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WOW, I have never heard of this.  Hell, even if I never used one, my finger hits the "1" on the number pad far too often while playing by accident, and I'd have drug use from that along.  That is AMAZING.  how long did it take them to do it?  Did they do all this on the free too?

 

Ouch, that K/D really reinforces the reality of playing without drugs all the way to Gizmo.

Yes, he is a non-buyer.

 

Not sure I've done this link correctly, but he started a thread about it called 'I Made It' - which will give you more details:

http://en.tankiforum.com/index.php?showtopic=289346

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I had a question about the drug rate per hour.  To be certain, when it is mentioned here, the value that is being referenced is total game time played vs total count of used RK, DD, DA, DS, correct? (I left out mines simply because it seems to be generally understood that though they fall into this category, they are not turret or hull force multipliers, and as such, do not really count for the purposes of platform imbalance).

 

Thus my current standing is 134 hrs played divided into:

 

284 DS +

23 DD +

91 RK +

95 DA

 

= 493 drugs used in period.

 

Thus we get 493D / 134H, which equals 3.6 DPH (drugs per hour)

 

 

Below is a personal observation and is not related to the above question and only relates to my thoughts on what we should consider in this equation in my opinion.

 

 

 

 

(3.6, this is shameful, except that I should point something out, and I'm going to).

 

This value thus assumes any multiplier that we use is a imbalance.  Now, and I will state this clearly,

 

I realize that DS is in fact a hull modifier, and yes, this is subjective and purely my opinion, and maybe a bias that is self serving on some level, but, I do hold it up as an opinion that I think all should be allowed to share, and that is that SPEED is important, but it does not directly affect the viability of engagement outcomes in terms of strikes, damage dealt, and damage absorbed, and as such, does not create an imbalance in platform force multiplication (ie, the example mentioned a few pages back where a DD,DA, and a RK essentially makes a tank 8 times more powerful).

 

If we take only the force multiplication of damage related power ups, my DPH drops to 1.55(6, round up if you must).

 

 

 

Dear FogOfWar_XXX
In principles you are right about speed boost. Yet, as underlined by BlackWasp777, it gives an advantage. I think it might be considered a drug. But speed boost gives a +30% increase, which is what should be out of all the other drugs too.
Said that, speed or not, you are definitely a non drugger (from the numbers you show)!

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And over the past 200 pages of discussion, what have we learned so far?

My question is this: If the developers know that drugs are driving people away and taking away their chances of making money, why don't they do something about it? Why don't they do anything about any of the things we dislike? It can't be because there aren't any solutions. Sure, there are really bad ideas here but some are quite ingenious and will certainly bring people to the game once again. 

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I had a question about the drug rate per hour.  To be certain, when it is mentioned here, the value that is being referenced is total game time played vs total count of used RK, DD, DA, DS, correct? (I left out mines simply because it seems to be generally understood that though they fall into this category, they are not turret or hull force multipliers, and as such, do not really count for the purposes of platform imbalance).

 

Thus my current standing is 134 hrs played divided into:

 

284 DS +

23 DD +

91 RK +

95 DA

 

= 493 drugs used in period.

 

Thus we get 493D / 134H, which equals 3.6 DPH (drugs per hour)

 

 

Below is a personal observation and is not related to the above question and only relates to my thoughts on what we should consider in this equation in my opinion.

 

[-spoiler-]

 

(3.6, this is shameful, except that I should point something out, and I'm going to).

 

This value thus assumes any multiplier that we use is a imbalance.  Now, and I will state this clearly,

 

I realize that DS is in fact a hull modifier, and yes, this is subjective and purely my opinion, and maybe a bias that is self serving on some level, but, I do hold it up as an opinion that I think all should be allowed to share, and that is that SPEED is important, but it does not directly affect the viability of engagement outcomes in terms of strikes, damage dealt, and damage absorbed, and as such, does not create an imbalance in platform force multiplication (ie, the example mentioned a few pages back where a DD,DA, and a RK essentially makes a tank 8 times more powerful).

 

If we take only the force multiplication of damage related power ups, my DPH drops to 1.55(6, round up if you must).

 

[-/spoiler-]

 

 

 

Dear FogOfWar_XXX
In principles you are right about speed boost. Yet, as underlined by BlackWasp777, it gives an advantage. I think it might be considered a drug. But speed boost gives a +30% increase, which is what should be out of all the other drugs too.
Said that, speed or not, you are definitely a non drugger (from the numbers you show)!

 

Your perspective on what is drugging is somehow different from ours.

We have defined drugging as the continues use of supplies, almost always more than one at a time.

Thus, a speed boost with a DD is drugging and imagine what it can do for a hornet+isida.. Also, using mines in combination with other supplies IS drugging (shaft making a circle with mines and using only DD or DA is greatly enhanced)...

