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Suggestions for the Upcoming Unity-based Tanki Online


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 How would it ruin the game? The worst that could happen if a player doesn't like this is that they'll continue playing in the flash TO and not bother starting all over again in the Unity version, so overall, TO won't be losing players. And did you notice that many players already create alt accounts here and start from scratch multiple times? . . . It's not like everyone MUST play the Unity version - it's optional.

Let me rephrase; being as I'm set on keeping what I've earned/paid for, having everything reset in Unity would defeat the purpose of me playing it extensively at the start, I would stick to Flash as you said people will. Although you have to think, they wouldn't be going to all this trouble to put the game out on Unity if they didn't want people to play it, right? They're not going to tell paying customers, whom have all they want and have reduced marginal utility, that want to transfer "Hey, you get to start at the bottom." I agree with beauku, at some point, maybe a year or two after Unity release, TO will want to get off of the flash train.  Not every one must play Unity version AT THE BEGINNING.

 

 Premium status will not give players any considerable advantage on the battlefield, so how does this make it pay-to-win?

Why must what your definition of a considerable advantage determine whether its a pay-to-win? Would it be safe to say that the premium status would be between $10 and $30 dollars? Players may go for that instead of paying for just crystals. So the guy that has the premium advantage over me gets more crystals per battle than I would if I were in his place, so he can get the better equipment faster, then influencing gameplay. If it catches on, everyone will feel like the have to have a premium status to get anywhere and infringing on the free-to-play aspect. I'd argue it would give "considerable" benefits over time. Great marketing ploy to have make it possible for players to brag about how much they really got at the end of the battle or the fact they can use spectator. Just keep giving them more opportunities))

 

For those who say that players who don't accept above ideas should play in flash version:

Unity version is not a new game. Any update on that has to be implemented in flash version too.

But what if the ideas aren't all whats best for the game? It is understood its not a new game, simply the game on a more complex and intuitive platform. They are running out of things to do with Flash, thus why they are moving over so they can do even more. They're not going to implement stuff that is going to be put on Unity. All they're going to do is make sure the Flash version is up and running properly.

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They're not going to tell paying customers, whom have all they want and have reduced marginal utility, that want to transfer "Hey, you get to start at the bottom." I agree with beauku, at some point, maybe a year or two after Unity release, TO will want to get off of the flash train.  Not every one must play Unity version AT THE BEGINNING.

 

The fact that someone invested real money in the game doesn't mean they have the right to keep playing it forever, neither does it necessitate that fundamental change cannot be made! Yes, the flash TO will be pensioned off someday, so will the Unity TO at some point. Buyers already get what they pay for in the flash TO and they can enjoy it, but for how long? There are no contracted guarantees.

 

New players and buyers join TO everyday, and they will start joining the Unity TO once it goes live. Eventually Unity TO will develop its own buyer base, and I bet the current buyers will be a huge part of it even if some of them may not like it at first. After a certain period of time (months) TO can evaluate things and determine whether the premium-based monetization model would be better for everyone; TO: economically, Buyers: getting the extra zest, Non-buyers: not being dominated/frustrated by buyers. Details can be tweaked at any time to ensure that everyone is equally satisfied and happy as much as possible.

 

 

Why must what your definition of a considerable advantage determine whether its a pay-to-win? Would it be safe to say that the premium status would be between $10 and $30 dollars? Players may go for that instead of paying for just crystals. So the guy that has the premium advantage over me gets more crystals per battle than I would if I were in his place, so he can get the better equipment faster, then influencing gameplay. If it catches on, everyone will feel like the have to have a premium status to get anywhere and infringing on the free-to-play aspect. I'd argue it would give "considerable" benefits over time. Great marketing ploy to have make it possible for players to brag about how much they really got at the end of the battle or the fact they can use spectator. Just keep giving them more opportunities))

 

 

You're missing the point here. When compared to the current monetization model, which is based on selling power (supplies), the suggested premium-based monetization model would be the opposite of pay-to-win. Remember that buyers can get better equipment faster ANYWAY - they don't really need that extra reward boost, which would take them very long to raise significant amounts of crystals, they can simply buy crystals directly and purchase/upgrade everything in the garage. But, unlike the decisive edge that supplies currently give to buyers, when they have premium status instead they will not get any significant advantage that can have a decisive influence on the battlefield. Free players will be able to catch up and get equal equipment, but it'll take them longer.

