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Join the experiment with crystal drops


semyonkirov
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I DID NOT LIKE THIS EXPERIMENT.THE UPDATE OF DIFFERENT AMOUNT OF CRYSTAL DROPS WAS AESOMEIS BUT THIS HAS RUINED IT.THE GOLD BOX UPDATE IS ALSO NOT GOOD . PLEASE DO NOT ADD THIS IN THE GAME....NOT VERY NICE

Edited by r_laser2tank0

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BEST OPTION

This will satisfy the largest majority.

 

 

. leave the crystal drops in Death Match mode. People love crystal grabbers in those games.

. remove the crystal drops in all other modes. Players that play team type battles hate crystal grabbers ruining the game. It will encourage players to focus on playing the game and contributing to their team, instead of selfishly ignoring their team.

. pay the players directly, exactly the same way they currently earn XP points. This is a much fairer way to hand out crystals. What a player earns is totally up to the player and affects no one else.

. adding only to the battle fund is encouraging more mults and saboteurs. When the battle fund gets large enough the temptation to use mults to insure a win is to great. (This is already happening, and started on day 1 of this experiment)

 

This re-work of the economic system needs to be done very carefully. It needs to take the considerations of all types of players into account and do what is right for the greatest number.

 

no!!!!! that will not satisfy the majority of tankers. Just put cry boxes back in the game please!

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Just played a battle for 20 minutes with absolutely zero nope none crystals to show for it.

Very frustrating to see more and more players on the losing side leave once they are some points behind but I don't blaim them. There is nothing to gain by sticking around on the losing side.

 

I want to pick up crystals during the game!

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I have an idea for this problem!

 

Why instead of making goldbox fall,we must make the system in a way to PROMOTE the best player and the good player gets the 1000 Crystals as reward.

 

.We must completely remove goldbox and replace it with 1000 Cry promotion.

 

.No matter! if the player is first or last,the system must detect that this player plays well and then an alarm and shows the player name(Player nickname was promoted).This is an example.

 

Advantages:

 

1.Less distraction in Battles.

2.Players will be more focus and determine to be the best.

3.No one will feel that their Hulls is weaker than others as Most of times strong hulls gets the goldbox.

4.No wastage of hard work players.Player won`t be discouraged!

 

+ADDED THE DROPS CRYSTALS TO THE FUND IS A GOOD DECISION.

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so a free users with no drugs will be like african slaves in 17 century. They will work the battle fund up and then drugers + buying ppl get all crystals seems legit :/

..lol what a brainfart statement

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I have an idea for this problem!

 

Why instead of making goldbox fall,we must make the system in a way to PROMOTE the best player and the good player gets the 1000 Crystals as reward.

 

.We must completely remove goldbox and replace it with 1000 Cry promotion.

 

.No matter! if the player is first or last,the system must detect that this player plays well and then an alarm and shows the player name(Player nickname was promoted).This is an example.

 

Advantages:

 

1.Less distraction in Battles.

2.Players will be more focus and determine to be the best.

3.No one will feel that their Hulls is weaker than others as Most of times strong hulls gets the goldbox.

4.No wastage of hard work players.Player won`t be discouraged!

 

+ADDED THE DROPS CRYSTALS TO THE FUND IS A GOOD DECISION.

no! The lower ranking players need the crystals and the better player already get the BG. TANKI PLEASE PUT IT HOW IT WAS IT WORKED FINE!

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so a free users with no drugs will be like african slaves in 17 century. They will work the battle fund up and then drugers + buying ppl get all crystals seems legit :/

YES!

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BEST OPTION

This will satisfy the largest majority.

 

 

. leave the crystal drops in Death Match mode. People love crystal grabbers in those games.

. remove the crystal drops in all other modes. Players that play team type battles hate crystal grabbers ruining the game. It will encourage players to focus on playing the game and contributing to their team, instead of selfishly ignoring their team.

