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I can't seem to write a post against drugs as I can't think of a solution.  If drugs are removed, the equipment is unbalanced like m2 fire can beat m3 isida. There are many more examples. So I support drugs in some cases. I understand the vicious circle of if the weaker drugs to combat the power, the stronger drug to destroy the disadvantaged. I guess stay if you want or move on is the current peace plan. It's just a game...and you win some just as you lose some.

 

40player

There are proposals and solutions, try to find previous posts of mine...

 

Smart Supplies!!! End of story!!!

End? Oh no... not really. Druggers are still ruling the battles.

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Tanki have created the option of pro battles for no drugging. If people pay for drugs then they get a free battle. If people do not pay for drugs they pay for drug-free battles. If you want no drugs, free battle and a balance where the skill is the only challenge, then the xp/bp rail battles and such frames are the solution. But tanki is a reflection of real life scenarios, where the imbalance in skill, drugs, ranks and equipment ensures that every battle starts with a fair chance of win or lose as the outcome. The best thing is that the team members change each round and keeps our hopes high at the start. That's what makes us come back when we win or lose. The good thing tanki have done now is at least they award the losing team too in proportion. It is not realistic to believe one would win each time. Just remember to have your friends on your side and think about fun more than fund. Then you won't be disappointed.

 

See you in the battlefield.

 

40player

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Tanki have created the option of pro battles for no drugging. If people pay for drugs then they get a free battle. If people do not pay for drugs they pay for drug-free battles. If you want no drugs, free battle and a balance where the skill is the only challenge, then the xp/bp rail battles and such frames are the solution. But tanki is a reflection of real life scenarios, where the imbalance in skill, drugs, ranks and equipment ensures that every battle starts with a fair chance of win or lose as the outcome. The best thing is that the team members change each round and keeps our hopes high at the start. That's what makes us come back when we win or lose. The good thing tanki have done now is at least they award the losing team too in proportion. It is not realistic to believe one would win each time. Just remember to have your friends on your side and think about fun more than fund. Then you won't be disappointed.

 

See you in the battlefield.

 

40player

Man I know that drug free battles is a premium feature but something you have never noticed that people mostly play normal battles instead of pro battles and that's what makes me mad when I get pro pass and there is no pro battle to play in and the most of the pro battles are of Marshal and other big ranks so who would like to face m3's with awesome paints with there light m2 hulls and most of the high ranked players have MUed there turrets so it means just a waste of time and no funds gaining. If you just think about fun not funds then you can't purchase m3's that's all I know

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..and exactly this is the reason why I like to play XP/BP most of the time.

I would love to play more "normal" battles with mixed weapons on funny maps like Serpuchov.. but you can hardly find them at reasonable rank.

And when you join them, guys with 50% protection paints are in.. yeah... so much fun :(

 

If the pro-pass price would adapt with the rank.. then much more mid-rank level players would use it.

In real low ranks drugging is not an issue. In mid ranks a little.. and in higher ranks massivly.

 

So the mid ranks are the ones who have to get used to play pro, so that there are much more of these players in higher ranks.

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  • Developer

Guys, I understand your frustration towards usable supplies but they are the core of game monetization.

 

This game runs on single currency so everybody can eventually get anything they can find in garage. This makes an only option for game developers to make profit - to sell power. But we do not want to do that bluntly. It hurts game in the long run. So, we are selling temporary power to make sure you can be more powerful, but only for a short period of time. This is how MU works, this is how supplies works.

 

We are also keep an eye on balance to make sure there are limited game advantages given by power buying. MU can make your tank OP, but to make it fast you will have to ridiculously overpay for speeding up the upgrades, thus we are making sure there are small number of players who can do that. Also, other plyers will eventually catch up. Supplies are giving you instant power on point, but we are limited them and only hardcore buyer can keep them flowing non stop. Supplies are also given freely daily to every player to make sure everybody can stockpile reasonable amount.

 

There's also another way to monetize the game by customization (you know... like "hats" :D), but we are limited in our options until Unity version goes live. Moreover, as a game designer I must admit that power always sells better. I can only assure you that while I am in the development team, nobody will be able to buy exclusive power. Players will be able to boost progress, stock up supplies faster and upgrade faster, but they will always be kept in check.

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Guys, I understand your frustration towards usable supplies but they are the core of game monetization.