 

Premium accounts should offer unique privileges to make them more appealing, as long as those privileges will not have a significant effect on the outcome of battles. Exclusive customization, highlighted/custom-title battles, spectator mode...heck, I'd be tempted to buy premium! TO can add more goodies to make premium even spicier.

 

How long are you willing to keep arguing? I can do this everyday! :huh:

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You're forgetting that this game already leans towards a pay-to-win and the likeliness of your suggestion making it "the opposite of a pay-to-win" is slim to none. Supplies are one of their main sources, equipment, paints, and MUs come after. If you have a more rebellious view of the MUs, you'd understand where I'm coming from. I stand as RustyNail did against the map topic, I don't see a premium monetization with 25% increased crystal revenue and numerous options that the playerbase has been asking for in the past three years would not make the player seem forced to pay for premium. You prove me wrong by getting it in the game, see how well it works out to making it more of a F2P.

 

You've yet to convince me otherwise, so why keep trying.

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Well, the Unity transition definitely must be revolutionary to

keep the community interested, but too much revolution ussually

tends to kill the system. First, discussing the main idea:

 

1. Everyone Starts Fresh:

This wouldn't be a problem if Tanki was a free-to-play and rank-free

game, but since it isn't, a complete reboot would most likely slice

the community in half, at least.  

 

2. All Maps Should Be Brand New:

That's not for the developers to decide, all they have to do is provide

the community with decent Map Making software, and the community

will deliver the maps for itself. Players best know what they want, so

players are best qualified to make the maps.

 

3. More Large Maps:

Map size was limited strictly due to the capabilities of the Map Editor

and the Flash engine, so once Unity comes along, I'm sure the map

makers would be more than happy to work on larger maps, but only

if the developers provide the necesarry software.

 

4. Improved Fund Growth and Distribution:

Oh damn, balancing issue deserves a topic on it's own, so I won't

discuss it here.

 

5. Nerfed Supplies:

I'm a free-to-play player and I personally despise supplies and would

really love to see them COMPLETELY REMOVED. Still, I do understand

their existence, they are the monetary foundation of Tanki's survival,

so they won't be going away any time soon. But yea, this needs to

be nerfed, otherwise all the drugging issues will be transitioned onto

the Unity...

 

6. Smart Battle Limits:

This issue can be best resolved if players would be allowed to completely

set up battles from the start, without having to buy overpriced Pro Passes

just to optionalize their experience. This would guarantee a better experience

for everybody, freebies will stick in freebie teritory and avoid the stresses

of running into druggers, and drugges would be able to match up with their

own kind and waste supplies 'till their heart content...

 

7. No Gold Boxes: My oppinion regarding Gold Boxes is the same one I have

regarding supplies. Personally I only collected one, and that made me feel bad

afterwards because I had to act like a douchebag to get it. That's the main problem,

when that siren blairs the gold box alarm, almost everybody knows instantly

where it's going to land, so it's just a mindless pile-on to see who will be the

lucky one...... and don't even get me started about friendly fire...

 

8. Equipment Customization:

Umm, the cosmetic appeal is nice, but most of us are interested into effect.

 

9. Public Player Profile and Achievement Stats: NOOOOOOO THANK YOU!

Public profiles maybe, but achievements, NO WAY!! Achievements are a bad

thing to have, personally I think they exist only to provide a false sense of

accomplishment to keep the underachieving population in check, the moment

you implement them you will be having people nagging and pestering you just

because you lack this or that achievement. 

 

10. Achievement Trophies/Medals:

Statement 9, only more extreme...

 

11. Premium Accounts:

Ugh, premiums are a touchy subject, I never like to discuss these, simply

because everybody claims they deserve to have a premium account.

My oppinion is that these accounts should be reserved for whales, for

those players who tend to "invest" serious money into the game, and

no one else...

