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Place a limit on garage supplies in battles


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Get out of here mate , your talking bout nearly 1 year & 1/2 now ( 2015 ) 

Perhaps you should look at the date of that post? :D

 

Also, even my opinions have changed since I made that post so not everything I say there still applies.

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When my clan goes in a battle and decides not to drug (we join the same team and make the battle most of the time but when there is a 6v1 or 6v0 et cetera we don't make), we wreck people who use M1s when they should have M2s and M0s when they should have M1s, et cetera. But, some mammy vulcan or two comes, drugs, and we start to lose unless we drug back.

 

But we've got a ton of drugs to drug back with and the druggers just run and we stop drugging. However, not everyone has an OP clan to wreck that mammy vulcan in my scenario so too bad for them, XD

 

Wish drugs were nerfed :(

 

Or just plain refunded and nerfed/removed

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Well I understand that drugging is part of the game. Ok. But myself and others do get really annoyed by the overpowering of drugs. Many think a pro pass is to expensive and have limited battles to choose from, and they rather focus on upgrades. So they are bound to the normal battles.

 

These days we have been in many battles were its just becomes a spawnkilling fest. When you start an egual game. Druggers come in, and then half of your team leaves. The other team is outnumbering by 10 to lets say 4-6 or sometimes even worse. Instead of taking it a bit easy and have a fun game they start mining your base and use full drugs making killing them impossible as they wait with 3 tanks for you to spawn and if you hit one they just use health. You want to stay in to get your hard earned reward and not to give it to those.. You ask them to at least ease up on the drugs to have a battle again not a spawn killing fest and all you hear is: Its part of the game noob or other excuses. This takes away the fun for myself and many other adult (and in some cases paying tankers) (also some younger players as well). So instead of getting more players in I have seen many players with whom I have played over the last 3 years leave. Lost interest cause they want nice even strong battles, and not being forced to drug like hell or to be spawn killed all the time. Many paying tankers have left and invest money in other games nowadays. 

 

 We would suggest a drug balance. A balance that for say the whole active drug use is 100%, regardless if its10 or 100 supplies. No team can exceed to have more than 60/70% of the total amount of drugs activated (not including pick ups). This way battles will be a bit more balanced. Those who want to drug still can, those that dont drug that much or not can still have a fun even game without losing interest in the game. So if both teams are egual and major druggers, no problem! But if one team is using full drugg and the other isnt then the balance kicks in, making sure that no more then 10% difference in drug use is possilbe. This gives both teams an equal chance to have a good battle. Cause nothing is worse as to step into a battle and find a minefield in your base and 3 hungry tanks waiting for you to come to life. 

 

Just a suggestion. We hope that more will see the benefit in this and tanki is willing to consider it. 

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Not saying I'm for or against this, I'd prefer everyone to have unlimited supplies myself, but that's a separate issue. However, I was thinking it may work better if it was the whole team that had a supplies usage limit.. so the entire team is only allowed to use X amount of drugs in a battle(dependent on participant numbers and battle length)

 

...If not, there's nothing stopping some guy joining an even battle towards the end of it and just using their whole allowed drugs to win the battle, as most of the enemy would probably have used their allowed supplies by then.

 

Problem is of course, some noob mult could join the battle and use up all the teams drugs allocation. Still, the problem of tankers joining late with more available drugs would need to be considered before this would work.

Yes thats what I meant. A team limit, linked to a team balance. But to the auto balance if one mult uses a lot the other team can use just as much to even the balance. And if they dont drug yes one mult can take all, but if they also drug it evens out the number of active drugs in game. So it still can be unlimited but only if the other team wants to do the same. The total will still be 100%. when the use ingame is just 10 per team or both teams decide to use 100. only max 60% may be active and 40% for the other team. If you want to drug more than the 60% of the current total thats not possible. But will drugs run out or the enemy uses more you can also use more. If that makes sence.

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I don't like drugging (but I do since I constantly have encounters with druggers) but I definitely don't want supplies to be removed; they add an interesting aspect to the game and make the game more fun, but at the same time it also destroys some aspect of gameplay.

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Not saying I'm for or against this, I'd prefer everyone to have unlimited supplies myself, but that's a separate issue. However, I was thinking it may work better if it was the whole team that had a supplies usage limit.. so the entire team is only allowed to use X amount of drugs in a battle(dependent on participant numbers and battle length)

 

...If not, there's nothing stopping some guy joining an even battle towards the end of it and just using their whole allowed drugs to win the battle, as most of the enemy would probably have used their allowed supplies by then.

 

Problem is of course, some noob mult could join the battle and use up all the teams drugs allocation. Still, the problem of tankers joining late with more available drugs would need to be considered before this would work.

That's why a personal regulation is needed, either a certain number of supplies per some time (say 2 supplies per minute) or a pre-set quantity of supplies per battle (say, 20 garage supplies per 15 minutes of battle)... Or, other mechanisms have been proposed, like a power-down after the supply use has ended, so that OP period is being followed by an UP period.

But you (should) know all these, they have been a part of the ideas of the drugging topic.

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Essentially, that's pretty much smart cooldowns but with an extended time between the cooldowns....in that case, it would presumably be quite easy to implement that.