. pay the players directly, exactly the same way they currently earn XP points. This is a much fairer way to hand out crystals. What a player earns is totally up to the player and affects no one else.

. adding only to the battle fund is encouraging more mults and saboteurs. When the battle fund gets large enough the temptation to use mults to insure a win is to great. (This is already happening, and started on day 1 of this experiment)

 

This re-work of the economic system needs to be done very carefully. It needs to take the considerations of all types of players into account and do what is right for the greatest number.

 

Good suggestions!

 

Especially this one: "pay the players directly, exactly the same way they currently earn XP points.

This is a much fairer way to hand out crystals. What a player earns is totally up to the player and affects no one else."

 

Simply brilliant. It will discourage multing not by punishing the mult directly, but instead by really rewarding the players that do

actually play and contribute to a possible victory!

This will discourage real multing more than punishment can do. We all know that real mults get away with it most of the times.

I also don 't blame Tanki for that at all: it 's simply impossible to control so many battles on fairplay.

 

 

To really satisfy most players no matter what rank they have, I believe the following should be added:

 

Besides the individual reward I believe that in every CTF the loosing team should always receive at least

a minimum amount of let 's say 10 percent.

Also by capturing zero flags the loosing team receives a maximum of 10 percent of the battlefund:

maybe they played well and tried hard, but also even if they played really bad.

 

This hopefully prevents players from leaving a team that is loosing. Mind you, in the end if you stayed there is now always a reward!

You participated in the battle, put time and effort in it, maybe some supplies: so you get some crystals no matter what.

I think that 's fair and it will benefit both teams!

Tankers that stay will get killed sooner or later and these kills contribute to a higher battlefund. Which benefits all.

Nothing worse than for example having to complete a 50 flag battle, where the opposing team left halfway during the battle...

 

 

The crystalboxes of 10 should be returned: but not at every rank.

I believe beginners/newbies in Tanki have a point that they need to have the possibility to harvest crystals.

Many still lack some skills and this way they can earn crystals for better equipment, but there 's a catch...

 

...in combination with the individual reward this means that a low rank Tanker who really only goes harvesting crystal boxes will

ofcourse earn these dropped crystals but he/she will possibly get nothing with the individual reward at the end of the battle.

This will discourage this crystal "multing" and encourage the player to participate with his team.

So there 's nothing wrong with taking a crystal box once in a while, but if you really want to earn

you will have to contribute to your team as well!

And in this way a Tanker will be gently forced into what CTF 's and TDM 's are really about: teamplay and a deeper

gameplay than you will ever, ever get by harvesting crystals.

 

In battles above a certain rank the crystalboxes will dissapear from the game. By than you will have developed

(or should have) developed enough skills to compete with some success in a CTF or TDM.

( I agree with Canadian_Eh that crystalsboxes of 10 could stay in DM: still I think they distract too much)

 

A possible borderline could be drawn at Warrant Officer 5. At this rank the first M2 appears: the Freeze

and this early farewell from M1 equipment could be a nice mark that you 've entered a new level of playing Tanki.

 

If you have a lower rank than WO5 you can still enter a battle from WO5 and above, but there won 't be any crystalboxes to harvest.

This way, you as a low ranker will have to contribute to the game, also because real multing will get you no individual reward at all.

 

The Tankers from WO5 and above will no longer be distracted by crystalboxes and with the additional individual reward multing

isn 't paying of anymore for anyone.

 

I really hope this can add to the overal solution. It s a compromise, but as in real life that is almost always the way to go.

 

 

subnote: the Goldbox should have a short relay time. It 's unfair if a Goldbox falls during a respawn or if you are in a bad spot.

10, 15 or a maximum of 20 seconds won 't distract too much of the game that 's going on and will give anyone a fairer chance of

catching it.

 

p.s. hope you are still awake after reading this.... :)

Edited by Lord-of-the-Snipers
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Suggestions:

 

1. GOLD BOX: The new immediate gold box drop is bad because:

a) Shafts/big tanks playing defense can never get to the gold box fast enough

 

b ) Campers are starting to appear at typical gold box locations for the entire game. Campers use big tanks and can't be moved or easily killed.