 

This game runs on single currency so everybody can eventually get anything they can find in garage. This makes an only option for game developers to make profit - to sell power. But we do not want to do that bluntly. It hurts game in the long run. So, we are selling temporary power to make sure you can be more powerful, but only for a short period of time. This is how MU works, this is how supplies works.

 

We are also keep an eye on balance to make sure there are limited game advantages given by power buying. MU can make your tank OP, but to make it fast you will have to ridiculously overpay for speeding up the upgrades, thus we are making sure there are small number of players who can do that. Also, other plyers will eventually catch up. Supplies are giving you instant power on point, but we are limited them and only hardcore buyer can keep them flowing non stop. Supplies are also given freely daily to every player to make sure everybody can stockpile reasonable amount.

 

There's also another way to monetize the game by customization (you know... like "hats" :D), but we are limited in our options until Unity version goes live. Moreover, as a game designer I must admit that power always sells better. I can only assure you that while I am in the development team, nobody will be able to buy exclusive power. Players will be able to boost progress, stock up supplies faster and upgrade faster, but they will always be kept in check.

How about some game modes or like that for buyers.

It makes the game so funny for them and also kepp them far away from us. :)

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Guys, I understand your frustration towards usable supplies but they are the core of game monetization.

Thanks Hazel-Rah, for this very good and clear post, that gets to the point (including the measures you take to keep it "balanced" in terms of "not too much of it).

 

Why does power sell good?

I think it is because:

- it is a good feeling to have power

- you earn crystals and experiance points faster -> faster rankup -> more weapons -> even more power

 

 

The people complaining here start to miss something: FUN.

It's just 3 letters.. but fun is maybe the most important thing about a game you invest your personal time in.

In fact the ratio of "fun per time and money spend here" is the key for playing here.. and not to search for another game.

 

Sell fun to them

Good thing is you can sell fun to those people via the pro-pass. You just have to make sure, more are using it.

Many players complain about druggers.. and when I ask them if they have a pro-pass, next to all tell me: I have/had one, but there are too few pro battles. So if you Tanki could talk to your marketing department to think of ideas how to make going pro-pass more common.. you would catch two flys with one strike.

 

 

Some ideas to start off with:

(no need to pick all at once)

  • adapt the pro pass price acording to the rank of a tanker (cheaper for lower ranks, a little higher for higher ranks)
  • Have a pro-pass-day, ath which the daily gift is a pro pass for all players that have none. Have a fixed day per week. Do this special for a long time (best "until forther changes", at least 8 weeks) so all players get aware of it, get used to it.
  • create more default pro-battles on the servers with supplies off, autobalance on, microupgrades on, CFT on the most favorite maps.
  • If a pro battle of a type is filled up.. auto-create an other one
  • include free _weekly_ pro passes in the daily gift section
  • give 10% more experienace for pro battles (on top of ev. purchased experiance multiplyer passes)
  • increase the daily gift for pro pass owners by 10%
  • give them access to special kits
  • have special weekends, wehere in pro battles players have 1,1x..1,5x battle fund for a day
  • and finally: make some true advertisement for it

You have a capable marketing department. I bet they can think of much more.

 

thanks,

Rohr'

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I have to agree. 

 

I am not against the use of supplies EVER, and after the smart cooldown was put in, it's become a skill in its own right to get the best out of them vs someone who doesn't think about it much.

 

But NOBODY enjoys being beaten simply by being outspent, it's horrendous to be outnumbered and out-gunned by guys who still drug.

 

Propass needs to be much more widely used, and Tanki need to make sure it is.  

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The entire objective of the game is deeply flawed. Tanki have ALWAYS encouraged the idea of making your opponents leave the game entirely. That's crazy! If they leave, it is because they are not enjoying it. How is THAT supposed to work? 

 

I always enjoy close matches much more, win OR lose. I am inclined to stay for another, too. In short, I play more Tanki, if I can get good matches. 

 

As a result of this you get outnumbered teams, and the superior force may still be drugging. Those who stay to fight lose badly and do not get rewarded properly. So why bother?

 

Here is my solution which helps the problems highlighted in this thread:

 

Instead of this timer thingy with horns and parps and whistles and bells and conflicting messages... The system should give each team a value based upon the number of players in it and the strength of their tanks (m0, m1, m2 etc)

 

If one force is stronger than the other hugely and is gaining more kills in DM or TDM, more Flags in CTF and Points in CP, then the system may take action.  

