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Hi,

I am a  15 year-old English, and have been playing your game for a few months now- and really enjoy it; but I have a few suggestions, I don't mean to sound arrogant or self exalting- there are just some parts of tanki that feel- incomplete. here are a few:

 

Negative possibility spaces:

 

There are many what appear to be secret and hard to get to places in may of the maps- like the area in 'polygon' were u can go round the side of that building. you notice you might be able to get there, you spend a while trying and failing: and eventually get to the "secret area"; and you find... nothing! there is the occasional dead fire bird there but nothing more. in the polygon area there could be some form of slope to reward the player with the ability to drive up this slope and get on top of the building- having an advantage- or a line of fire and assess to a flag point. this lack of acknowledgement of achievement really leaves the player feeling empty- and felling that their efforts were not well spent.

 

Drugs/supplies:

 

While allowing the player to purchase drugs monetises Tanki, and bring revenue- should we really need to enter a pro battle to escape them? Playing against duggers often makes the game punishing rather than challenging, dying just after spawning all the time, and really saps some fun and energy form the game- the player has no intensive to continue that battle and will leave, and probably log out.  The only tankers who can afford to play pro battles are the ones with all the drugs; us clean players have no were we can play whit our values and ethics of play- this might be a burden to the Tanki community and cause many tankers to quit.

It seems to me that drugs have bad counter play- they are not fun to play against reducing the overall communal fun- and it seems that some form of management needs to be implemented on their use, having the timer doesn't seem enough. increasing their price will help make tankers value their daily gift more and mange this problem. another solution I can think of is to limit the number usable: either relative to the games length or...(next idea may solve some issues with no supply battles) allow the maker of the battle- when selecting how many kills or what ever to end the game at- to set a max number of drugs/supplies players can use in that battle?

Mines seem to take skill and strategy, and are fun to place and battle against. Making mines cheaper will increase their use and make the dynamics and mechanics they introduce into the game more accessible to non-buyers.

 

Pro battles:

 

Pro battles seem like a good idea at first- paying to enter to raise the level of competition. but what happens to that 500cry? I don not know if it does but it should be added to the battle fund; this may cause issues with pro passes though. I really want to take part in no drug and no MU battles but they are only available realisticly to buyers- and they are the ones with all the MUs and drugs. 

 

Unappreciated maps:

 

A lot of maps are ignored by most tankers, old and bad maps that a lot of experienced player will have never played in. this seems like a waste of content and a reduction in Tanki's apparent depth. If you redesign some of these maps, a then to repopulate them- increase their gold box ratio slightly to give players an intensive to try these improved maps, this might make the game seem like it has a whole load of new maps and content without you having to start the maps from square 0. A lot of these maps are good, just under-rated.

 

More on mines:

 

mines are fun. :] 

 

why not make them extremely fun? I would really like, and probably many more tankers, to see an M1 mine. or to avoid power creeping and an unbalance in power of mines- tactical mines: ones that set you on fire- like a firebird, and similar effects.

 

Flipping: 

 

Often flipping is annoying, especially when someone on your team crashed into you- and you flipped. it might make sense to have a hull that can recover flipped tanks, and flip them back onto their wheels. this will make the game more dynamic, tanks having to stop these un-flippers from saving them- just like killing Isildas.

 

Hope some of this is useful. :D

Edward Hill-King

Nickname: vardtank

p.s. please bring back the map "crash".

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Truth is always bitter, what is the point of given suggestions when tanki clearly says that no more ideas are accepted?

maybe for the next version?

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Truth is always bitter, what is the point of given suggestions when tanki clearly says that no more ideas are accepted?

Shut up and leave us alone from ur bitter posts.

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