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Player's Moderation: Kick2


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What's certain is that specific hacks are back. I started seeing fly hacks in Serpuhov. While mults are common.

that must explain why tanki is trying to close down any loopholes in the game for cheaters, and mentioned in the vlog. Hackers are getting smarter by the day.

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By the sounds of what was said in V-blog 42, the anti-cheat system does not work very well. It can't tell the difference between lag and a hack. Hacker and cheaters will only use this to their advantage. They will realize that there is no really punishment for using hacks and will use them on alternate accounts to boost battle funds for their mains. Hackers will not care about self-destructs. Reporting them is the only way to get them removed and banned. So we need a better reporting system.

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getting self-destructed wont get hackers anywhere. And if it works, it may not require moderation system anymore. maybe thats their plan all along.

Im still wondering, how they are going to get rid of mults this way?

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Mults have nothing to do with the new tanki update. But Multing can be solved via this Kick2.

 

Tanki will do the following (as they told so far):

They just self destructs hackers (hopefully immediately) and so they can't make a benefit of their zero-accelertion, speed, jumpshack, flyhack, stay below the map.. whatever. On the other hand, if the system identifies a normal palyer as hacker (due to lag, which can lead to a false-positive) then he is "only" selfdestructed, and not automatically disconnected from the battle.

 

So hackers get self destructed all the time.. false positives get self destructed ocasionally and keep their battle archivements.

 

For anything more Kick2 is needed

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Mults have nothing to do with the new tanki update. But Multing can be solved via this Kick2.

 

Tanki will do the following (as they told so far):

They just self destructs hackers (hopefully immediately) and so they can't make a benefit of their zero-accelertion, speed, jumpshack, flyhack, stay below the map.. whatever. On the other hand, if the system identifies a normal palyer as hacker (due to lag, which can lead to a false-positive) then he is "only" selfdestructed, and not automatically disconnected from the battle.

 

So hackers get self destructed all the time.. false positives get self destructed ocasionally and keep their battle archivements.

 

For anything more Kick2 is needed

so why arent they putting it in already? do they have too much on their hands? it seems they need to get prioritizations right.

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money tells about prioritzation..

i did not get statement. please elaborate... i dont see how prioritization is being related with money now...

Oh wait, if you are saying that money makes tanki do things the way they do, then i 'd say that im not talking money at all here. 

how would adding kick2 have any effect on their budget?

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how would adding kick2 have any effect on their budget?

Thats the point; Kick2 seems to have a too less effect on their budget, compared to other topics in the pipeline.

 

Open spoiler for more explainations

 

 

 

Lets see some examples of latest developments.

The following list is an excerpt from Tanki Wiki, where I added my comments:

 

Development Plans

Recently Completed

  • Crystal purchase checks sent to email - less work for staff (payed(!) stuff, as they have access to payment data)
  • Hammer turret - more crystals spent, increase likelyhood of real money purchases
  • Paints with Hammer protection - more crystals spent, increase likelyhood of real money purchases
  • Support for the most popular formats - only via PRO pass.. sucks 5k crystals from all players per month. Increase likelyhood of real money purchases as players miss 5k per month, no matter how much they play.
  • Vulcan turret - more crystals spent, increase likelyhood of real money purchases
  • New paints - more crystals spent, increase likelyhood of real money purchases
  • Mouse controls - atract new users easier. The turret control is something unique to learn.. and mouse is something very common. Increase user base.-> increase likelyhood of real money purchases.
  •  

While in contrast:

  • Kick2 -> no direct additional income, no saved work by payed(!) staff. As far as I know moderators receive crystals as payment. And if you /vote someone today, nothing happens anyways. The chatmods are busy with the chat. Cht is something that parents see from time to time and you have to keep it clean if you want the kids have their parents allowance to play. Mults.. which parents care for mults?

     

Another example:

They do something about cheating/hacking. Well.. hacking can be reported by a video.. and a video has to be watched by someone = maybe payed staff again. With the new anti-hacking-update they have to have less of that staff.

 

 

Kick2 decreases the frustration. But of whom? Where does the mult problem appear massivly? -> only at higher ranks.