 

My suggestion for what action? It should automatically adjust the smart cooldown for each side. Thus, if you are on a much smaller team, your drugs will last longer and be quicker to recharge, while your opponents might only have them for an instant or even not at all. 

 

In this way, a smaller team has a chance to still win. And whichever team won, it was by skill, not only by sheer volume of drugs consumed. 

 

If it was completely hopeless, then of course the match ends early. 

 

In addition, as I have already said, I feel that propass needs to be much more actively encouraged. 

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apologize from all guys specially you hazel cause im always a frank person
 

Yea I Agree this post actually there are just few we all know what few means , are you sure ? just a few druggers ?! druggers who actually have skills with their turret or many of them don't even know how to make a proper shot yes you're right , totally right but i just want to explain something , those who has skills most of the time are just cry buyers , some will accept not to drug but some are totally deaf ! those who doesn't have skills in fact most of them are who just raise with something like fire and wasp ! which become common also for some generalissimos to gain crystals and ranking for lower ranks easily which just let them to raise with no skill, how to knock off the aim they don't even have any idea about the features of their turret but they have money to buy crystals and then buying drugs.

 

Everyday of my life I meet the players with 0% skills but they have thousands of drugs to use even some of them drug when they are upside down so we could not kill them but they destruct their own self. totally right again

 

Especially it becomes the problem for long hour battles like in 60 minutes battles about 80% players drug to get the most crystals but they don't even know that they don't receive the same amount of crystals that they had spent on drugs.And when there is a promotion of x2 funds so the game becomes totally un-balanced during the last x2 funds promo the whole game was full of druggers.

 

You guys should take some action for it maybe making some changes in the mechanism of "Smart Cool Downs" what you are gonna say is not wrong but i think it wont help ! tanki brings smart cool downs for what ? one reason was to make a drugging skill but the most important thing was to stop or at least slow druggers but did it change anything ? so changing in mechanism is not the solution . it just make a delay another time or giving an option to make no-drugging battles for normal battles too like pro battles. let me say this another way , why they don't make a format like drugging format which makes druggers to play pro battles with drugs ?! having supply boxes in games is very good ! it helps not to feel that the game is boring but always facing druggers ... thats bad. i think that we must have normal battles with supply boxes but with out drugging ! and we should have a drugging format to use our drugs there , the format must have smart cool down cause with out that the game means nothing !

 

                    Say No To Drugging 

       Play Fair, Work Hard, Go Pro why ordinary players should buy pro battle and play pro battles ?! why druggers don't buy them ?! they waste many crystal on drugs , so why don't they buy pro pass ?! also pro battles give more fund !

 

Guys, I understand your frustration towards usable supplies but they are the core of game monetization.

This game runs on single currency so everybody can eventually get anything they can find in garage. This makes an only option for game developers to make profit - to sell power. But we do not want to do that bluntly. It hurts game in the long run. well i why don't you tell that what tanki done was not so good and it make nothing right ?! once i told sharon that time makes things to change and nothing can stand against that, now i tell it to you Hazel-Rah !So, we are selling temporary power to make sure you can be more powerful, but only for a short period of time are you sure ?! only a short period of time ?! ok i accept but it just repeated and repeated , a player from WO1 is a cry buyer and a drugger , he ranks up faster and after a time he just put his foot on a WO2 which was also a cry buyer and drugger ! so nothing changes Hazel. This is how MU works, this is how supplies works.this is how you all days see more druggers , more noobs and more crystal buyers !

We are also keep an eye on balance to make sure there are limited game advantages given by power buying. tanki sells almost eveything not limited advantages ! MU can make your tank OP, but to make it fast you will have to ridiculously overpay for speeding up the upgrades, thus we are making sure there are small number of players who can do that.its seems you forget that the problem is drug not MU !  Also, other plyers will eventually catch up. Supplies are giving you instant power on point, but we are limited them and only hardcore buyer better to say buyers ! cause they are not 1 or 2 players can keep them flowing non stop. Supplies are also given freely daily to every player to make sure everybody can stockpile reasonable amount.