 

It's unlikely that Tanki would put extended cooldown period in normal battles, they've just shown what they want from supplies by sticking the big drug kit exclusively in the shop, $£$£$...... However, it could work well as another setting in PRO mode, I would join these battles, no doubt about it. Drug Wars and PRO battles are good in their own way, but it would be nice to have a happy-medium between the two modes.

 

EDIT: Latest V-log shows the exact opposite to this is now planned for normal battles....Smart-Cooldown times are about to be reduced between each drug use.

V-log

http://en.tankiforum.com/index.php?showtopic=337089

Rebalance Wiki page

http://en.tankiwiki.com/Global_update_of_game_balance_for_Tanki_Online

I know what Tanki's goal is and I expect nothing from that side. But I would expect a sense of fair play from players. Apparently that is too much to expect nowadays. Most players are too selfish to care for other players' well fare. Whether that is due to clear lack of empathy or (due to) excessive experience from First person shooter games*, I do not know.

 

* (edit) in those games everything is environment, no other (human) players, so no need for empathy for opponents.

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This idea is fairly self-explanatory.  For 15 min battle maybe 20 supplies, 30 min maybe 40 supplies.  This way supplies become more strategic, you have to choose when to use them, and also narrows the gap between buyers and non-buyers without making drugs any less OP, so druggers still have a big advantage when they are ON drugs.  This would mean more non-drug players would play normal battles instead of pro battles, giving druggers more players to dominate, without dominating them quite so much :)

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This idea is fairly self-explanatory.  For 15 min battle maybe 20 supplies, 30 min maybe 40 supplies.  This way supplies become more strategic, you have to choose when to use them, and also narrows the gap between buyers and non-buyers without making drugs any less OP, so druggers still have a big advantage when they are ON drugs.  This would mean more non-drug players would play normal battles instead of pro battles, giving druggers more players to dominate, without dominating them quite so much :)

Topic merged

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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.

  

 

This dude has a point, and a good one, if you don't like it, then it's best to start looking for another game to play. Drugs are here to stay and that is final according to the developers and staff members, and trust me I used to hate druggers too, but now that I am older, I'm used to it, and there are always ways to deal with them in battles, you just need to think strategically.

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.

Drugs have always been a huge controversy when I first came in mid February, 2014 on my Killer2_the_best account, and I expect them to be in the near and far future of tanki online

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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.

Ok , we know as your staff you gona back tanki up whether right or wrong  unless you wana cry their secrets out like sami after he got fired  ,so stop hiding the fact they're feeding you cookies to play puppet . Tanki is not doing well , the rate of ppl quitting is higher than ever, and you think more ppl are joining ? no its the fact that players are so bored they either choose to make another acc to start over or to troll . I dare you to speak like this in WOT community 

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the thing is, this is not life. This is a game

If a game gets too anoying, we have the option to turn our backs and leave.

If we find something else to waste our time on, we might leave even faster.

For us, it's just game.

 

The only peolpe who are affected by that, are the nice people in Perm, that have an issue with their life, if players leave this game.

It should be their vivid interrest, to keep a balance between pleasing players and making them buy stuff.

 

(and at the moment I am pretty happy to see, that those premium paints are in the shop... selling stuff like that is much better, then basing everything on supplies that make tanks +100/200/400% overpowered

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Under review

[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.

How about this: 10 of each per match, but a special new format  dubbed drug wars with no limits to supplies and no cooldowns

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How about this: 10 of each per match, but a special new format  dubbed drug wars with no limits to supplies and no cooldowns

People leave and rejoin, they get their supplies counter back or they leave and someone else gets to use 50 more supplies. This would make the game pretty unfair.

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leaving the game = loosing the score = loosing your share of the fund (and start over again)

 

Storing players data if they leave a battle would be cool anyways.. you could easier detect mults (long in-battle-time vs no score) and you could just rejoin after a brake kicked you (you _had_ to leave as your cat was creepingly intense scratching the door to get out, and you feared for her waterprooveness to fail ;) )

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leaving the game = loosing the score = loosing your share of the fund (and start over again)

 

Storing players data if they leave a battle would be cool anyways.. you could easier detect mults (long in-battle-time vs no score) and you could just rejoin after a brake kicked you (you _had_ to leave as your cat was creepingly intense scratching the door to get out, and you feared for her waterprooveness to fail ;) )

Ya BlackWasp Is right. Buyers rely on 1. Drugs 2. Lots of equipment, and 3. Premium to double their already massive crystal earnings at the end of a battle. Leaving the battle would be like kissing that real money goodbye.

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Ya BlackWasp Is right. Buyers rely on 1. Drugs 2. Lots of equipment, and 3. Premium to double their already massive crystal earnings at the end of a battle. Leaving the battle would be like kissing that real money goodbye.

 

leaving the game = loosing the score = loosing your share of the fund (and start over again)

 

Storing players data if they leave a battle would be cool anyways.. you could easier detect mults (long in-battle-time vs no score) and you could just rejoin after a brake kicked you (you _had_ to leave as your cat was creepingly intense scratching the door to get out, and you feared for her waterprooveness to fail ;) )

And yet this doesnt stop everyone from leaving already. Join a full game on a medium map and watch how fast people join and leave.

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And yet this doesnt stop everyone from leaving already. Join a full game on a medium map and watch how fast people join and leave.

 

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.

 

ps: dev's are not evil. But every fairy tale needs a counterpart :p

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