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Money vs. Skill


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Hello,

 

One of the issues that are frequently complained about is the advantage that buyers have over non-buyers in this game. While it's fine that players can invest money to get an edge over their peers, for example having more advanced (micro-upgraded) equipment, it is the supplies that give a huge advantage to buyers, which some might argue to be unfair since a drugger (presumably a buyer) would always beat a non-drugger (presumably a non-buyer) regardless of the skill each has.

I don't have a problem with the use of supplies when it is moderate and I do use them often. What I don't like are those druggers who spend 3K crystals worth of supplies to get a reward of 1K crystals at the end. A buyer wouldn't care much about that.

It would be unprofessional to have a game where money beats skill.

So, to determine whether skill is able to beat money or not in this game I'd like to suggest that TO run a controlled experiment of skilled players who are not allowed to use supplies against noob druggers who are allowed to use as many supplies as they wish, and see if skill alone can beat money (=supplies).

This experiment can be run on the test server where supplies are enabled on one side, say blue's, and disabled on the other side, which would be red's in this case. The experiment can be run with smart cooldowns both on and off.

You can have skilled clans play on the no-supplies side and noobs with unlimited supplies on the opposite side. But this has to be a controlled experiment to make sure that the noobs are all using supplies.

If the results of the experiment show that skill can indeed beat drugs, something around 50% of the time, then this game does not favor buyers in an unfair way.

But, if druggers are able to beat skilled players most of the time, then something must be done to reduce the effect that money (reflected by supplies) can have on game play. This can be done by either limiting the number of supplies players can use, or by decreasing the effectiveness of supplies.

P.S. I don't claim to be a skilled player <_<

 

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Give them a little edge, don't make them have a massive advantage.

what do u think is the massive advantage , there is cooldowns n all for reducing these advantages and also the kits are changed what more can tanki do .

i guess now everyone who buys should get only some 'thank you' cards :P

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what do u think is the massive advantage , there is cooldowns n all for reducing these advantages and also the kits are changed what more can tanki do .

i guess now everyone who buys should get only some 'thank you' cards :P

20% extra damage or health is too much, let alone 100%.

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Another topic about druggers.. If you can't pay, you can join a normal battle with smart cooldowns since your supplies got doubled. The real druggers will join the real drug wars again: since yesterday the ability to put on all supplies is back again!

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Another topic about druggers.. If you can't pay, you can join a normal battle with smart cooldowns since your supplies got doubled. The real druggers will join the real drug wars again: since yesterday the ability to put on all supplies is back again!

you are right 

20% extra damage or health is too much, let alone 100%.

even you drugs are doubled right so why not put them to good use??!! why always blame buyer when u lose matches :P #sadlogic

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you are right 

even you drugs are doubled right so why not put them to good use??!! why always blame buyer when u lose matches :P #sadlogic

Why not make them 20% extra to they f**k up the game less?

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Why not make them 20% extra to they f**k up the game less?

i dont understand what u mean ... but i guess u want 20% incrase in drugs. well x2 wasn't enough for u ??o_O

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i dont understand what u mean ... but i guess u want 20% incrase in drugs. well x2 wasn't enough for u ??o_O

x2 increase in drugs is 100% of the base amount. I'm looking for 20% of the base amount.

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x2 increase in drugs is 100% of the base amount. I'm looking for 20% of the base amount.

dude, everyones drugs are doubled , i not being a drugger had around 2k each when i was 2 lieutnant ( yes i ranked to this rank vey fast ) so in fact those who were drugging b4 now don't have many drugs :P

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You can buy crystall

And we cant buy crystall

Because we live iran

We under sanction

well your condition is slightly different , but it's not tanki's fault that your country is under sanctions :P 

anyways hope your real life conditions improve

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Please do not argue with me using your flawed logic! This is like the UCI (Union Cycliste Internationale) allowing cyclists to dope (use enhancing drugs) if they pay UCI money, and then justify it by saying UCI needs to make money in order to continue operating.

It is an unprofessional practice to allow players to "buy" a win, period! The way this game works right now players are indeed allowed to buy a win (through supplies, even after smart cooldowns and the removal of the ridiculous 70% off supply kit).

