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One solution would be to increase the battle fund itself.

 

 

Why has discussion changed from Drugs to Battle fund ratio? :huh:

 

 

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One solution would be to increase the battle fund itself.

 

 

Why has discussion changed from Drugs to Battle fund ratio? :huh:

 

 

It's all related. The people who drug, use hacks, mult, sabotage, etc. they all do what they do for crystals.

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1)Whats wrong in that?

 

2)18000 crystals for 8800 points and the same crystals for 3000 around points.Ruined a raider? Those druggers could buy back everything they used from the crystals they got! Jadewarrior must have played for the whole match and those raiders just came in the middle and got almost everything.

 

3) Perfectly legal... ._.

1) Long games = higher risk. Why do you expect a secured fund on a very long battle?

 

2) Yes, the victim still gets to have a good time.

 

3) By using drugs, am I violating federal/state laws?

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You cannot prevent raiders. You can make it harder for them with the additional supplies added to the others.

Actually this idea fits perfectly the current TO plan to get the players addicted to the supplies. Constant drug users, i.e. buyers would need to use more. The others would get used to use more, so maybe they will buy.

 

That's what I most certainly don't like. Anything that makes the players getting used to use more drugs is BAD in my opinion. And here's where I disagree with Tanki.

I answered that too... If the D/L ratio is very low (as well as the score) then no more funds for this player.

I agree, that is disagree with Tanki as you.

On the other hand they consider it as one that brings their every day bread.

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I agree, that is disagree with Tanki as you.

On the other hand they consider it as one that brings their every day bread.

What happened to their everyday bread that they used to eat before?

I mean, supplies sales where not that much of an income before RUSTY BARRELS II. Before the "mistake" that gave away so many supplies to all the players.. Only after that, people got used to drug like hell.. and supplies' sales took off.

So, what was their bread those days? And what happened to it?

Is it, maybe, that supplies sales are not the bread but the butter that's on the bread?

But that's not really my concern. I never said that Tanki shouldn't make a living, or a fortune for what matters. As long as they don't squeeze players too much. And as a small time buyer I feel squeezed. If Tanki wants or needs extra money, it should find another item to sell, one that doesn't give so much power to top buyers.

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solution= why dont you play pro battles if you are annoyed of druggers

Dude, you 're, let me see, maybe the fifth player that suggested this "idea". If you want to know what was the answer to all the rest, start reading the topic from the beggining.. :)

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racer22_online wrote:

"I get most pleasure from joining losing sides that I think still have a chance - look at the point score for each player and their rank - it's easy to see which players are working hard.  Too many 'lay-a-bouts' on the losing side or too many druggers on one side = best leave that game and find a better battle - or change to a lower account and try to turn a game around = good fun - works more times than not and better still the opposition tend not to quit ..."

 

Good point, I forgot to mention the 'lay-a-bouts'. I fed up with them more than the druggers.

This is the other reason why I am one of the 'ruthless' players. I don't like finding myself on the to top of the losing team very fast. Especially when I join at half-time. That means the rest (or the majority) of the team is pretty much useless. I do not enjoy the Sysiphus work alone.

One example:

Serpuhov CTF, red team. The blue took our flag, but as we took theirs we have chance get back theirs. Still, 2 Shafts camped somewhere at the left side back of the map controlling one narrow strip without paying attention to the battle flow.

Let me be conceited: they do not deserve me in their team. I feel sorry for my good performer allies for this kind of team mates, too.

That habit - not be bothered by the battle flow - maybe good in a TDM, but not in a CTF. If they like camping they should at least protect the flag, but then they would be more exposed to some attack that they don't like.

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bravo30, on 08 May 2015 - 12:01, said:snapback.png

      solution= why dont you play pro battles if you are annoyed of druggers

 

Dude, you 're, let me see, maybe the fifth player that suggested this "idea". If you want to know what was the answer to all the rest, start reading the topic from the beggining.. :)

I think PRO battles can be a solution only for the top 2-3 ranks. There are practically no pro battles for lower ranks.