There's also another way to monetize the game by customization (you know... like "hats"  :D), you know how silly isn't it .don't you ? and also how many cry buyers waste cry for those silly things ? but we are limited in our options until Unity version goes live. this way you're just hiding the problem ! you're not gonna find a solution for it hazel , you know exactly what i mean .Moreover, as a game designer I must admit that power always sells better. I can only assure you that while I am in the development team, nobody will be able to buy exclusive power. another silly thing is exactly this , im not gonna make fun of you but it just a sentence .Players will be able to boost progress, stock up supplies faster and upgrade faster, but they will always be kept in check.

hazel, you know most of people who plays this game are kids , or at least its better to say that they are not so many players who was born in a country which there mother tongue is english , so can you explain why you must use big words then ?! im sure you have no answer for that
 
after that , just one two things about what tanki done , first removing cry boxes , which was just and just from an experiment ! instead of making it right , again tanki hide the problem , how ? by removing boxes ! thats a joke that you say battle funds increases cause it is lower than the time we had cry boxes , can you prove that im wrong about this ?! im wating for your answer
second thing , these kits , why they should have time to buy ?! really ?! maybe for those players who doesn't have enough crys and you just drive them to buy cry to buy kit before time runs out , if not why they must have limited time ?! how about this question's answer ?
 

Play PRO Battle, when you want to create a battle not choose (supplies) if you do not want.  :) well i dont know if you read the first quote , but i answer it again , why you want ordinary players to buy pro battles ? you are a generalissimos , for them crystals almost means nothing , earning them is so so easy ( dont say that you are not a generalissimo and you just guess and don't know what really happen , ask for evidence if you like ! i will show you ) , but why those druggers don't buy pro pass and play with drugs in pro battles ? it also give them more crystal ! i am wrong about more fund in pro battles ? well it just what tanki says ! its not what i create it from my self

 

I think the use of supplies is fine. If you dont get them from your hot bar then you will pick them up in battle.picking supply boxes is totally different from drugging , as i said before it just make the game to be more exciting ! I am fine playing against druggers and they usually don't last as long as you would think. you may just face noob ones , cause a m1 turret as an example when use double power gets a damage more than m3 Personally I don't care whether we have supplies or not, it just requires a strategy tweak. that strategy means mostly in team work , what you are saying has no meaning ! its just another thing you thought by yourself that lets say this also , there was no thinking on this sentence !

 

   Just to back up my point

  1. I have 58 Repair kits, 259 Double Armor, 72 Double Damage, 126 Speed Boosts and 63 Mines
  2. I have NEVER purchased drugs
  3. My K/L ratio is usually 5.0
  4. I rarely use drugs from hot bar
  5. I am always in top 3 on leader board
  6. I have never purchased a pro battle pass
  7. I have been playing for 2 months...

i never accept these things , cause i don't know that who you face in games ! and also your rank ( sorry to focus on this ) is not something that i convince my self with that , and also with the last part , just two months , thats not a long time ! I think it is fine the way it is

 

   Lone_Eagle out   :ph34r:

 

---------

its not only for low ranks , it happens in every rank , no difference between high ranks and low ranks , and you can not say that high ranks get so much crystal and they can buy drugs so we don't accept their complaint

 

this part was for Devs , try to convince players that you're doing right thing for the game ! not the right thing for your wallets ! as i said i am a little bit Frank.

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Power ups or drugs are not bad by themselves, but players who constanly are lighted up like a xmastree ruin the game. Soem seem to have forgotten it but playing is about having fun. And the fn has to be for the winning and the losing team. By extreme dru8gging you taek away the main thing about playing. FUN!!! And if 1 team has far more players, is far ahead in score, and is still drugging you ruin other players fun. The result is that they leave and then there is no game kleft and nobody is having fun.

 

And there is 1 other thing. Some can spend real money on crystals and some can't. The best player should win, not the player who can spend the most money. And to be ahead of some remarks: I am an adult, I own a company, and could spend a lot of money on crystals if I wanted to. I dont do that becourse I want a pleasant and honest battle. And that can only happen when both teams are having fun. What is the point about drugging like hell, making my opponents leave, and be on the battlefield without an enemy? Or an enemy team that can not give any resistance?

 

Propasses can be asolution, but as said before: the lower ranks can't affort it and that way lots of players don't get used to them. Making it cheaper for lower ranks and more expensive for higher ranks would be a solution

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Guys, I understand your frustration towards usable supplies but they are the core of game monetization.

 

This game runs on single currency so everybody can eventually get anything they can find in garage. This makes an only option for game developers to make profit - to sell power. But we do not want to do that bluntly. It hurts game in the long run. So, we are selling temporary power to make sure you can be more powerful, but only for a short period of time. This is how MU works, this is how supplies works.

