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Place a limit on garage supplies in battles


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All of us have seen it; all of us have experienced it: Tanki players who continually, constantly, permanently expend supply after supply after supply in games.
 
When there are more than two in a battle, in the best-case scenario a match descends into a slug-fest where individual skills get trumped by players who just "repair-and-drug" forever and ever (while usually hiding behind the heaviest M2/M3 hulls and powerful upgraded M2/M3guns, to boot).  In the worst-case scenario, a once spirited contest quickly descends into an ugly massacre where skills and teamwork can't compete, and where hard-earned armor upgrades are made useless/worthless by players who rely on the continual use of supplies.
 
The time has come to limit the use of purchased supplies to a maximum of 3 each per 15-minute match and 5 per all matches 30-minutes and longer.  This would reintroduce skill and tactics into the games in lieu of the perma-drugging that is now epidemic in many matches.  And this limit would also remove the cause of the increasing vulgarity, ethnic/racial slurs, and ill-will that continual drugging now causes--and we have all seen them, asterisked though some words may be.
 
Yes, a move like this undoubtedly will prove unpopular with those who cannot imagine playing a match without the security-blanket of enhancements and repairs.  But those with skills and an appreciation for team-play, sportsmanship, and fair-play will find it a move in the right direction.  Most importantly, it'll make upgrading armor, guns and paints a more worthwhile investment--because, then, those upgrades will actually give players some genuine benefits that abuse of supplies now negates.
 
In any case, this is worth considering for the future of Tanki.

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Under review     Declined

[sply]

Supplies already got a big nerf with the fairly recent Smart Cooldowns update. The way supplies work now does help less experienced and non-buying players compete better against buyers with tons of supplies, but at the same time that update was made to not limit supply use in battles too much so that "drug wars" would still be a fun and exciting part of gameplay. 

 

Yes, I agree that it's unfair when someone with 1000s of supplies uses then non-stop and easily wins a battle against a team without supplies, but that's just how MMOs work. If you buy crystals for real money you are privileged to an advantage in the game as a "thank you" for your financial support from the developers. If you play for free, then you are still able to play the game and use all its features, but it's more difficult for you to win and/or play comfortably.

 

Although this would be a good idea for normal battles and using supplies would become a lot more tactical than it is now, I doubt that such limitations will ever be added as it will make battles a lot less exciting and dynamic than they are now.

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...

 

Yes, a move like this undoubtedly will prove unpopular with those who cannot imagine playing a match without the security-blanket of enhancements and repairs.  But those with skills and an appreciation for team-play, sportsmanship, and fair-play will find it a move in the right direction.  Most importantly, it'll make upgrading armor, guns and paints a more worthwhile investment--because, then, those upgrades will actually give players some genuine benefits that abuse of supplies now negates.

 

 

As someone who thinks that the supply function is still way too over-powered, this is such an important point to me.

 

I am only a casual gamer who is more interested in having a good game than winning all the time BUT, besides the obvious imbalance of someone using a supply vs someone without, such OP supplies make a mockery of the process of time spent deciding what weapons, hulls and paints to buy and upgrade IMO.

 

One spends a fortune in time and crystals (whether bought or earned) to carefully decide what equipment they are going to buy and upgrade with a view to giving themselves an edge over the opposition. Then they step into a battle and WHAM they're dead because someone used a DP on them.

 

What's the point in developing all this equipment with all these unique attributes when they are close to useless and still too weak when faced with someone on such OP supplies? And if you drug back, well then this game is all about who's quickest on the draw in pressing a supply button when it should be about the attributes of one's chosen equipment combos, coupled with becoming more skilled over time.

 

I think supplies in the game would be much more exciting if they either just gave a player a temporary 'edge' rather than DOUBLE the power OR they only lasted for 15 seconds at such a high strength and the amount of times they could be used was more limited.

 

Supplies should be a more of a temporary bonus to the gameplay rather than be the dominant feature IMO - then they would have more 'worth' in terms of a boost to the excitement. I doubt things will go this way though...

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There was an idea presented where any person could start off with 50 max drugs from their own supplies and any supply they managed to catch from battle would not be automatically activated more it would be saved. That way, you could use it anytime you liked but after you leave the battle or the battle ends, they disappear. That way, drugging could be limited and mults would not bother the game.

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So what about players (like me) with thousands of supplies? A Gen's daily gift has about 64 supplies that means I would have to play around 12 hours of Tanki just to use them all, not to mention all the supplies I currently own right now.

 

Unless Tanki wants to loose massive income, this update will never be implanted.

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Tanki will not survive with smart cooldowns, and i know this because when tanki 2.0 comes along they will carry out a range of changes that will resolve fairness in the game once and for all

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So what about players (like me) with thousands of supplies? A Gen's daily gift has about 64 supplies that means I would have to play around 12 hours of Tanki just to use them all, not to mention all the supplies I currently own right now.