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If only the pro passes are made cheaper, let's say… 1000 crystals? :D

 

I remembered in the past, you could pay just 500 crystals for entering a pro battle… :(

 

You would definitely earn more battle fund than that, except or the very low ranks though :lol:

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I think PRO battles can be a solution only for the top 2-3 ranks. There are practically no pro battles for lower ranks.

Yes, that's right. There have been proposals for the Devs to make Pro pass more easily accesible to lower ranks. Recently it seems they are moving towards this direction. Let's see...

 

 

If only the pro passes are made cheaper, let's say… 1000 crystals? :D

 

I remembered in the past, you could pay just 500 crystals for entering a pro battle… :(

 

You would definitely earn more battle fund than that, except or the very low ranks though :lol:

It's more than obvious that Pro pass cost should be according the rank, as daily bonus and uprank gift are. I understand that for the first 3 or 4 ranks there's not really a reason to give them easy access to pro battles (so that they can focus and get used to basic aspects of Tanki before try to alter some settings) but after that, a gradual encrease in cost, (starting form, say, 1000 up to 5000 crystals) is most reasonable.

 

 

 

However supplies will never be removed, we all know how persistent the developers are.

 

I mean… that's their main source of income -_-

 

Really? Garage is full of items that are for sale, ALL OF THEM. Why should supplies be the main source of income?

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Really? Garage is full of items that are for sale, ALL OF THEM. Why should supplies be the main source of income?

That's because most of the heavy buyers are generalissimos with full m4 garages. What is the only thing that they can buy after that? Supplies.

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That's because most of the heavy buyers are generalissimos with full m4 garages. What is the only thing that they can buy after that? Supplies.

That is true. That's why I seldom call drugger some generalissimo. But why should generalissimos feel unhappy if cooling period increases a little? It will be the same for all of them. They can still buy supplies and use them as much as they like (considering the Pro option of free drug war).

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That is true. That's why I seldom call drugger some generalissimo. But why should generalissimos feel unhappy if cooling period increases a little? It will be the same for all of them. They can still buy supplies and use them as much as they like (considering the Pro option of free drug war).

I don't really know how popular or unpopular such battles are... I mean, there isn't much point going in there if you are going to drug and if everyone uses supplies, then it gets somewhat neutralized (besides the first aid kit, of course). It would probably be more advantageous in a battle where smart cooldowns are enabled but fewer players are using supplies. Therefore, increasing cooldown times would affect druggers if battles where smart cool downs are disabled are unpopular (which I'm not sure of, it's just a hypothetical situation).

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LOL, they would still get more by winning, why would you want less crystals just because you can?

It's not like the losing team will get more than the winning team. The idea is to increase the fund of losing team in ratio to the margin of winning.

 

In close matches, you can't really call who  will win. It is more of a tie. Yesterday, I played a Polygon CP, I lagged much, my team was winning, I suppose some raiders came and tried to turn things in their favour, but on the very last moment, my team managed to capture the point and keep it. And we 'won' 76:77.

you havent read the previous pages. next time take care to read the previous posts before giving your comment.

there IS a reason why they would do that. as not only will they get almost the same number of crystals as the opposing team, but it will also result in the opposing having supplies turned off/ longer cooldown time. doesnt that seem like a benefit to you? this was the basis for me saying that the better team would want to lose.

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One solution would be to increase the battle fund itself.

 

 

Why has discussion changed from Drugs to Battle fund ratio? :huh:

 

 

this is correct. lol, even the topic creator, @Brubook has stopped commenting because he has given up on trying to get back on topic.

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I'd just like to give a counterexample to those who've said that without drugs the game would be boring. I played in a great 4v4 Sandbox CTF. We lost 7-5. But you know what? I felt like it was worth my fifteen minutes. Why? It was balanced, but the skills and situations each player was in created automatic imbalance, and drugs weren't a factor (except nitro). 