 

We are also keep an eye on balance to make sure there are limited game advantages given by power buying. MU can make your tank OP, but to make it fast you will have to ridiculously overpay for speeding up the upgrades, thus we are making sure there are small number of players who can do that. Also, other plyers will eventually catch up. Supplies are giving you instant power on point, but we are limited them and only hardcore buyer can keep them flowing non stop. Supplies are also given freely daily to every player to make sure everybody can stockpile reasonable amount.

 

There's also another way to monetize the game by customization (you know... like "hats" :D), but we are limited in our options until Unity version goes live. Moreover, as a game designer I must admit that power always sells better. I can only assure you that while I am in the development team, nobody will be able to buy exclusive power. Players will be able to boost progress, stock up supplies faster and upgrade faster, but they will always be kept in check.

I am glad that you finally accept there is an issue and come here to explain your point of view.

(by "you" I refer to Tanki itself)

It is good to show that players' voice reaches the company.

So, your post is well accepted.

 

It's not my business to know or be told what share of Tanki's income is due to supplies sales, paints' sales or Tanks' upgrading.

The point is, there are several sources of income.

Pro pass

Xp card

Supplies

Hulls, turrets, paints

MUs

...

 

It's not my business either how much Tanki has suffer from political facts (regarding oil, the crisis in Ukraine etc) but I understand that everyone (including Tanki) has a share in this. That's why I want to sympathise and hold my horses for things I see happening ingame.

 

What you need to understand also is that our ability to respond in a financial manner is limited as well. The average Tanki player can't spent so much as he used to.. Therefore, there are two posible ways out.

One is keep charging like before, make Tanki a not-really-free-game-to play and lose some players buyers but keep the total amount of money earned by increasing the cost for whoever remains.

The second is try to find alternative products to sell and limit the power selling as much as possible. Some proposals have occured (cosmetics, spectator view etc)..

My proposal is to eliminate the supplies kits because these kits are the reason for a massive unbalance in battles, between advanced buyers and non buyers or smal time buyers. In general, avoid as much as possible to enhance the players' OP state of being drugged for large periods in a battle.

Since you aknowledge the issue with drugs, there isn't anything else that I would say after this.

 

I hope you find a solution soon that will satisfy most players, buyers and non buyers.

(and if I may add, exchanging points of view every now and then is good for the game, which we both - developers and players - like and wish it well)

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A while a go I entered a pro pass games where the fund was a decent 200k crystals at the end.. we were up by +200 flags in stadium.. needless to say they not only were lit up like a Christmas tree killing in our spawn but also decided to saboSabotage our game ... they placed 4 mults on our team who had 0 kills and about 7/8 deaths..we lost in the end because of their constant drugging in our base.. my friends and I played unroll the end even wheN we took several screenshots making sure the score and time was clearly indicated they simply replied screenshots are not evidence..

So what I'm suggesting is not only reduce the amount of time for drugg use by the other team is winning but also introduce a new /vote mult to report them... mults have ruined a lot of my games and I inevitably end up leaving the pro game the mults remained in our game for over 2hours unroll the server update

 

Sabotage

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I never buy supplies, but I have over 500 of each......and I use them. But I don't hardcore drug unless I'm trying to take over the score or combating other supply users.

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GamingPlanet I am replying to your post:

 

Yesterday I thought of an idea and came on today to share it.  However, I noticed "thebaconwizard" had exactly the same idea and had posted.  I therefore have given his post the thumbs up. This solution will control drug use respective to overall strength of team.

 

Pro pass is a premium feature and one can create a battle with ranks as one chooses.  The fund is more fruitful as the entire crystals reward is simply hard work and no mental deductions need be calculated on the value of drugs spent in combatting the enemy and deducted from the gross reward. However, since it is a paying aspect, not all of one's friends may be able to afford the pass. This will reduce the time spent with friends and some usual fun has now been replaced with greater fund.

 

Ideally, drug free battles are appealing but with some deeper thought, when an m3 rail strikes and destroys an m2 hornet in one shot, how is the player supposed to play if it isn't given a chance to drug to counterattack, capture points or flag? Hence the m3 rail should not drug in this scenario. However, let's say the m3 rail is under attack by an MU m3 drugging rail. The only solution would be to look at the strength of the whole team and proportionally allow drugs. This is the point "thebaconwizard" is projecting forth.

 

Hopefully, you will understand drugs are not a bad thing like anything else as long as it is controlled.

