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limited drugs or separated server


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Not impressed. Topic made by a hardcore drugger exclusively for hardcore druggers so most of them agree, what a surprise.

 

I already said I hope that Tanki finds a solution for Tankers who like drugwars amongst their OWN ranks.

 

If Tanki would do this, the majority of the high-rankers in that topic still wouldn 't agree, because I don 't read one post

referring to these level playing field drugsbattles.

I have got nothing against those kind of drugsbattles, might even liked participating in them if I was higher ranked.

It is still a level playing field if everybody drugs after all.

 

No, they just want to keep drugging the old way to easily crush the others that drug less or don 't even drug. That 's all.

And spoil the fun for other players and the gameplay itself in the meantime: they couldn 't care less.

 

And all that talk from leaving: most of them are empty threats. Tanki should collect their names and ask them a few weeks

after the Smart Cooldown update: "hé, still there? Nice!" :D

You see, when it comes to high rank battles (I'm talking about Generalissimo battles), drug wars are very common and popular. This means that both teams drug and whoever has the stronger team, wins. However, this isn't all games, it's mostly common in long battles. So I don't think much people are at disadvantage here, it's just about having a better team. I'm assuming that this is the reason that high rankers are complaining the most.

 

: Accidently downvoted you, sorry

 

Lord, I wish I could give that post 2 upvotes!

It's no problem. :lol: Edited by Endurance

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We got a better idea. So-called depended cooldowns, when using any supply add a little extra cooldown to every other supply, so you can't use them all at once.

 

This way players will have to plan their drugging, otherwise they won't be able to attack enemy with 3 main supplies turned on.

 

It will be introduced in september.

but at the gold time........only 1 drug?

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In my opinion the SC is in the right direction but is not enough. I really do not see any fun on full-drug style of playing. The only thing I see is a silly use of 1234 and nothing more. The game should give advantage to skills and tactic. As it is now, it gives advantage to heavy and most of the time to silly spenders. How many times ie we are in a CTF battle with 10 Flags limit, the score is 9-0 for the first team, the second team is having less players and many players of the first team still attack with full drugs? Does it makes sense? Of course not, but for many of them this is the only thing they know to do. How many times we can kill easily a "big" player when he is not having extra power, just because without it he is weak? By having someone uncontrolled access to drugs, he will never have the motivation to train himself.

Therefore, I agree with the idea that after using drugs you should spend double or more time without having the option to re-activate them. This limitation is the only solution to make players think twice when and how to use drugs properly. The heavy spenders may have a PRO battle with the option of unlimited drugs and go for it if they prefer. Else, they will keep destroying the game and the fun out of it...

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People are already raging over the "Smart cool-down". If this was to get in the game, a lot of people would leave the game for good.

Good thing, bye bye unskilled 24/24 druggers. We will miss them, a lot.

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Dear tankers

 

First I want to thank Kardinal for his great post.

 

I appreciated also Hazel-Rah explanatory video on game mechanics. Very interesting and very clear!

 

Due to my little familiarity with forum I just copy and past my post to refer to it here. I hope I am not doing anything wrong!

My post talk about this subject, also proposing some ideas to further improve this excellent developers direction in developing the game.

 

Dear TANKI
 
Some time ago I posted a message on supplies (drugs) and you obscured immediately. It was saying something that you are actually starting doing right now!
 
As you developers correctly said, drugs completely unbalance any battle, ending with the problem that to fight druggers you must drug (or you are out). This means that with no drug you can't play! Right now most battles are won by who uses more supplies, which I hope is not in the philosophy of the game. Also because in this way we must consider "skills" the actual ability of pushing the supply activation buttons!
Some drugs user say "go in pro battles" to who want balanced supplies use, but that would be quite expensive for a Tanki lover! Maybe a "pro+" type of battle (on payment) can be created for full supplies freedom users!
 
You developers balanced battles with ranges of battle entry levels, giving upper and lower limits. This to give battles where any player can fight for victory, for a correct equilibrium.
Drugs (used all simultaneously) are like level "pump ups" and brake this equilibrium (same for re-engineer over level kit materials availability).
 
This is the right direction for a balanced game, where any player can fight.
 
Now you are correctly introducing limits of simultaneous supplies use and I think that these limits have to be even increased!
 
Some ideas for keeping balance:
- Limit to 1 supply activated and 1 taken from field simultaneously
- Cool down time of twice as supply time before using that supply or another again
- Decrease supply power (not double effect but +25% for example)
- Extend these limits to all supplies (energy refill and mines included)
 
Thank you for your attention
 
Brubook

 

 

Thank you

 

Brubook

 

 
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After some weeks (!) dealing with the same issue of supplies usage I have to confess that my initial position was based on limited data.
So, here are some "fresh" thoughts.
 
