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Place a limit on garage supplies in battles


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Sure. Most players just think of crystals, and ranking; and do not consider that both _have_to_ go along with each other, or else the day will come when you face higher ranks without crytals for buying propper equipment to compete with them.

 

Once aopn a time,

..there was a land called Tanki Online, where players used to kill each other in funny battles and enjoed the game. But then the evil dev's introduced a new item - the score multiplyers pass. Those passes were promoted to help in order to rank up faster. Of course the evil developers did not tell in advance, that this will absolutely destroy the crystal-to-xp ration. So it came that a lot of players bought those and raced their way up the ranks, just to find themselfes helplessly underpowered up there. The dev's might have smiled about that, as it pushed a lot of players into buying crystals, as this was the only way out of this trap, they went into so deliberately.

It took some time, but players learned how troublesome those score multiplyer passes were. The news spread in the caht, from friend to friend, from tanker to tanker, and each one that heard of it, asked in fear why those are so dangerous. In those times the crystal-to-xp ration reached the mind of many players, and is there since those days until today.

The developers saw that the score multiplyer passes do no good to the game.. and pushed their greed away, and canceled the passes completely. Maybe they just did it, in order to make premiums accounts more adorable.. and were still motivated by money.. but we will never know..

As the passes were canceled, the people talked less about it in the chats, and the information in the brains went up the rankladder. So the newbies have no view for the cruicial economy mechanics, that decide upon the fate of the tanker. But the higher they rank, the more they learn.

 

players learn. news spread. Takes time, but will work.

Alright then, its been about 6 years since the game was made. When are people going to learn? And theres still the problem of new people joining with fresh supplies.

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I wrote that fariytale just for fun ;) But it's true by content and true by learning effects. Since then I saw a lot of players that focus on that ration and talk about it.

 

But lets focus on your point:

you said, players will leave battles and rejoin with new supplies.

 

Please make this experiment:

Join a battle, waste 10 supplies, leave after 4 minutes and join back. Do this until the battle ends.

- tell us if you receive more crystals then the top player of your team. This can be seen after 15 minutes in the scoreboard (fast learning)

- tell us how often you were able to rejoin your team, _if_ your team was winning and the enemy team starts to drop out (fast learning too).

 

Do this for 5..10 normal battles.. or feel free to learn faster :)

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I wrote that fariytale just for fun ;) But it's true by content and true by learning effects. Since then I saw a lot of players that focus on that ration and talk about it.

 

But lets focus on your point:

you said, players will leave battles and rejoin with new supplies.

 

Please make this experiment:

Join a battle, waste 10 supplies, leave after 4 minutes and join back. Do this until the battle ends.

- tell us if you receive more crystals then the top player of your team. This can be seen after 15 minutes in the scoreboard (fast learning)

- tell us how often you were able to rejoin your team, _if_ your team was winning and the enemy team starts to drop out (fast learning too).

 

Do this for 5..10 normal battles.. or feel free to learn faster :)

Sure it gives lower crystal rewards but as of today you still lose your crystals if you leave the game. This wont change anything and new people on the enemy side will get more supplies when they join so it will only cause imbalance. 

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They can only join the loosing side anyways. If you don't give them 20 drugs/battle but realign this amount for new players by the left battle time / by the flags left to cap, then all they do is balance out uneven teams again.

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They can only join the loosing side anyways. If you don't give them 20 drugs/battle but realign this amount for new players by the left battle time / by the flags left to cap, then all they do is balance out uneven teams again.

So, either dont leave the game, get more score and a bigger crystal reward but sabotage your team by not rejoining to replenish supplies or constantly rejoin the same game once youve used all your supplies, help your team win and not get as a big a crystal reward.

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Don't forget mines (60%)! So 450%*60%=1500% (8000% bonus if you're a premium user)

Mines don't count as they are too hard to predict, your math is completely wrong, and I don't have a problem with the premium account feature at all.

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You could also make a drug limit, which is dynamically adjusted to the game situation. You can take i.e. the average number of used drugs per player and multiply it by a factor, i.e. 4 or 5. By this you get a product, which is the drug limit to this point in time in the battle. This means if the average player has used 3 drugs till then, there is nobody who can (with a drug factor of 4) drug a 13th supply (because the limit is 3 x 4 = 12).

 

Some additional things to this:

- an absolute base of drugs -> like the dynamic drug limit is starting from >10, which means the first 10 drugs have no limit.

- showing an alert signaling, that you are 3 drugs away from the drug limit (to prevent tactical problems)

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after thinking and reading here, it seems to me that limiting supplies works best via longer cooldowns.

Noone can waste a teams supply stock, noone can join fresh and pump out a lot of supplies within a minute and leave then, ..

All those would be unwise, expensive and waste of owned supplies.. but you always find individuals, that value personal fun higer then fairness.

 

so this limiting could be translated into a dropdown menu.

The button for supplies and smartCoolDowns are deleted; and the new dropdown menu reads like this:

 

[supplies]

- supplies OFF

- cool downs OFF

- cool downs x2

- cool downs x3

- cool downs x4

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I agree. I fight a lot of druggers everyday and they just don't stop. Maybe if they want to increase the limit of drugs they use, then they'd have to spend crystals. Although, I'm used to heavy hulls, and I use speed boost. And also, catching golds will be even harder to achieve!

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I share my POV on how the target of this idea could be done.

Limiting the pure amount works best by some increasing the time between usage; as giving a fixed package to the team of to teams indivduals is to prone for fraud. If you could select SCD would help to reaslise this idea.