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i listen about your next change in game and for me is totally wrong:

1.freeze you want increase strenght but they are already good to have advantage they block you and can rotate and you are killed easy...

2.fireball you want increase power but they have already good adavntage they can kill you also if they are already died so if you want increase theyr power remove possibility that you can died after theyr died

3. good instead the idea to increase powerful of thunder from near but removing the damage from far.

4. i want to suggest also that should be good if you give possibility to return in position if you flip in reverse mode or leave but if you auotdestroy don't remove the kill already done... 

5. maybe should be good to remove autodamage from thunderif to closed 

6 i don't like also possibility to charge more fast for  railgun they have already good advantage from powerful and also can hit you if you are near and also they can turn your tank...

7 for sniper i don't know before i play with this but after the laser show i don't like not honest the sniper for definition should be hide thank

8. if you add this changement better to remove also auto burn for vulcan 

-----------

if i was you i will prefer to stop with cheater than try to found equilibre from gun:

there isn't equilibre because the guns are too much different and at the moment i can tell only sniper is not great turret this is only my opinion

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@Vikingsrall;

A premium-based monetization model would make gameplay fairer for everyone. In other words, money will not get you a decisive edge over non-buyers on the battlefield, so non-buyers get a fairer chance at beating buyers and WIN battles. On the other hand, in a pay-to-win model (like the current power-selling-based one) free players will have almost no chance at beating buyers in battles, so by paying money you get a huge power advantage meaning you can practically buy a WIN in battles.

With the premium account model you'll pay to get exclusive benefits but not a determinant power edge. Premium account gives you some accessory and status items that many players may WANT/DESIRE but they don't really NEED in order to compete fairly. You don't need a spectator mode to win a battle, you don't need the ability to create custom titles to win a battle, you don't need a decorative turret coating to win a battle, etc. Premium has to offer exclusive desirable items that would not be available to free players, otherwise why would anyone want to pay for premium?

You can call it pay-to-stand-out, pay-to-shine, pay-to-brag, etc. but it would not be pay-to-win. Again, you won't NEED premium to effectively compete and win in the game, but if you WANT it you gotta pay for it!

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@Vikingsrall;

 

A premium-based monetization model would make gameplay fairer for everyone. In other words, money will not get you a decisive edge over non-buyers on the battlefield, so non-buyers get a fairer chance at beating buyers and WIN battles. On the other hand, in a pay-to-win model (like the current power-selling-based one) free players will have almost no chance at beating buyers in battles, so by paying money you get a huge power advantage meaning you can practically buy a WIN in battles.

 

With the premium account model you'll pay to get exclusive benefits but not a determinant power edge. Premium account gives you some accessory and status items that many players may WANT/DESIRE but they don't really NEED in order to compete fairly. You don't need a spectator mode to win a battle, you don't need the ability to create custom titles to win a battle, you don't need a decorative turret coating to win a battle, etc. Premium has to offer exclusive desirable items that would not be available to free players, otherwise why would anyone want to pay for premium?

 

You can call it pay-to-stand-out, pay-to-shine, pay-to-brag, etc. but it would not be pay-to-win. Again, you won't NEED premium to effectively compete and win in the game, but if you WANT it you gotta pay for it!

The premium account's spectator mode may have an advantage in spying on enemies while you play on an alternative account. Only some youtubers and certain staff members can use spectator mode. Custom titles and profile may contain inappropriate content.

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The premium account's spectator mode may have an advantage in spying on enemies while you play on an alternative account. Only some youtubers and certain staff members can use spectator mode. Custom titles and profile may contain inappropriate content.

 

... and there is Tanki's main problem...

To have spectator mode available, you have to be part of a strict Tanki-focused group.

In order to become a part of that group, you have to make proper videos. To make proper

videos, you need the spectator mode... you see the paradox here? So unless you are already

a part of that group, or you have connections so someone can include you, tough luck. The

root of the problem is in the multiple accounts. Resolve that issue, and you will resolve pretty

much every other problem linked to this...

