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Place a limit on garage supplies in battles


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I know this has been suggested but rather than make it too complicated just place a total limit on supplies but allow the player to choose which ones to use.

 

Ie in a 15 minute battle allow 10 supplies to be used (The actual numbers will need some testing to fine tune.  This then makes supply use tactical.

 

I realise that there may need to be a bit of thought as to how to cope with non time limited battles (maybe this feature would not work in this case)

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My idea for non-PRO battles:

 

15 RKs, 15 DDs, 15 DAs,  20 SBs, 20 Mines

 

Why?

 

Because with my new protection system there will be less room inside tanks, so you can't carry more supply boxes, sorry.

Most battles are 15 minutes.  That's your "limit" for a 15 min battle?

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Most battles are 15 minutes.  That's your "limit" for a 15 min battle?

You are right.

 

Maybe 10 for all is better, or 5?

 

We should start with 10 and ask for an experiment with that.

 

Let's support and promote this idea until devs here us.

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Terrible idea. I find it funny that a some players equate "skill" with not using supplies. I know they think they are striving for a fair and balanced battle, but thats just an excuse for not buying supplies. If you want a truly fair battle then you would ask for battles to be "balanced" using this criteria:

• same level of turrents

• same level of hulls

• same protection module, modified to the exactly the same level

• same internet speed connection at source

• same computer speed, ram, etc

 

Most the "holy-than-thou" non-buyers spend an equal amount on tank mods and protection as players like me spend on supplies. I never modify my tank, had the same protection since they introduced it, and only use ONE turrent, ever. Supplies is how I somewhat equalize going up against better equipped tanks and people with faster computers (im on a 2009 mac). 

 

You want "balance".. its all or nothing. Not pick and choose what you like and make everyone else fall in with your sense of fair play. 

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Terrible idea. I find it funny that a some players equate "skill" with not using supplies. I know they think they are striving for a fair and balanced battle, but thats just an excuse for not buying supplies. If you want a truly fair battle then you would ask for battles to be "balanced" using this criteria:

• same level of turrents

• same level of hulls

• same protection module, modified to the exactly the same level

• same internet speed connection at source

• same computer speed, ram, etc

 

Most the "holy-than-thou" non-buyers spend an equal amount on tank mods and protection as players like me spend on supplies. I never modify my tank, had the same protection since they introduced it, and only use ONE turrent, ever. Supplies is how I somewhat equalize going up against better equipped tanks and people with faster computers (im on a 2009 mac). 

 

You want "balance".. its all or nothing. Not pick and choose what you like and make everyone else fall in with your sense of fair play. 

You are on the right path, but you need to move some distance ahead.

There are two sides in this supplies crap.

One side is the fiscal, as supplies are source of income for Tanki.

The other side is operational, that is the creation of the best possible in-game environment..

So:

 

Best possible environment

 

 

The game needs two contradictory presuppositions to run smoothly.

One, a balanced setting, so that the difference in power is not very big (and only the same OP players win all the time, making less powered players abandon the game). This is accomplished by all the following (see below) aspects of power.

Two, an element of luck (unpredictability), that is, a temporary shift in power, so that battles are not boring and predictable from the beginning. This is best accomplished through supplies.

Thus a golden ratio between the above is required.

The players must be relatively close in terms of power, but also a surprise  must be there to make the battle interesting and a challenge.

The power of one player is based on the following elements:

1. Modification of hulls/turrets

2. Micro-modifications of hulls/turrets/modules

3. Protecting modules

4. Power enchanters (that is supplies).

The variety of existing hulls/turrets/modules secures a variable enough in game environment so that battles are not boring... BUT: if one or two players in a given battle are equipped with much more hulls/turrets/modules than the others, and they also have the best modifications / MU, and at the same time have most supplies in regard to the others, this battles is obviously one-sided and boring and absolutely no fun for the rest of players.

What I described above was the typical top buyer against free players.

It is only reasonable, that since this game needs the free players to be here, it must make the game at least a little fun for them and not just for providing the sitting ducks for top buyers to have fun with!

Thus, all those aspects of power being available through money, leads the game to a dead end. It is necessary that enough "power" should be available to all, that is free players, so that the difference in power between a top buyer and a free player should be enough for top buyer to win 60-70% of cases, but also for a free player to win a top buyer by 30-40%, despite the better gizmo purchased by the top buyer.

Off all the above, the easiest aspect to be excluded from being acquired with money, is supplies. Maybe, the most just way for supplies to be available is through daily missions only (and drops in the battle ground). This way the supplies will be equally available for both sides / all players so that they can make a surprise and make the battle interesting.