 

c) I always found the gold box was a great way to tie-break stand-offs of battling teams both of which had enemies flag but neither team could manage to get their own flag back from enemy. Once gold box was announced, some people would go for gold box weakening defenses and others gave-up on gold box and instead attempted to get their flag back. This would end 20-40 minute long stand offs in very long games (i.e. Temple map with 10+ flags that last for 4+ hours due to very balanced teams).

 

d) It was enjoyable to fight over gold box, it actually required some skill and timing. Now it is mostly pure luck if you just happen to be where it instantly drops.

 

2. Crystal Drops

a) The no-more crystal drops makes low ranking tankers more difficult to have crystals to upgrade themselves. It throws the game off balance where top ranking tanks in any game will have an even greater advantage over lower ranking poorer equiped tankers. it also increases inequality over time because only already equipment rich tankers will be making most of the money from battle funds.

 

b ) The 10-20-50-100 box drops was a good idea, but the frequency of drops was too high that it became an obvious game distraction and I saw several games where upwards of 1/3 of a team was just collecting crystals. So keep those multi-sized boxes, but reduce the frequency and randomize the drops so you can't camp around certain areas of map. Also I suggest you have greater sized or lower sized boxes dependant on the average rank (or some other formula) of the tankers in a game. Low ranking games should have 10 and maybe 20 crystal boxes only. Mid rank 10-50 crystal boxes, high end rank games with tankers that have extremely expensive gear to purchase should have access to 20-250 sized boxes ... but again not too frequently.

 

c) Keep the 'crystal boxes do not fade out over time" feature.

 

Thanks for your great work and your free game!

Edited by 0VerKKiLL

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I am very happy with the new system players are no longer distracted from the game by pockets of crystal boxes! it has already made a huge difference in the difficulty of games! Things seem a lot more balanced. :) 

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Although an understandable experiment, I do hope it stays that way: an experiment. The removal of the boxes has taken out much of the fun of the game:

> It is really a great sport to get to the box in time, before anyone else gets there or being blown away.. :-)

> Collecting the diamonds gives a sense of 'earning' enough to buy upgrades, a rewarding feeling

> Now you have to sit out a (to a large extend boring) session before you get anything - which also is largely dependent on winning or not. If a game is lost, it already was unsatisfactory, but understandable. Now? Now I just want to quit.

> > And I do miss the excitement of lingering around in places those boxes were dropped, avoiding getting blown away, be smart enough and aggressive enough to make it, PLUS be of support to the team.

> Besides, the rewards (10) were small enough to choose for the focussing on the team play. Those boxes were great fun to have lying around. Now that has gone. Previously, the stronger tanks took most of the rewards anyway, but at least there was some chance on getting those diamonds in. Now it seems an incentive to stay hidden. There is less incentive to 'go for gold'.

> Speaking of gold: were has the rush gone to when that horn blew and you had to (1) be lucky to be at the right spot, but (2) also to have at least some influence of grabbing the gold box (which I luckily managed to do a few times). Now that element has been reduced to chance only. I doubt if I get a gold box anytime soon.

> I was really happy with the different sizes of the boxes. Grrrrreat fun!!! (1, 5, 10, 20 etc). Keep that.

 

Well, some will like it, I can only expect most people to dislike te current, relatively boring set-up. If it stays, I think I will leave the game to those that like it. BUT... there might a solution: when creating a field/game, why not make it optional? That way, one can see what set-up is used. You could use a small icon of a little pig, used for kids to save money, when the current set-up is chosen, and a boxes with '10' in the middle (or something that works) to signal boxes will be dropped. Something like that.

Thinking that through, not sure if gold boxes can be chosen. But if that is option in the design of a field, why not make the values variable? I would love to see more gold boxes (minimum value for instance 500), but to keep it cost effective for you as design team, each box of 1000 can only give 2 of 500. Just a thought.