Although there are occasions that we can't judge for sure from the profile (for example if one plays a lot Pro battles, then it's more difficult to appear as drugger despite he might be one or if another plays many hours parkour and uses supplies he appears as drugger but he isn't), we generally can tell a drugger by the ratio of total supplies used per hour of playing.

Take also into consideration that usually, it's playing with one player that shows to us if he's a drugger or not. Profile stats only confirm (or reject*) what our experience tells us.

 

*A few days ago I played against a player that seemed drugger to me, since I saw him quite often with two or three supplies on. After the battle finished, I visited his profile and saw a really low supplies used ratio. Something like 25 per hour.. That is not evidence of a drugger. So what happened? Maybe he was indeed very lucky or skilled and got a lot of drops, or maybe he was drugging at that particular battle but as an exception, or maybe he played a lot of no-supplies battles. Who knows... Untill better knowledge of him, I wouldn't call him drugger.

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Another thing I came to realize is that my initial thought of "the more the drops the more just the battle" is not really so. Why? Because if there are many drops and people get used to use supplies then in a map with less drops (or if the ratio of drops lessens) then the players will feel the need to use garage supplies.

Also, I realized that I repeatedly grabed a drop although I had the same supply on. Just so that it won't be taken by an opponent. That messes the stats or not? I don't know.

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My question is this: If the developers know that drugs are driving people away and taking away their chances of making money, why don't they do something about it? Why don't they do anything about any of the things we dislike? It can't be because there aren't any solutions. Sure, there are really bad ideas here but some are quite ingenious and will certainly bring people to the game once again.

drugs have a positive effect on Tankis business by increasing tankis income

drugs have a negative effect on Tankis business by driving people away - from which a little percentage maybe would spend money for equipment

 

Currently the dev's Tanki responsibles think, that the positive effects on their business is bigger then the negative effect.

We can not proove them wrong by facts and figures, as we have no facts and figures (number of buyers, amounts purchased, what do they spend their crystals for, ...).

Natuarly they hesitate to change their business model away from a "sell drugs for income", as they do not know the risk they are moving into. Even if you or I or 100 others think, that the game would be more enjoyable, and more people would spend money in this game - what are 100 people in a game pool of maybe 200.000 (assumption) active and regular accounts?

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drugs have a positive effect on Tankis business by increasing tankis income

drugs have a negative effect on Tankis business by driving people away - from which a little percentage maybe would spend money for equipment

 

Currently the dev's Tanki responsibles think, that the positive effects on their business is bigger then the negative effect.

We can not proove them wrong by facts and figures, as we have no facts and figures (number of buyers, amounts purchased, what do they spend their crystals for, ...).

Natuarly they hesitate to change their business model away from a "sell drugs for income", as they do not know the risk they are moving into. Even if you or I or 100 others think, that the game would be more enjoyable, and more people would spend money in this game - what are 100 people in a game pool of maybe 200.000 (assumption) active and regular accounts?

True. All very true. But slowly, all people who cannot afford drugs will leave. Without all those, many druggers will not have the same fun 'trolling nubs to death'. In time, they may slowly begin to leave also. As they leave, many more will find the game less lively and follow suit. 

 

I think Tanki's model is short-sighted. Of course though, everything I've written is just my prediction, my opinion, my perspective. 

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My question is this: If the developers know that drugs are driving people away and taking away their chances of making money, why don't they do something about it? Why don't they do anything about any of the things we dislike? It can't be because there aren't any solutions. Sure, there are really bad ideas here but some are quite ingenious and will certainly bring people to the game once again. 

Because we're only a minority, they don't listen to the whim of every player, but if we were to have a large following...

They'd HAVE to notice us, and either decline our requests or accept them.

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My question is this: If the developers know that drugs are driving people away and taking away their chances of making money, why don't they do something about it? Why don't they do anything about any of the things we dislike? It can't be because there aren't any solutions. Sure, there are really bad ideas here but some are quite ingenious and will certainly bring people to the game once again.

But it does make Tanki more money xD u rebels are the minority.

Ok was on differ page when I wrote this.

What operator said.

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There's no reason to complain about something which is a big part of the game's gameplay. There are options in the "battlecreatetor" which allow you to create no-supplies-battles. So this problem is solved. And there are many who join such battles. In addition, there are battles like XP/BP in RU1 + many DMs in RU2 (no druggs there ;) )

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There's no reason to complain about something which is a big part of the game's gameplay. There are options in the "battlecreatetor" which allow you to create no-supplies-battles. So this problem is solved. And there are many who join such battles. In addition, there are battles like XP/BP in RU1 + many DMs in RU2 (no druggs there ;) )

XP/BP=life

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