 

If tanki allow drug free battles for all, as you suggest, then the balance can only be achieved by selecting an overall balance of equipment for both teams prior to beginning the battle and not allowing players to leave unless a replacement is found. 

 

40player

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Guys, I understand your frustration towards usable supplies but they are the core of game monetization.

 

This game runs on single currency so everybody can eventually get anything they can find in garage. This makes an only option for game developers to make profit - to sell power. But we do not want to do that bluntly. It hurts game in the long run. So, we are selling temporary power to make sure you can be more powerful, but only for a short period of time. This is how MU works, this is how supplies works.

 

. Supplies are giving you instant power on point, but we are limited them and only hardcore buyer can keep them flowing non stop. Supplies are also given freely daily to every player to make sure everybody can stockpile reasonable amount.

 

Problem isn t that you sell power, is haw cheap you are  selling it.

I don t mind play against players that drug few times in a battle - makes game more excitement.

But when you are playing against m4 with paints mu and continuously drugging  there is no fun. Some teammates wont drug, and others will stop drugging, because there is no point in doing it. And you end up with those unbalanced matches. = No fun.

 

My idea is making drugs very expensive,  like 250 cry, and make them 3x the power instead 2x like now. Don t sell yourself cheap. Is like a premium prostitute vs a cheap one. Witch one makes more money?

So make supply a premium. 

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Its very hard to find pro battles with no supplies as only certain ranks play them, so, i think a great way to sell even more power is to make a no supplies option without having to buy pro battle pass or make a separate pass or server for non supplies, so its fairer, thanks

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A while a go I entered a pro pass games where the fund was a decent 200k crystals at the end.. we were up by +200 flags in stadium.. needless to say they not only were lit up like a Christmas tree killing in our spawn but also decided to saboSabotage our game ... they placed 4 mults on our team who had 0 kills and about 7/8 deaths..we lost in the end because of their constant drugging in our base.. my friends and I played unroll the end even wheN we took several screenshots making sure the score and time was clearly indicated they simply replied screenshots are not evidence..

So what I'm suggesting is not only reduce the amount of time for drugg use by the other team is winning but also introduce a new /vote mult to report them... mults have ruined a lot of my games and I inevitably end up leaving the pro game the mults remained in our game for over 2hours unroll the server update

 

Sabotage

Clearly, if supplies were not permitted in the pro game, then they cannot use them. 

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Its very hard to find pro battles with no supplies as only certain ranks play them, so, i think a great way to sell even more power is to make a no supplies option without having to buy pro battle pass or make a separate pass or server for non supplies, so its fairer, thanks

Tanki must make money. If you don't like the supplies option, pro-pass is the other option. If you read the thread you will see that several people have said that Tanki should make pro-pass easier to get for low ranks, and advertise it more. 

 

 

I would point out to everyone that 1 pro-pass for a month, = 34 repair kits. 

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A while a go I entered a pro pass games where the fund was a decent 200k crystals at the end.. we were up by +200 flags in stadium.. needless to say they not only were lit up like a Christmas tree killing in our spawn but also decided to saboSabotage our game ... they placed 4 mults on our team who had 0 kills and about 7/8 deaths..we lost in the end because of their constant drugging in our base..

[...multing..]

Sabotage

..thats the reason why I stopped playing pro battles that admit drugs.

These battles should be allowed, cause drugging is a differetn kind of gameplay, some players enjoy that.

 

But going Pro I have the choice to enter or not.

 

In normals battles that last 1h and we where way ahead, I was soo often raided by professional raid teams. They wait until the loosing team has only 2 players left, then suddenly 6 players join, they seize coorinated positions, play like if they have active voice communication and -> they drug like no tomorrow.

 

After 2 minutes you capture not a single flag.. while they keep going and going and going, light up like xmas trees.

 

This is a perfect example when "temporary power" lasts long enough, to push several players of the former winner team out of the battle, hate druggers from now on, and maybe not log in the game for a week.

 

And this hurts tanki as a business.

Because this players pushed against the wall will for sure not invest money. Cause their fun was lost.

 

 

 

multing->

 

Regarding multing there is an interresting aproach developed by some players -> Player moderation - Kick 2.0

It is a lot to read if you want to understand it completely.. but it destilles down to the point that you can vote _out_ players of your own team _only_ if they perform bad (points per time) and if a lot of your team do the same. So you can neither kick the top players.. and neither the defenders have to fear about. It is relly cool..

They have already 150+ upvotes.. and keep going

 

 

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