 

 

 

Fiscal side

 

 

The income for Tanki comes from a variable of sources:

1. Selling premium accounts

2. Selling the variety of existing hulls / turrets / modules / paints / gifts (this can be done by real money, and in game currency, so only a percentage of the sales is real money).

3. Selling supplies (again, not all sales are done through real money).

Of all the above income sources, nobody really knows which is the biggest and how much. Only the company, and I do not expect them to come tell us in a public forum what they earn.

So, all those players who cry that if Tanki stops selling supplies it will go bankrupt, have no idea really if they speak the truth or a grand horse-****.

But we can know a thing or two.

One, Tanki did make a living, before supplies became the soup (the basic product) of sales.

Two, after the complains for supplies became a problem, they introduced premium accounts and different gifts, and they started to provide cosmetics for sale. Thus, they somehow replenish the potential loss from supplies sales.

What they can also do to increase sales is provide more cosmetics that appeal to players but have no effect on in game power.

Also, they can re-design profiles and clan profiles, in a way that players can buy for real money certain facilities, stats etc.

Furthermore, they can think of some advertising, not only in battle Signs but in garage or forum, or start/end of fight, as well.

I mean, they can come with more income sources and stop altogether selling supplies.

In concluding, the fiscal issue is not our problem to solve, it's their problem to solve. So, it's not something that should exist as an argument in discussing the complains for supplies and drugging.

 

 

 

Last, you claim that you have no modification and only use supplies for counter effect the lack of modification.

Well, you are an exception (for big ranks).

(investing into modifications and different modules is much more effective in the long run)

Many top rank players have their garages fully MUed and on top of that they use supplies by the dozens. How can one stand against them? Even with supplies, the difference in power is simply huge.

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Terrible idea. I find it funny that a some players equate "skill" with not using supplies. I know they think they are striving for a fair and balanced battle, but thats just an excuse for not buying supplies. If you want a truly fair battle then you would ask for battles to be "balanced" using this criteria:

• same level of turrents

• same level of hulls

• same protection module, modified to the exactly the same level

• same internet speed connection at source

• same computer speed, ram, etc

 

Most the "holy-than-thou" non-buyers spend an equal amount on tank mods and protection as players like me spend on supplies. I never modify my tank, had the same protection since they introduced it, and only use ONE turrent, ever. Supplies is how I somewhat equalize going up against better equipped tanks and people with faster computers (im on a 2009 mac). 

 

You want "balance".. its all or nothing. Not pick and choose what you like and make everyone else fall in with your sense of fair play. 

I think where the skill argument comes in is not that supplies are being used but more the number of supplies.

Say me and you are the same skill level and have the same equipment then the person that has access to the most supplies will probably win.

The fact that supplies are so much cheaper in the shop than the garage is the reason for peoples annoyance.  If i have money to spend in the shop i can easily buy myself a huge advantage over someone that doesn't.

 

Supplies also make a much greater difference to gameplay than MU's or alterations (if i had M4 equipment and you had M3 but you used supplies i would be fairly confident that you would wipe the floor with me).

 

I think everyone accepts that complete total and utter balance is not practically feasible but a 'BETTER' balance would be appreciated.

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There would be four options for supplies when making a custom battle: Limited, Unlimed, Normal and None. Normal would be how it is now, and None would be no supplies. However, Limited and Unlimited would be different. Limited would allow players to limit the amount of supplies used in a battle, in the same way as limiting flags or kills. Unlimited would allow free, unlimited supplies for everybody.

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Basically, supplies are a huge problem at lower ranks because there are players with too many supplies at that rank going against players who don't have any supplies or don't know how to use them/know they exist. It contributes towards the reason of why tanki's playerbase has declined because actual new players are getting dominated by alternate accounts. 

 

My idea is to create a supply roof for low ranks (the specific ranks I don't know yet). Basically, this forces a player to be unable to stockpile more than 10 repair kits, 20 double power, 20 double armor, 20 nitro, 10 mines when the player is at that rank range at one time (numbers can be changed). 

 

If you earn supplies to make you go above the gap, the number of supplies that went over the limit will be stored for the player until the player reaches the lieutenant rank. 

 

Example (RK/DP/DA/N2O/M):

 

I start a battle with 8/19/15/20/4

 

During the battle, I complete a mission that gives me 3 RK and 3 DP: 10/20/15/20/4, due to the supply roof, I would be owed 1 repair kit and 2 double powers. These will be given to me all at once when I reach Lieutenant. 

 

After completing the mission, I use another double power. I would end up with 10/19/15/20/4. The double powers I am owed will not instantly be given to me (given at lieutenant all at once). I would have to buy or complete a mission that gives me double powers to get it back up to 20. 

 

Let's say I am owed a total of 500 repair kits throughout my time in the supply-roof ranks. I will be given the 500 repair kits I am owed when I reach lieutenant. 