I don't know if the developers share the same philosophy with me, but this has to do with the essence of this game. Sure, there are thousands, or millions, of potential players worldwide who would be fine with paying for a win, and maybe this is the kind of mentality that this game targets afterall!

Tanki Online has been built in a way that makes it dependent mainly on the sale of supplies (i.e. sale of wins), and changing this will take the game in a different direction (a more professional one though) and cannot happen overnight. This may require the change/addition of some elements in this game.

If this won't happen in the current version of Tanki, at least let it be considered for the future (Unity-based) version of Tanki.

As I said before there's nothing wrong with selling advanced or customized items to players in order to generate income for the game, but it is a bad decision to make money have such a dramatic effect on game play allowing players to practically buy a win.
 

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Please do not argue with me using your flawed logic! This is like the UCI (Union Cycliste Internationale) allowing cyclists to dope (use enhancing drugs) if they pay UCI money, and then justify it by saying UCI needs to make money in order to continue operating.

 

It is an unprofessional practice to allow players to "buy" a win, period! The way this game works right now players are indeed allowed to buy a win (through supplies, even after smart cooldowns and the removal of the ridiculous 70% off supply kit).

 

I don't know if the developers share the same philosophy with me, but this has to do with the essence of this game. Sure, there are thousands, or millions, of potential players worldwide who would be fine with paying for a win, and maybe this is the kind of mentality that this game targets afterall!

 

Tanki Online has been built in a way that makes it dependent mainly on the sale of supplies (i.e. sale of wins), and changing this will take the game in a different direction (a more professional one though) and cannot happen overnight. This may require the change/addition of some elements in this game.

 

If this won't happen in the current version of Tanki, at least let it be considered for the future (Unity-based) version of Tanki.

 

As I said before there's nothing wrong with selling advanced or customized items to players in order to generate income for the game, but it is a bad decision to make money have such a dramatic effect on game play allowing players to practically buy a win.

 

actually this is like a shop where u get for what u pay.you are tanki's clients. they are making you happy so that u return again( buy again) .after all they got stomachs to fill bro. luckily they are hearing us when we complain.  UCI is an international body whose income is not dependent on cyclist giving money .

GET YOUR FACTS RIGHT B4 ARGUING WITH YOUR FLAWED LOGIC.

and yeah u don't buy wins u buy equipments to add on to your skills to win

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UCI is an international body whose income is not dependent on cyclist giving money .

 

That's not the point! I'm not comparing Tanki to UCI. I'm talking about the practice of allowing players to buy a win.

And yes, TO need to generate income. The issue is the effect that the money has on game play.

If money cannot buy you a win in TO, then let the suggested experiment prove this.

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Dunno, I have no problems getting enough drop boxes to stay pretty drugged on my favorite maps... I'm also old, have a job, etc. so buying is no problem either... but I buy only a few times for myself to take advantage of the sales on Mx upgrades and a few times for my son to reward for good job in school.

 

Maybe the solution is to reduce cost of pro-battle mode? Say, 100 crystal per game instead of 500 and maybe 5000 for a month pass instead of 12500.  That way, people that want to play w/o drugs can set up instances that don't allow them, and play with people of a like mind.  For the rest of us, it is simply the cost of doing business.

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Another topic about druggers.. If you can't pay, you can join a normal battle with smart cooldowns since your supplies got doubled. The real druggers will join the real drug wars again: since yesterday the ability to put on all supplies is back again!

thats what you think.

the supplies we got doubled are almost finished and it is a old story -_-

 

and since no crystal drops have been implemented and the fund is going pretty higher. which is attracting lot of druggers aka buyer in our battle. and in the end we get nothing.

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The experiment you are suggesting is not easy to run because you need a big sample of equivalent players or teams to run this experiment on.

 

I think that stuff give the tankers some edge. Whether this edge is big enough to defeat the other team (or players) or not depends on the size of the edge compared with the size of the skill gap. If you are twice as skillful than someone, you probably can kill them even if they have the most advanced equipment, but if you are within the same skill level, then whatever edge any party can get can be decisive.

 

I see where you come from though, and I hear you. I hear TO too. Maybe they can allow the creation of battles that disallow buyers (say within a month or three) if the battle creator does not want those in his/her battle. So let the sharks fight together and the piranhas fight together.

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