 

Regarding premium accounts:

 

This game is too focused on pay-to-win, and until that changes, any form of discussion

regarding BALANCE is irrelevant. As a free-to-play player, I can definitely say that this game

is unforgiving for those that refuse or are unable to pay, and more rewarding the more you are

willing to throw money at it. At my current rank, it is IMPOSSIBLE to play more than half a dozen

battles without losing interest in the game, because I'm overpowered on every single step by people

who can afford to invest in the game more than I do. If they aren't one-shotting you with boosted

Shafts or Rails, they are using repairs right before your eyes, and it never changes...

 

Sure you can buy a Pro Pass, but serious battles without resources are barely populated,

and that pretty much shows that most of Tanki's community is pay-to-win oriented...

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1. Everyone Starts Fresh: Players should not be able to transfer their garage to the new Unity version. Everyone should start from the bottom and work their way up through the ranks. If I joined as a Generalissimo with m3/m4 equipment, this will leave little to look forward to.

Note: Each player registered in the current version will have the exclusive right to claim the same nickname in the Unity version - this exclusive right can last for a certain period of time after the Unity version goes live.

Before I analyze this any further, I just want to ask: You're suggesting that every player who has spent money on this game should lose it all entirely?

 

There must be a better solution that this. I've spent ~$500 on this game, and should this idea come true, I would have wasted all of it? Have you thought that maybe not everyone can just lose $500 without thinking twice? I would leave Tanki Online immediately if this happened. Now I know what you're going to say: "You don't have to use the new game then, you can just stay on the old one." Yeah, I'm just gonna stay on this old flash player model while the rest of you move on to the new model. Who's with me?

 

Look, I like most of your ideas, but the suggestion of me losing $500 immediately without any recognition that I ever spent it, is absolutely maddening, and I'm sure that it would be for a lot of other players too. Surely you can reconsider this suggestion?

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... you won't NEED premium to effectively compete and win in the game, but if you WANT it you gotta pay for it!

 

There are MMO games out there where payments provide mostly just cosmetic

improvements and barely effect gameplay or balance. Because of this, those

games rely on donations from the community, and as you can already guess,

a satisfied community will support it's game more than enough to keep it afloat,

without having to put up with one-sided changes shoved down it's throat every

once in a while...

 

Unfortunately, seems Tanki developers missed out on this concept, because

power is definitely a monetizable thing here...

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You're suggesting that every player who has spent money on this game should lose it all entirely?

I'm suggesting that every player who has spent money on the flash TO should keep it there, but not transfer it to the Unity TO.

 

If everyone moves to the Unity TO and you're left alone then this would mean everyone else has no problem starting over from scratch. So, the model would be a success for everyone else, and suckness for you! :lol:

 

One extreme possibility would be if all free players move to the Unity TO and all (or most) buyers remain on the flash TO. I haven't really considered all possible scenarios, but TO must definitely do that before making such a decision.

 

Depending on player behavior after the Unity version is released, TO should have preset plans for the following two possibilities:

 

1. If the flash version of the game retains a significant number of active players, then buyers can simply choose to keep playing on the flash TO.

 

2. If most players move to the Unity TO and the flash version becomes practically dead, then some sort of appreciative compensation can be offered to paying players, like a sum of crystals equivalent to a certain percentage of the total amount of money each player has spent. But then you'll have to start from the lowest rank again, just like everyone else.

 

If anyone has other suggestions please share!

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I'm suggesting that every player who has spent money on the flash TO should keep it there, but not transfer it to the Unity TO.

 

If everyone moves to the Unity TO and you're left alone then this would mean everyone else has no problem starting over from scratch. So, the model would be a success for everyone else, and suckness for you! :lol:

 

One extreme possibility would be if all free players move to the Unity TO and all (or most) buyers remain on the flash TO. I haven't really considered all possible scenarios, but TO must definitely do that before making such a decision.

 

Depending on player behavior after the Unity version is released, TO should have preset plans for the following two possibilities:

 

1. If the flash version of the game retains a significant number of active players, then buyers can simply choose to keep playing on the flash TO.

