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Some things about changes in balance and refund


semyonkirov
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You often ask us whether there will be another rebalance and refund of crystals. Some players mistakenly believe that a rebalance IS a refund. Others understand that these are two related, but different things. Now, due to the new physics and further balancing of hulls and turrets, these questions have begun to emerge more often. So we would like to take the time to explain these issues clearly so as to avoid any unnecessary misunderstandings in the future.

 

The following are two of the questions we get most often:

Will there be another rebalance? No.

Will we continue to modify of hull and turret parameters? Yes.

 

The rebalance was a major update in TO. It was released on December 17, 2012. Back then we changed parameters for all elements of the game, including:

 

— ranks on which items became available

— damage dealt by turrets

— hull armor

— paint protection

— all the prices

 

Without this update, further development of the game would have been impossible.

 

The rebalance was quite radical and completely changed the whole game. And that is why we made the tough decision to remove all items (except for supplies) from your garages and return the crystals you had spent on them. However, it is important to clearly understand that the refund is not the rebalance itself. Rather, it is a consequence brought about by the complete change in parameters, logic and balance of the game.

 

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Vladimir Kovtun, one of our game designers, is doing his best to make all items in the game equally popular and effective.

 

At this point in time, such drastic changes are not required. However, it is necessary to gradually and consistently introduce small changes to the balance of the game. Therefore, weapon and hull parameters will be constantly fine-tuned. An example of this may be seen in the new game physics.

 

It is important to understand that the game balance is a living system. It can never be perfect because it will always be influenced by various factors. Balance cannot be achieved instantly, and it is never permanent. It requires a lot of attention, monitoring and constant changes. This can be seen in a vast number of other projects — changes are made all the time to keep the game from going into a state of uncontrolled imbalance.

 

Please understand that the changes we introduce will not be rendering any weapons or hulls weak or useless. Quite the contrary — we are working extremely hard to make all of the items in the game equally popular and effective. All we ask of you is to trust us, and not to worry. We hold the best interest of our community very dearly.

 

Of course, you must understand that if you purchased a specific item simply because it is stronger than anything else in the game, it would not make sense for it to remain like that forever. The focus should be on fun and excitement, through the gameplay element that the item provides. Overpowered items might be fun for a short while, but in the end they ruin the experience for everyone, including the person using them. What’s more, there’s no point in having a game where everyone is using the same weapon kit, especially if it is unbalanced. It would kill the individuality, the color and the diversity of the game. And that’s something we don’t want to happen.

 

As stated earlier, changes will be introduced consistently and will not be radical. In light of this fact, we have decided to abandon the idea of a refund altogether. While the refund made sense during the Rebalance, it is far too radical in this case due to the technical and economical ways in which it affects the game.

 

In conclusion, we will keep developing the game consistently. It will be changed and tweaked to keep it interesting, exciting, diverse and ever more dynamic. The changes will be introduced gradually and methodically. Our choice is evolution, not revolution. We owe you the best, and we will keep delivering it.

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Of course, you must understand that if you purchased a specific item simply because it is stronger than anything else in the game, it would not make sense for it to remain like that forever. The focus should be on fun and excitement, through the gameplay element that the item provides. Overpowered items might be fun for a short while, but in the end they ruin the experience for everyone, including the person using them. What’s more, there’s no point in having a game where everyone is using the same weapon kit, especially if it is unbalanced. It would kill the individuality, the color and the diversity of the game. And that’s something we don’t want to happen.

You say there is no fun in dominating.

Why do kits exist then?

Buyers join losing team, they drug drug drug and takeover

The people who were winning do not enjoy at all. The ones who were losing are not much happy as most of the fund is taken by the buyer.

Edited by Royalworld
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Of course, you must understand that if you purchased a specific item simply because it is stronger than anything else in the game, it would not make sense for it to remain like that forever. The focus should be on fun and excitement, through the gameplay element that the item provides. Overpowered items might be fun for a short while, but in the end they ruin the experience for everyone, including the person using them. What’s more, there’s no point in having a game where everyone is using the same weapon kit, especially if it is unbalanced. It would kill the individuality, the color and the diversity of the game. And that’s something we don’t want to happen.

Weapon 'kits' would be perfect............. IF they unlocked at the correct rank. But they are clearly overpowered when purchased at the rank of which they are unlocked, and everyone knows this. I understand the paints being unlocked at an earlier rank, thats not too extreme.... the bigger problem is the items. The M2 Viking/Thunder kit wouldnt be so bad, if it was unlocked at Lieutenant Colonel... the rank that Viking M2 is unlocked. Then at least other people have M2's at that rank, and its not extremely overpowered by then. The paints give an advantage, but the kit is mostly a discout, rather than an extremely OP kit wreaking havoc on other players. And it would be fine if the kit users used less drugs.......... but the kit buyers are the main people who drug 24/7, even when the fund is low, when their team is losing and has a 100% chance to lose, whenever they spawn... just cause, and etc, etc, etc.

 

I think drugs should have a longer time delay for re-use. Change the delay to 2-3 minutes and then this game can be much more strategical. It means that not everyone will be charging at your base on full drugs at the same time, but rather they would have to plan their timing strategically, and the team would have to use their drugs at the same time to be so powerful. Then after they die, the drug timer still counts down...

 

It should take 15 minutes to use 5 sets of drugs. This would add WAY more balance to the game in my opinion. Though Tanki would lose money, due to less drugs being used... perhaps you could raise the prices of drugs, and give less in the daily bonuses. (Do this price increase at the same ratio of time that the drugs are being delayed.) If drugs cooldown period is 1:15 now, and they cost 50 each, then if you make the cooldown 2:30, they could cost 100 each.

Edited by r_brandybabyxx0
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