 

Unless Tanki wants to loose massive income, this update will never be implanted.

 

I did say that drug wars should be ok just for generalissimos. Taking into consideration that sooner or later a generalissimo has completed a decent set of M3+ combos (whatever one likes to play with) and most of the paints, it makes sense that after that point there is no other use for crystals except from buying supplies, which means that most jeneralissimos can afford a lot of supplies (which means that constant drugging is something that most can do in that rank).

But drug wars only for pure generalissimos battles.

What if there is a battle with half of the players participating being generalissimos and the other half commanders or even marshals?

Then it gets pretty unfair for the lower ranks.

Before you say that we (marshals, F. Marshals and commanders) should avoid playing with generalissimos, I tell you and you can see for your self that there aren't any battles for 2nd, 3rd and 4rth rank without generlissimos.

 

So, in order to keep fair play in battles a further restriction should be applied to drugs, and generalissimos can have their drug wars - unlimited supplies - in pro battles where smart cooldowns don't apply.

Isn't this a fair solution?

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I did say that drug wars should be ok just for generalissimos. Taking into consideration that sooner or later a generalissimo has completed a decent set of M3+ combos (whatever one likes to play with) and most of the paints, it makes sense that after that point there is no other use for crystals except from buying supplies, which means that most jeneralissimos can afford a lot of supplies (which means that constant drugging is something that most can do in that rank).

But drug wars only for pure generalissimos battles.

What if there is a battle with half of the players participating being generalissimos and the other half commanders or even marshals?

Then it gets pretty unfair for the lower ranks.

Before you say that we (marshals, F. Marshals and commanders) should avoid playing with generalissimos, I tell you and you can see for your self that there aren't any battles for 2nd, 3rd and 4rth rank without generlissimos.

 

So, in order to keep fair play in battles a further restriction should be applied to drugs, and generalissimos can have their drug wars - unlimited supplies - in pro battles where smart cooldowns don't apply.

Isn't this a fair solution?

even in our ranks, we do get a fair amount of supplies, and we need at least one m3 in our garage and can compete with generalissimos. With our rank with field marshal and commander, we have unlocked at least half of the m3s to buy and compete with the generalissimos. 

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Tanki is a business.  Businesses need to make money to survive, improve, and expand their services.  Buyers keep the business open -- everybody else gets to play for free.

 

Tanki already said the game is growing and more players are playing now than ever.  Tanki is doing well.

Pretty simple.

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even in our ranks, we do get a fair amount of supplies, and we need at least one m3 in our garage and can compete with generalissimos. With our rank with field marshal and commander, we have unlocked at least half of the m3s to buy and compete with the generalissimos. 

I can compete with average generalissimo. What I can't compete with (and few can) is a top buyer generalissimo that owns best gismo plus tons of supplies, adequate for constant use.

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Tanki is a business.  Businesses need to make money to survive, improve, and expand their services.  Buyers keep the business open -- everybody else gets to play for free.

 

Tanki already said the game is growing and more players are playing now than ever.  Tanki is doing well.

 

Pretty simple.

 

Pretty d_mp.

This argument is a hollow one and I don't even write (again) the answer to it. Everyone that has followed relative topics has read the answer.

You should read it too.

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Pretty d_mp.

This argument is a hollow one and I don't even write (again) the answer to it. Everyone that has followed relative topics has read the answer.

You should read it too.

Ok, so make everyone pay $10 USD a month to play tanki and do away with drugs, and mu's, and paints, and anything else that gives players an advantage... and all the players who have never paid anything to tanki but who love to whine a lot.

 

-or-

 

Nobody pays anything and the game closes.

 

-or-

 

Keep the game like it is.  It is doing fine.

 

 

It is a business.  It has employees who make real money.  It has servers that cost real money.  It requires maintenance that costs real money.  Buyers at all ranks pay real money to Tanki to gain advantages in battles.  Players who reach the higher ranks often are even more willing to support Tanki financially.

 

If you don't like the advantages that players pay real money for at the higher ranks then start a free low rank account again where fewer players are committing real money to the game.

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Ok, so make everyone pay $10 USD a month to play tanki and do away with drugs, and mu's, and paints, and anything else that gives players an advantage... and all the players who have never paid anything to tanki but who love to whine a lot.

 

-or-

 

Nobody pays anything and the game closes.

 

-or-

 

Keep the game like it is.  It is doing fine.

 

 

It is a business.  It has employees who make real money.  It has servers that cost real money.  It requires maintenance that costs real money.  Buyers at all ranks pay real money to Tanki to gain advantages in battles.  Players who reach the higher ranks often are even more willing to support Tanki financially.