 

2. If most players move to the Unity TO and the flash version becomes practically dead, then some sort of appreciative compensation can be offered to paying players, like a sum of crystals equivalent to a certain percentage of the total amount of money each player has spent. But then you'll have to start from the lowest rank again, just like everyone else.

 

If anyone has other suggestions please share!

You're suggestion, although beneficial for non-buyers, will never get used. It's all cool to say, "It would be suckness for you," and, "Leave all the buyers on the Flash version," when you're talking about it from a selfish, non-buyer perspective. But when you're talking about it from a business perspective, your view suddenly becomes unprofitable and pointless. And, believe it or not, I'm sure that a lot of people would have issues with losing the time that they spent on the game too, not just money. Open a pole about this, and you'll see. :)

 

Tanki Online is a business, and will never abandon its paying customers on the Flash version, just so that the customers can become bitter and angry over the money that they spent on the game, and leave it entirely. Not only will that happen, but it will severely discourage any would-be buyers from joining the game afterwards.

 

Furthermore, I consider your attitude in the response to my post to be very rude and biased. Because of that reason, and several more, down-voted.

 

And I'd appreciate it if you could quote my whole post next time, so that people will see my entire argument and the points behind it, instead of just what you want them to see. Since I sense that you'll be unwilling to do this, I'll do it myself here:

 

 

Before I analyze this any further, I just want to ask: You're suggesting that every player who has spent money on this game should lose it all entirely?

 

There must be a better solution that this. I've spent ~$500 on this game, and should this idea come true, I would have wasted all of it? Have you thought that maybe not everyone can just lose $500 without thinking twice? I would leave Tanki Online immediately if this happened. Now I know what you're going to say: "You don't have to use the new game then, you can just stay on the old one." Yeah, I'm just gonna stay on this old flash player model while the rest of you move on to the new model. Who's with me?

 

Look, I like most of your ideas, but the suggestion of me losing $500 immediately without any recognition that I ever spent it, is absolutely maddening, and I'm sure that it would be for a lot of other players too. Surely you can reconsider this suggestion?

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Before I analyze this any further, I just want to ask: You're suggesting that every player who has spent money on this game should lose it all entirely?

 

There must be a better solution that this. I've spent ~$500 on this game, and should this idea come true, I would have wasted all of it? Have you thought that maybe not everyone can just lose $500 without thinking twice? I would leave Tanki Online immediately if this happened. Now I know what you're going to say: "You don't have to use the new game then, you can just stay on the old one." Yeah, I'm just gonna stay on this old flash player model while the rest of you move on to the new model. Who's with me?

 

Look, I like most of your ideas, but the suggestion of me losing $500 immediately without any recognition that I ever spent it, is absolutely maddening, and I'm sure that it would be for a lot of other players too. Surely you can reconsider this suggestion?

I think the real question is A) Why did you spend over $500 dollars (I know you spend more :D)

 

I'm also wondering how many people will try to hack your account :P

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Thanks for the laugh man. Reading the first post gave me a chuckle.1,2,3,7 and 11 are jokes. I'd give my thoughts in short

  1.  Who told you I want to restart? It takes years to reach the max rank, and to have your progress non-existent? Plz. People who want to start over do so by creating a new account. It is a choice. Not everyone (like me who takes months to rank) will want to, be default, start over
  2. Uh what's wrong with the maps now? People play the maps they like and are free to choose others if they want. Not implementing would be horrible as no one will know where to go. I'm pretty sure if you get a huge update like this you'd try out new things. Tankers choose what they like
  3. This is a partial contradiction. You stated you would like dynamic matches, and a lot of tankers do. This is why small,medium maps are popular! Not many places to hid and tanks are everywhere. Large maps get rather stale after a while since the density is so low. Also, medium and heavy hulls would be screwed and be considered mults. You'd kill the diversity with only Wasps and Hornets running around.
  4.  Not many tankers just sit around waiting for Gold. They actively fight and when the siren sounds they wait. There is nothing like the thrill of getting a Gold so I don't see why you'd remove it. I cannot recall a battle where half the team left because of Gold*
  5. Prem accounts. Lol. Kits are worse then drugs you know. Also, if someone has a prem account, they'd drug even more. As it stands now, anyone can drug like a maniac if the save their supplies. No need to be a buyer*

* 4 and 5 are meant to represent 7 and 11 respectively

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I think the real question is A) Why did you spend over $500 dollars (I know you spend more :D)

 

I'm also wondering how many people will try to hack your account :P

I think the next real question is: Why are you questioning my discernment in regards to financial means when you have no idea the amount that I have?