1. Dear Generalissimos, I do understand that for you, drugging is one of the few things left to give you an extra bit of joy in play. Even more, since you don't have to save crystalls for buying new items (hulls and turrets), thus all your earnings can naturally go to supplies shoping. Point taken.
 
2. However, the "solution" you often give, which is "get a PRO-PASS and play without drugs" is not that simple to either lower ranks or low income players due to easily understood financial reasons. In fact, it would be much more easy for you (generalissimos) to get such a pass for a full drug battle. (this is a proposition for TO Devs).
 
3. Certainly, not all addicted druggers are noobs, as well as not all non-druggers are noobs. Constant use of drugs is not a matter of skill (or luck of it) but a matter of COST. I explain;

 

 

The three power-ups (DA, DP, Nitro) cost 150 crystals per use. Only one hour of constant use requires at least 150 X 40 (times of aplying more or less) = 6.000 crystals. If you add Health and mines, it will easily be 8.000 crystals or so... How do these crystals come by? Certainly not from daily bonus! Rather, by getting the "lots of supplies" for only 100.000 crystals. That is, 30 or, if bought on double purchase bonus, 15 Euros. Expensive? Of cource not... right?
...
It depends. Who is the buyer? Is he/she a grown up executive with a salary of 4000 euros or a thirteen years old boy/girl from European south where average salary is below 600 euros? Is he/she a wealthy arab for whom 15 euros is a chewing gum's worth or an average student that gets less than that in a whole week?

 

 

As you can see the supplies cost is not really the same for everyone (Same with the PRO-PASS cost). Obviouslly, TO Developers have thought of that and this is the reason why they came with the "cool-down solution". So that most tanki players can find a way to enjoy the game regardless of what they can afford to buy.
 
4. Here is another factor that makes double armor and double power short of canceling each other;

 

 

Imagine a battle where everyone is constantly drugged. One's double power cancels the other's double armor and vise versa. What's left? NITRO! This is the only power-up that has a real effect since feeling your super fast tank is something nothing can take away or cancel. Even if someone cathes up, still the feeling of nitro's velocity is amazing.
So, when someone says "constant drugging is fun for all" what he really means is either "running on Nitro is fun for all" (hell yes! I agree) or "I lie, what I mean is it's fun for all that can be drugged  (and fun, out of all that can't be drugged)"... I confess, I don't really like the last one.

 

 

Still, health and mines are somehow different. One end of free use would ruin the game because all maps would become minefields or/and nobody dies if health is constantly an option. On the other end, of very rare use, the whole idea of supplies is ruined. So, need for a well ballanced status is obvious, to everyone's interest.
 
5. Conclusion. Based on all the above, it is obvious to me that solving the problem includes a ballanced way of minimizing drugging time in-battle (especially DA and DP), thus  "cool down solution" is a step in the right direction.
But it is not enough. Other aspects or changes must be considered as well. For example, a full drugging mode for generalissimos (or Field marshalls, Commanders and Generalissimos). Or, making PRO BATTLES more common (that is, LESS EXPENCIVE).
 
I hope all this tiresome text can help  us a little bit in better understanding each other's needs and in-game reality in regard to the drug issue.
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People are already raging over the "Smart cool-down". If this was to get in the game, a lot of people would leave the game for good.

Blah, blah, BLAH!!!

Bollocks I tell you!

I've heard the same things during the rebalance, graphics update, and re-rebalance. And look where Tanki is now.

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Bollocks I tell you!

 

You said a rude word! :lol: :rolleyes:

Yeah, I guess you're right, but still... I'm sure many people left due to Rebalance. Example, Gamepiong - The guy who made that awesome best of Railgun guide.

Edited by Endurance
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Hmm, I wonder when they would open a open test for the smart cool-down system. I'm still curious as to how it functions. And I hope it isn't only for a few hours or a day like last time.

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Oh you are so funny :D

 

А теперь будь добр вернись на свой форум.

Теперь любезно не ставят это обновление на реальных серверах, то мы вернемся к нашему форуму :D

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Hmm, smart-cooldown should help. However, I think the main thing needed is a variable overall cooldown-multiplier that increases with supplies use. The more one uses supplies, the large the multiplier grows. Holding off, and not using supplies for some time, lets the multiple gradually go back to normal. 

 

Also, status? It seems there is more delay than expected. wisx11 asks if the implementation is ended. I hope not.

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