The teams were like this:

Blue team (mine):

Rail-Hornet M0

Rail-Hornet M1

Smoky-Hornet M1 and M0 (me)

Isida-Hunter M1 and M0

 

Red team:

Rail-Hornet M1-M0

Rail-Hornet M0

Rico-Hornet M0

Firebird-Hornet M1

 

Both sides got plenty of flag captures and several intense moments of one guy losing the flag and his teammate racing an enemy to it. Plenty of kills for all players except for the Isida-Hunter (which got several flag caps). Very fun. No drugs except nitro and drops. I found it vastly more interesting than a Silence CTF that was the same time limit and our team was just OP. We won by about 12-1. More like a ritual than anything: Spawn. Go to enemy base, killing the already weakened enemies in the way. Fight over who takes the flag next. Cap flag or make just unfair kills, finally get killed. Repeat. Sooo boring, even though I got about the same crystals (131).

I also felt the Sandbox was a much better test of everyone's skill, and I met a lot of great players.

I don't have a solution to the drug/buyer imbalance problem, though. But having read the first 14 pages of this topic, I can tell it's not winding down anytime soon.

Edit: I have to admit that I got the infinite supplies pass :P

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Ok, that pass is just annoying. Everyone is drugging; the strategy is when to hit which of the first five numbers. It has officially ruined the game for the next 24 hours.

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I'd just like to give a counterexample to those who've said that without drugs the game would be boring. I played in a great 4v4 Sandbox CTF. We lost 7-5. But you know what? I felt like it was worth my fifteen minutes. Why? It was balanced, but the skills and situations each player was in created automatic imbalance, and drugs weren't a factor (except nitro). 

The teams were like this:

Blue team (mine):

Rail-Hornet M0

Rail-Hornet M1

Smoky-Hornet M1 and M0 (me)

Isida-Hunter M1 and M0

 

Red team:

Rail-Hornet M1-M0

Rail-Hornet M0

Rico-Hornet M0

Firebird-Hornet M1

 

Both sides got plenty of flag captures and several intense moments of one guy losing the flag and his teammate racing an enemy to it. Plenty of kills for all players except for the Isida-Hunter (which got several flag caps). Very fun. No drugs except nitro and drops. I found it vastly more interesting than a Silence CTF that was the same time limit and our team was just OP. We won by about 12-1. More like a ritual than anything: Spawn. Go to enemy base, killing the already weakened enemies in the way. Fight over who takes the flag next. Cap flag or make just unfair kills, finally get killed. Repeat. Sooo boring, even though I got about the same crystals (131).

I also felt the Sandbox was a much better test of everyone's skill, and I met a lot of great players.

I don't have a solution to the drug/buyer imbalance problem, though. But having read the first 14 pages of this topic, I can tell it's not winding down anytime soon.

Edit: I have to admit that I got the infinite supplies pass :P

 

everyone has different opinions. but what we really should be talking about (and even i am guilty of this) is whether we should have nerfed drugs or not (basically drugs with upgraded power/ armour to the next modification of the turret/hull).

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I kind of liked that idea, but I also understand the protests that the paying user base would get mad because they drug.

what does this mean? (no, seriously)

i am against this idea because i feel that tanki already curbed heavy druggers by adding cooldowns, and adding this too would be too harsh on druggers, and players wouldn't have any incentive to use drugs. thus tanki doesnt make more money, and would have no reason to add this update.

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Ok, that pass is just annoying. Everyone is drugging; the strategy is when to hit which of the first five numbers. It has officially ruined the game for the next 24 hours.

Yep.  Having played on test server with unlimited drugs in the past, I found the constant having to drug just to keep up with all the other druggers an awful style of gameplay - I certainly won't be playing today!

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unfortunately the only effective weapon against heavy-druggers was Freeze.

And now after the rebalance this weapon was altered into a bad Firebird copy.. only usefull for bump-in-and-shoot attacks (like all the beginners use to play).

 

Whatever.. now druggers are virtually unstoppable.

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