 

And, try as they might, hacking my account isn't going to happen. Why? Because my password is upwards of 24 characters long, I know to avoid scam sites and never share my password with anyone, and if all else fails, I know how to contact Tanki Online Tech Support. clapping-happy-smiley-emoticon.gif

 

Besides this, why don't you focus on the point of my paragraph, like everyone else, instead of questioning my decisions and making off-topic comments?

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I'm just going to ignore the brawl I just stumbled upon...

 

Playing the same game on two different systems is pointless, once the Unity

transition is complete, the Flash version should be downloaded, archived and

stored in the company vault, and the spot where it stood occupied by the Unity

version. Making two separate communities out of a single one just because it's

more convenient is simply... amoral... and that's the end of discussion regading

that subject.

 

I am a strict free-to-play gamer, I despise any kind of paid content, but I understand

why it needs to exist. Unfortunately, Tanki developers constantly fail to realize that

they actually need to find a proper balance between free-to-play and pay-to-win.

 

I know some players tend to spend a lot of money in a particular game, but that

doesn't give them an excuse to bash and rage on others, especially free-to-play

players. Personally, I take offense to the mere mention of the thought that I have

to empty my wallet in order to experience a game that claims to be free-to-play.

 

Just two days ago I watched the latest VLOG, and all those "balancing changes"

made me laugh. They constantly keep changing the stats on hulls and turrets,

but fail to realize that they should be focusing on drugs before everything else,

because drugs are the main reason why balance in Tanki doesn't exist.

 

If there is one thing that would improve the game for free-to-play players while

not damaging the pay-to-win players too much, that would be the Pro Pass

refinement. In my oppinion, the Pro Pass shouldn't even exist, in my eyes

it's just an excuse to squeeze more money out of players for a serious

portion of game content they already take for granted in almost every

single game they played before coming here.

 

The 90% Pro Pass discount clearly showed that this community is far

too pay-to-win oriented. Anyone who spends considerable amount of

money tends to avoid any battles that restrict the use of power they

paid for. Even though we had an increased number of Pro Pass battles,

they were barely populated. Still, those of us that played those battles

had much more fun that we ever would, simply because, for that short

moment, we completely forgot about the overabundance of druggers

in the game...

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The drugging problem cannot be fairly balanced without changing the monetization model, the monetization model cannot be changed without the risk of losing a significant number of buyers who would not be happy, and TO cannot risk losing many paying customers if they want to keep the business running! If the current buyer base is transferred to the Unity TO there will not be an effective way to make profit other than selling power, because that's what the current buyers want - most of them only want to pay for supreme power (supplies), but not some ineffective decorative accessories. So, if you want to adopt a premium-based monetization model you'll need to build another buyer base to whom customization and exclusivity is more appealing than plain power. Does it make sense now why I'm suggesting starting over from scratch? If everyone, including buyers, are allowed to transfer their accounts then there will be almost no chance to change the power-selling model and then it's the same drugger vs. free player problem again.

The only two applicable monetization models are; selling premium accounts vs. selling intense power (supplies). Which one do you support? If TO choose to go with the premium-based model, then they should not transfer the current accounts. But if they choose to continue with the power-selling model then they can transfer everyone and keep selling gameplay-decisive supplies. Enjoy that free players (with better graphics!) :lol:

It's not surprising that many of the current buyers would not be happy with this suggestion. Because most of paying players in TO are seeking power and domination rather than fun. They may have a selfish narrow definition of fun, which is destroying everyone else with the power they can buy. Taking this excruciating power from them would make them very unhappy. You see, they don't want to have fun competing equally with free players where they can sometimes win and other times lose, no, they want to always win and they're willing to pay for it. I'm suggesting that this model be changed in the Unity TO, so that all players (buyers and non-buyers) can have fair amounts of fun playing the game, and at the same time there would be effective revenue generators for TO.

