destruction timer. This would allow us to decide whether to shoot the flipped tank or not, according to the amount of HP that it has.

This would be a simple yet effective and convenient-to-use change that, I think, can be implemented in the game in no time. Hence, I hope the Tanki Developers consider this idea and implement it in the game as soon as possible. I'm looking forward to it... Thanks a lot, in advance ???

well youre forgetting about the Gentlemen (it being like 7/10 times) who are low, who are flipped, who are getting damaged... SO THEY USE A REPAIR KIT WHILE SELF DESTRUCTING
so while this is a good idea it would not really work most of the time anyway. Unless of course we cut drug obtainability by 90%. I mean people complaining about supplies from keys constantly so good idea right..? :))) 

and i'd imagine it would create a lot of glitches with enemy HP bars too knowing tankis programming.

On 5/22/2025 at 11:00 PM, NikmanGT said:

Oh naa ?

The lengths people go to get that extra 15 rep points ?

considering how hard they're making to even get 100 rep points in battle at this point, yeah i cant blame anyone for starving for 15 rep points ?‍♂️

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Back in MY day, it was considered a noob move to shoot flipped players since if you leave them to SD, it takes them longer to respawn, so you get a slight advantage for a few seconds while they're a player down. I remember when the SD timer was a whole 10 seconds, and respawning took another 10 seconds...

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