 

All the best with further developments.

In the meantime, I will sit out a few rides - but way less fun and exciting as before.

 

TDR

 

 

 

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Suggestions:
 
1. GOLD BOX: The new immediate gold box drop is bad because:
a) Shafts/big tanks playing defense can never get to the gold box fast enough
 
b ) Campers are starting to appear at typical gold box locations for the entire game. Campers use big tanks and can't be moved or easily killed.
 
c) I always found the gold box was a great way to tie-break stand-offs of battling teams both of which had enemies flag but neither team could manage to get their own flag back from enemy. Once gold box was announced, some people would go for gold box weakening defenses and others gave-up on gold box and instead attempted to get their flag back. This would end 20-40 minute long stand offs in very long games (i.e. Temple map with 10+ flags that last for 4+ hours due to very balanced teams).
 
d) It was enjoyable to fight over gold box, it actually required some skill and timing. Now it is mostly pure luck if you just happen to be where it instantly drops.
 
2. Crystal Drops
a) The no-more crystal drops makes low ranking tankers more difficult to have crystals to upgrade themselves. It throws the game off balance where top ranking tanks in any game will have an even greater advantage over lower ranking poorer equiped tankers. it also increases inequality over time because only already equipment rich tankers will be making most of the money from battle funds.
 
b ) The 10-20-50-100 box drops was a good idea, but the frequency of drops was too high that it became an obvious game distraction and I saw several games where upwards of 1/3 of a team was just collecting crystals. So keep those multi-sized boxes, but reduce the frequency and randomize the drops so you can't camp around certain areas of map. Also I suggest you have greater sized or lower sized boxes dependant on the average rank (or some other formula) of the tankers in a game. Low ranking games should have 10 and maybe 20 crystal boxes only. Mid rank 10-50 crystal boxes, high end rank games with tankers that have extremely expensive gear to purchase should have access to 20-250 sized boxes ... but again not too frequently.
 
c) Keep the 'crystal boxes do not fade out over time" feature.
 
Thanks for your great work and your free game!

 

Its not that crystal boxes are not dropping they are being added to the fund. Which means that its better at a newer rank because now the game is more evenly divided. In the small ranks it was feast or famine, there was no in between. Now everyone will get close to the same amount for the first couple of levels. 

I do see what you mean about the heavy tanks though, it is tough to catch one if you are playing a big tank in a large map... but than it actually makes light hulls much better. allowing them to take command of the bigger maps. Now there won't be too many heavy hulled campers ruining the game for tankers with light hulls! :) I actually think that this is one of the best updates ever released in the game! plus more golds drop who am I to complain!

Edited by muncher2

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please just change the gold box i cant spend supplies and lose gold boxes beacuse i am destroyed

i am thinking of sto tanki online if this with the gold box go on :unsure:

NO. >:( I got 2 golds today and one gold yesterday thanks to this system and I only needed to use one drug. I even saw two golds fall almost at the same time! You wouldn't see that in the old system, now would you?

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finally some good battles to play :D

 

edit:- i am thinking about low rank players well if they have bad equipment then it is going to become more hard for them. to get to high ranks with better equipment. the only option left for them is to buy crystals. and overall it will make buyers more OP. as they dont rely much on drops and they will simply buy drugs and turn the matches around. 

 

i am not a buyer so right now i am short on drugs. without drugs it will become hard to win matches. and i will not get any crystals.

 

 

so the 10 box drops were cool. like i can pick it up while attacking enemy or defending base. it was not a big distraction except on double funds day.

but i am all cool with this update. 

Speaking from the ranks of a less experienced bad tanker I can say that life is actually better! When I use my bad equipment tankers are more likely (on average) to try and kill me if I start going after crystal boxes..... now I can wound people in team death match and still get a fairly decent amount of crystals! thanks for your concern though. ;)

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