 


 

But over all.. I have to admit I am not a true friend of this idea here. I like the intention very much.

But I can't see how it could be implemented well & work out well

 

 

Think of the situation again

- druggers like their gamemode.. we can not simply take it away from them.

- nondruggers like their gamemode too.

 

Issues usually start

- when heavy druggers meet low druggers

- or when druggers join to turn the battle around and blame their non-drugging teammates to be mults

- or when non-druggers join drug battles and claim that druggers are noobs

 

 

 

>> so to keep both separated solves a LOOOOOOOT of issues

 

The latest updates (and the ones to come) will most liekly boost the pro pass useage. I read already some comments of players that were like  "I tried pro, no drugs, wow - awesome". Maybe this issue will get a little more relaxed soon...

But at the moment it's just chaos on the servers, as pro battle scontain drugs and non drugs.. players use them to play their maps in fake pro mode (all default settings on)

 

 

The only kind of players that would be unhappy, are those that wanna feel like single wolfes biting their way trough a flock of sheeps.

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We, noob druggers, suggested supplies haters to play PRO battles ages ago :rolleyes:

we, noob Free-supply-battle-prefferers, explained the difficulties to do so, to you supply-lovers also ages ago :P

 

Things will change.

The new propass pricing and the disablity to create battles without a pro pass could be a game changer. Literaly. :)

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We, noob druggers, suggested supplies haters to play PRO battles ages ago :rolleyes:

You, noob druggers (your words :P ) one day maaaybe will learn to differentiate between "we don't want supplies" and "we don't want drugging". I 've been shouting for creating veteran battles for a long time. Plus, adjust the level of supplies used so that each go to each own kindergarden.

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what some dont seem to understand is every1 of us or some1 in there family spends money in order for all of us to play games so no matter which way you look at it you are a buyer if you play anything online tanki is a business an needs money from buyers so you can play here for free without us you have no game yet you buy xbox or any other game system you are a buyer whether you support tanki or not you are supporting some1 no online anything is really free you have to spend some way or another

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..so why supplies haters keep playing Tanki if they know changes they expect for ages will never happen? :huh:

..because they see their dreams come true in every single drug free battle; and would like to have more of that.

It's hard to let dreams go, especially when they focus around a quite addicitve game, and especially when you're reminded of that battle quality again and again, from time to time.

 

I guess that's the motivation to keep going

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I do agree with ghostrider750 .I being buyer can understand all what he thinks of this topic.tanki is actually pay to win, player who don't buy actually abuse the supply users, I don't think that this is justified. Anyways buying also has limits, you can't buy ranks although.

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I do agree with ghostrider750 .I being buyer can understand all what he thinks of this topic.tanki is actually pay to win, player who don't buy actually abuse the supply users, I don't think that this is justified. Anyways buying also has limits, you can't buy ranks although.

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add a new option in the pro battles settings to limit the drug use for each battle 

 

example:   something like this 

 

5ZLboWv.png

 

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add a new option in the pro battles settings to limit the drug use for each battle 

 

example:   something like this 

 

 

Topic merged

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This Idea was inspired by @Maf's idea of completely disabling supplies from Normal i.e Non-Pro Battles... But the catch here is that instead of completely restricting any supply use, players will get to use a limited no.of supplies from their supply collection in a Battle(Given Below). This will help conserve the aim of the supplies i.e to give advantage to a player in battle in a limited way so as to stop supply abuse which is rapidly increasing in Tanki.

 

- In Short maps (<8 players) : DD:8, DA:8, MINE:10, SPEED BOOST:3, REPAIR KIT:4

- In Mid-Range Maps (10-16 players): DD:8, DA:10, MINE:20, SPEED BOOST:8, REPAIR KIT:5

-Long Range Maps(16-24 players): DD:10, DA:12, MINE:20, SPEED BOOST:, REPAIR KIT:6

-Extra Large Maps (24+ Players): DD:12, DA:14, MINE:20, SPEED BOOST: REPAIR KIT:7

 

Reasons:

a)In short range maps there is a lot of action hence DA and DD are more but Speed is rarely required in these matches hence limiting the no.of speed boost to 3

b)In mid range maps there are more players, more action hence no.of DA, DD and Repair kits have been increased along with speed boosts which will help the slower hulls getting involved in the action faster.

c)Long range and XL Range maps have infinite speed boost limit as they are larger and speed boosts are required here also there would be many more flag snatching attempts hence increasing the no.of repair kits

* No.of DA will be more than DD to support the flag carrier... The less no.of DD will make it necessary for players to use their DD on the flag carrier and in extreme situations only... The players will also have to contest drop zones better

 

Current Situation and Need:

The Current situation (as of the Mission Update) has led to people indiscriminately using supplies in normal battles and taking the fun of the game away from the players who are not able to afford the supplies. It is giving way to huge drug battles and forcing the other players to rely on pro battles. 

 

Benefits: 

a)The non-druggers can compete with the druggers on equal footing

b) The game will be about real skill and not about the no.of supplies u have

c)It will encourage people to use their drugs wisely and will require skill to do so hence the system will punish those who use their drugs haphazardly and reward those with real skill

d) It will encourage people to join Non-pro battles and reduce the dependency of the pro pass to earn crystals

e)It will encourage team games Eg. if a player runs out of drugs he/she will have to switch positions from being an attacker to a defender and this will give chances to others to attack. Hence, everyone will contribute equally to the team and fund distribution will be more uniform

f) Drop zones will become more important as no.of supplies are restricted hence teams will also have to simultaneously try to defend important drop zones

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