 

If you don't like the advantages that players pay real money for at the higher ranks then start a free low rank account again where fewer players are committing real money to the game.

So, after all, you don't read other people's posts it seems.

What about people that pay AND complain because Tanki wants MORE? Do you think I'm a free player? Well, think again.

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From the replies to the original post, it's clear supplies/drugging will remain a point of contention.  I can see the points raised by those who buy supplies (with cash or earned crystals) and their wanting to use them in battles.  But as someone with a biased opinion, I also agree with those who share my opinions with respect to players who cannot live without the extra "powers" afforded by supplies/drugs.

 

Perhaps a solution would be to afford an option limiting supplies in matches?  Something like 5 each for a 15-minute match and/or 10 each for a 30-match?  We already have a slider for setting criteria as to skill-levels welcome in a contest, so why not a slider setting limits on supplies?  Of course, "unlimited" could be a setting on that scale.

 

Tanki is a game that is fun and challenging. I think the more options it provides for players can help to make the game more inviting for certain players--especially those players who value skills over supplies.

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From the replies to the original post, it's clear supplies/drugging will remain a point of contention.  I can see the points raised by those who buy supplies (with cash or earned crystals) and their wanting to use them in battles.  But as someone with a biased opinion, I also agree with those who share my opinions with respect to players who cannot live without the extra "powers" afforded by supplies/drugs.

 

Perhaps a solution would be to afford an option limiting supplies in matches?  Something like 5 each for a 15-minute match and/or 10 each for a 30-match?  We already have a slider for setting criteria as to skill-levels welcome in a contest, so why not a slider setting limits on supplies?  Of course, "unlimited" could be a setting on that scale.

 

Tanki is a game that is fun and challenging. I think the more options it provides for players can help to make the game more inviting for certain players--especially those players who value skills over supplies.

Complementary to what you say (with which I agree) is this

http://en.tankiforum.com/index.php?showtopic=246957&page=29

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The trick to a balanced game is to offer the lowest possible advantage that as many people as possible would be willing to pay for.  It maintains a strong community so that the buyers still have a game to play.  There is definitely a limit to how far you can push the free players.  The situation prior to smart cooldowns was untenable.  Even though that update was a step in the right direction remember the uproar?  Alienating the buyers would put tanki in an even worse position.  If from the start supplies were less powerful, 30% damage and defense instead of double, a slower heal over time, people almost certainly would have accepted it and been just as willing to buy.  It is a completely different matter entirely to give an advantage before taking it away.  A drastic nerf would make a large number of the highest paying people quit.  The best we could hope for is a fundamental supply redesign when and if unity ever rolls out.

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It's good to have an open and ongoing dialog about suppllies and their use/misuse in the game--and I hope that the powers that be in Tanki are listening.

 

While supplies are a part of the income-generating side of TankiOnline--and they will remain important factor for game revenue generation--I will still argue in favor offering veteran, skilled players some greater degree over the use/abuse of supplies in the games.  When setting a game, we already can restrict a game to certain ranks (and, presumably, skill-levels); we can set the time-duration of the battle; we can limit the number of players participating in the contest; and we can set up the parameters of the battle (CTF, DM, etc.).  I see no reason why a similar setting cannot be implemented to limit supplies or make them unlimited--that option would appeal to those who want to play with emphasis on skills or drugging because that parameter would be made clearly known to all prior to joining a battle.

 

I am not calling for an all-or-none solution.  I'm calling for some degree of control where "birds of a feather can better flock together."

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DRUG LIMIT IN BATTLES, means for example:

 

In a 15min battle: Drug Level 0 : Drug Limit 0 drugs / Extra crystals and point system X 0.

                          Drug Level 1 : Drug Limit 15 drugs / Extra crystals and point system X 15%.

                          Drug Level 2 : Drug Limit 30 drugs / Extra crystals and point system X 30%.

                          Drug Level 3 : Drug Limit unlimited drugs / Extra crystals and point system X 45%

 

A good idea, for all sites, because:

 

1. You can imagine how many more players who are willing to play tankionline, but they get dissapointed from druggers and lose always, will participate. The participation in all levels surely will increase A LOT.

2. More justice, more equal chances for ALL who decide the battle they wanna join.

3. Free choice for everyone, in any level.

4. Chat will be friendlier, no hate, no rage, no anger, no profanity, no insults.

5. As a result, not so more banned players, less work for the developers and their bots.

 

AND 6. SURELY THE INCOME FOR THE DEVELOPERS WILL INCREASE A LOT. The druggers will always pay more and more to win equal or bigger druggers. Even for the players who have never payed for anything, will be a challenge always to participate in a not "0 Drug Limit" battle.

 

So, WHY NOT?

I am sure, not far in the future, an idea like this will take place, It s good for the game, its good for the players, its good for the developers.

 

Thank you

Blackpete

 

 

 

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