 

This feature will fix the drugging problem and balance issues at lower ranks AND it will give some mid-rank players an incentive to play to  rank up to lieutenant and be able to use all the supplies that they are owed. 

 

 

 

 

 

 

 

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Drugging is bad for the enjoyment of the game because many players do not want to be forced to use drugs in order to be able to become barely viable in a battle. Although everyone could now drug, there are too many no-life loser hardcore players in the playerbase right now who kill the enjoyment of the game where playing TO is no longer relaxing. Especially at low ranks, drugging is killing anyone looking to join the game because they get wrecked and quit the game.

 

My solution is a supply limit for every MMS Battle. The actual limit changes depending on the lowest rank available to join your battle (NOT YOUR RANK). So, if a battle's lowest possible rank is, let's say, Marshal, then a player could only use at most like 15 supplies (numbers can be changed). The limit is lowered for the lower ranks. Maybe at recruit, the limit could be 0. Overdrive supplies, pickups, and drone activated supplies do not count.

 

This is my proposed limits for rank (again, numbers can be changed):

 

1. Recruit - No supplies allowed of any kind

2. Private to Sergeant - 5 supplies

3. Staff Sergeant to Sergeant Major - 8 supplies

4. Warrant Officer 1 to Warrant Officer 5 - 10 supplies

5. Third Lieutenant to Colonel - 12 supplies 

6. Brigadier to Marshal - 14 supplies 

7. Field Marshal+ - 15 supplies 

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Supplies isn't the only problem. Take a look:

 

 

I was asking because I was in Highways TDM. The other team had a Shaft sitting on the upper tier that was one shotting my Titan with 3500 armor plus DA and full health. 

An M3+/M4 Shaft combined with its 'Heavy capacitors' alteration and double damage can deal up to 7,800 maximum damage in sniping mode, however when combined with a fully micro-upgraded 'Booster' drone as well under the same circumstances, it can deal up to a whopping 15,600 maximum damage in sniping mode, so yeah.. no amount of available armour could help. ;p

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I have never seen a group of players set so much hatred towards power ups. This is a video game. Did anytanki notice that? Has anytanki here ever played anything other than Tanki? The vast majority of video games utilize power ups to KEEP FROM DYING and to ENHANCE ABILITIES. Yet it's horrible to use them on this one game. Hashtag "doublestandard"

 

I play War Thunder, realistic tank/airplane simulator. There are no power-ups which enhance raw stats, just XP and SL (game current) boosters. Buyers can get little advantage by buying premium tanks, premium camouflages and premium tank decorations. This advantage is so little that it is not even worth noting.

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I played World of Tanks for a few years. No power ups, no enhancements, nothing to make one person stronger than another. These are WWII tanks and prototypes that never made it into the war from different countries. The only equipment a player can buy is what was originally made for that particular tank. They are bought with in-game currency gotten by fighting battles. Each turret has 3 types of ammo. Two can be bought with in-game currency and the third is bought with real world money, because it is a bit more destructive. However, they are still the same type of ammo designed for that WWII turret that fits on a particular WWII hull. Other items that can be bought with RWM is camouflage and "stickers" to decorate your tank with. This is a skill based game, not a 1, 2, 3, 4, 5, 6, shift game. 

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  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.

Drugs don’t negate upgrades- they amplify them. Every addition to your damage is doubled, and every extra HP is doubled with DA. And I don’t see how paints could possibly be an “investment.”

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I could probably back this idea, but there should probably be some sort of reserve. Because I would want to be able to still get my earned items in challenges and missions, as well containers. 

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Drugs don’t negate upgrades- they amplify them. Every addition to your damage is doubled, and every extra HP is doubled with DA. And I don’t see how paints could possibly be an “investment.”

For the user, yes they do. But for the average non-buyer.... yeah upgrading to 10/10 won't help much in front of a hardcore buyer.

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Drugs don’t negate upgrades- they amplify them. Every addition to your damage is doubled, and every extra HP is doubled with DA. And I don’t see how paints could possibly be an “investment.”

They count on your GS.

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They count on your GS.

GS is a joke. Hull and turret should have the priority in GS. M4 combo with no modules should have 6000 GS just because it is M4...

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I know I'm repeating myself but this might be the perfect balance that combines skills and drugs. 

Why? Well...

  1. Non druggers and poor f2p players can now use skill against previously unbeatable opponents
  2. Supplies are still in battles, so buyers/rich f2p players can still use supplies to destroy poor f2p players/non druggers.
  3. Everyone starts out with the same amount of supplies; no one has an advantage over one another except skills/using drugs at the right time.

TL;DR version: Supply spammers can't be on full drugs 24/7 and no drug players don't have to meticulously save supplies anymore. 

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