Most of those players effected by that, have already learned how to household with their crystals, that play the game for months and show patience. I don't think if this user group is large enough (in number of players so muhc frustrated to leave.. and in number of "potential income loss" in EUR/USD/Rubel)  compare to the large potential that you can seize with a (working ;) ) mouse controls.

 

Don't get me wrong: I LOVE the idea of Kick2 and I would love to have the possibility to use it!

But the income potential for tanki is zero. The "lost income potential" for tanki is real.. but obviously they rate it as lower then the other stuff they worked on and finished already.

 

money defines prioritzsation.

 

 

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Imagine what would happen, if we turn this principle (post above) around to make it work _for_us_:

 

Imagine what would happen,

- if they have a maaaaasssiiive increase of videos with mults

- that they _have_to_ take care off.

- So many, that they can't bear the workload anymore

 

Then a system like Kick2 would gain some points on the prioritization list ;)

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Thats the point; Kick2 seems to have a too less effect on their budget, compared to other topics in the pipeline.

 

Open spoiler for more explainations

 

 

 

Lets see some examples of latest developments.

The following list is an excerpt from Tanki Wiki, where I added my comments:

 

Development Plans

Recently Completed

  • Crystal purchase checks sent to email - less work for staff (payed(!) stuff, as they have access to payment data)
  • Hammer turret - more crystals spent, increase likelyhood of real money purchases
  • Paints with Hammer protection - more crystals spent, increase likelyhood of real money purchases
  • Support for the most popular formats - only via PRO pass.. sucks 5k crystals from all players per month. Increase likelyhood of real money purchases as players miss 5k per month, no matter how much they play.
  • Vulcan turret - more crystals spent, increase likelyhood of real money purchases
  • New paints - more crystals spent, increase likelyhood of real money purchases
  • Mouse controls - atract new users easier. The turret control is something unique to learn.. and mouse is something very common. Increase user base.-> increase likelyhood of real money purchases.
  •  

While in contrast:

  • Kick2 -> no direct additional income, no saved work by payed(!) staff. As far as I know moderators receive crystals as payment. And if you /vote someone today, nothing happens anyways. The chatmods are busy with the chat. Cht is something that parents see from time to time and you have to keep it clean if you want the kids have their parents allowance to play. Mults.. which parents care for mults?

     

Another example:

They do something about cheating/hacking. Well.. hacking can be reported by a video.. and a video has to be watched by someone = maybe payed staff again. With the new anti-hacking-update they have to have less of that staff.

 

 

Kick2 decreases the frustration. But of whom? Where does the mult problem appear massivly? -> only at higher ranks.

Most of those players effected by that, have already learned how to household with their crystals, that play the game for months and show patience. I don't think if this user group is large enough (in number of players.. and in number of "potential income loss")  compare to the large potential that you can seize with a (working ;) ) mouse controls.

 

Don't get me wrong: I LOVE the idea of Kick2 and I would love to have the possibility to use it!

But the income potential for tanki is zero. The "lost income potential" for tanki is real.. but obviously they rate it as lower then the other stuff they worked on and finished already.

 

money defines prioritzsation.

 

 

Very nice analysis. Sadly you are right on the money.

 Additionally, mults may actually " increase likelyhood of real money purchases"  as they force the other players to use supplies to overcome the disadvantage.

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thanks ;)

---

 

Additionally, mults may actually " increase likelyhood of real money purchases"  as they force the other players to use supplies to overcome the disadvantage.

-> this is unfortunately damn right :-/

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Peak server loads from Halloween right through to last month were over 100k a day every day and what are they getting now? High 80's to 90's during the week and maybe over 100k on weekends if they're lucky. There are reasons why tanki isn't growing and retaining players. Mult behaviour is one of the main reasons for attrition. If players can't compete then they won't stick around to the latter ranks and that means less income for TO. The question is, how much less is it?

 

I'm guessing: Majority of money comes in before rank & Majority of mults occur after rank

And this is probably the reason they won't devote any real time to a mult solution which is a costly mistake.

The message is, entice new players, get them spending for as long as possible but we don't care too much if we lose them after because those players typically don't bring in that much anyway.

 

They should fix the mult problem and see how much players are willing to spend when they realise mults can be dealt with in real time instead of having to rely on /vote.

 

 

 

 

 

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I'm guessing: Majority of money comes in before rank

 

Well if that is the case then tanki made a sound financial choice by not wasting resources .. however i think most of there income 

Comes from consumables (supplies)  and one starts to use supplies more after brigadier rank.

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this is the way people get addicted to games,they spend lots of time and writing these nonsence things,this game is not their's and either they are 

 

not developer nor they are helper;somebody at offices.

 

this is weird that people spend alot of time to things that they will soon leave or forget them forever.

 

you may down vote my post,insult me but

 

 

please dont be mad to me,its just about fact))

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this is the way people get addicted to games,they spend lots of time and writing these nonsence things,this game is not their's and either they are 

 

not developer nor they are helper;somebody at offices.

 

this is weird that people spend alot of time to things that they will soon leave or forget them forever.

 

you may down vote my post,insult me but

 

 

please dont be mad to me,its just about fact))

Well games are made for players and we pay for it, so actually the game is ours. No players, no income, no jobs. Get the priorities right.

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I got a burning question: With this 'kick 2' system, how likely are raids going to be stopped or having less occurrence in future? 

If a mult being kicked, then a player can always bring another one in...

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I got a burning question: With this 'kick 2' system, how likely are raids going to be stopped or having less occurrence in future? 

If a mult being kicked, then a player can always bring another one in...

You can't stop raiding because teams with m4 tanks and lots of supplies are inevitable so that question is irrelevant.

 

But if a mult is kicked, the important thing to note is the same one cannot rejoin the same battle.

This kick2 is just for starters and it can be built on. Say you get kicked from a battle you receive 1 warning point which last for 1 week. Battles could be created to block players from joining it who have 2 warning points or more. 

 

I'm not saying this is how I think battles should be, nor am I saying this idea is complete, I'm just throwing this idea out there as a logical follow-up to kick2.

 

The message to players who want to play is PLAY and play properly. Don't join a battle to chat to your friends or hunt gold without contributing. Players moderation if done right could be a weapon against mult-like behaviour and increase gaming pleasure for us players and revenue for tanki in the long run.

 

Some people will disagree though just for the sake of disagreeing.

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Well if that is the case then tanki made a sound financial choice by not wasting resources .. however i think most of there income 

Comes from consumables (supplies)  and one starts to use supplies more after brigadier rank.

No. It's a catch22 situation. If they don't fix the problem then they don't know how much they are truly losing out on. If players felt like they could compete fairly in the latter ranks then they might stay longer and buy the lumberjacks and africas etc. As it stands, many are leaving because the playing field is not a level one and tanki are refusing to work on the problem.

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You can't stop raiding because teams with m4 tanks and lots of supplies are inevitable so that question is irrelevant.

 

But if a mult is kicked, the important thing to note is the same one cannot rejoin the same battle.

This kick2 is just for starters and it can be built on. Say you get kicked from a battle you receive 1 warning point which last for 1 week. Battles could be created to block players from joining it who have 2 warning points or more. 

 

I'm not saying this is how I think battles should be, nor am I saying this idea is complete, I'm just throwing this idea out there as a logical follow-up to kick2.

 

The message to players who want to play is PLAY and play properly. Don't join a battle to chat to your friends or hunt gold without contributing. Players moderation if done right could be a weapon against mult-like behaviour and increase gaming pleasure for us players and revenue for tanki in the long run.

 

Some people will disagree though just for the sake of disagreeing.

If they follow this up with a IP ban as well, that would be great :D IP Ban = Less Mults. :ph34r:

 

Mults are part of a raider's strategy. Best to cut away one tentacle. 

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If they follow this up with a IP ban as well, that would be great :D IP Ban = Less Mults. :ph34r:

 

Mults are part of a raider's strategy. Best to cut away one tentacle. 

IP bans wouldn't be necessary.

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