Although I am not a regular buyer, I have invested money in this game, too. I'm not a fan of the power-selling model and I would not spend money to buy plain cheap power (supplies). I would, however, be interested in paying for premium and I'm sure many other free players would have a greater incentive to invest in premium. I wouldn't want to have a decisive edge over free players and I want them to be able to defeat me and win, this way more free players will stick around rather than leave the game out of frustration, and this will lead to more activity and diversity in the game. Have you ever wondered why many free players who could be potential buyers quit TO early? Most just leave silently and no one would notice how huge the problem is. Some readers focus on details and ignore the big picture here.

In my opinion, TO should have plans to keep both versions of the game live and active. So, all the current buyers will still be able to keep playing on the flash TO without losing anything they paid for. And those who prefer the premium-based model can also choose to play on the Unity version. We don't yet know what the minimum system requirements will be for the Unity version, but it will probably require higher specs, which could force many players with low-end PC's and/or slow connections to keep playing the flash version.

And to all the free players out there, you losers, would some of you have my back here? You're leaving me alone against all the hardcore buyers and you don't even bother giving an up-vote? You just want to keep pointlessly complaining about druggers without supporting practical solutions...no wonder you suck at this game! I'm trying to suggest solutions that would make this game more fun and fair for everyone.

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The drugging problem cannot be fairly balanced without changing the monetization model, the monetization model cannot be changed without the risk of losing a significant number of buyers who would not be happy, and TO cannot risk losing many paying customers if they want to keep the business running! If the current buyer base is transferred to the Unity TO there will not be an effective way to make profit other than selling power, because that's what the current buyers want - most of them only want to pay for supreme power (supplies), but not some ineffective decorative accessories. So, if you want to adopt a premium-based monetization model you'll need to build another buyer base to whom customization and exclusivity is more appealing than plain power. Does it make sense now why I'm suggesting starting over from scratch? (No.) If everyone, including buyers, are allowed to transfer their accounts then there will be almost no chance to change the power-selling model and then it's the same drugger vs. free player problem again.

 

The only two applicable monetization models are; selling premium accounts vs. selling intense power (supplies). Which one do you support? If TO choose to go with the premium-based model, then they should not transfer the current accounts. But if they choose to continue with the power-selling model then they can transfer everyone and keep selling gameplay-decisive supplies. Enjoy that free players (with better graphics!) :lol:

 

It's not surprising that many of the current buyers would not be happy with this suggestion. Because most of paying players in TO are seeking power and domination rather than fun(No, because they'll lose all the items they bought with their own money.). They may have a selfish narrow definition of fun, which is destroying everyone else with the power they can buy. Taking this excruciating power from them would make them very unhappy. You see, they don't want to have fun competing equally with free players where they can sometimes win and other times lose, no, they want to always win and they're willing to pay for it. I'm suggesting that this model be changed in the Unity TO, so that all players (buyers and non-buyers) can have fair amounts of fun playing the game, and at the same time there would be effective revenue generators for TO.

 

Although I am not a regular buyer, I have invested money in this game, too. I'm not a fan of the power-selling model and I would not spend money to buy plain cheap power (supplies). I would, however, be interested in paying for premium and I'm sure many other free players would have a greater incentive to invest in premium. I wouldn't want to have a decisive edge over free players and I want them to be able to defeat me and win, this way more free players will stick around rather than leave the game out of frustration, and this will lead to more activity and diversity in the game. Have you ever wondered why many free players who could be potential buyers quit TO early? Most just leave silently and no one would notice how huge the problem is. Some readers focus on details and ignore the big picture here(We focus on details if the big picture is within 1000 words and nobody knows where it is.).

 

In my opinion, TO should have plans to keep both versions of the game live and active. So, all the current buyers will still be able to keep playing on the flash TO without losing anything they paid for(Which just sucks for them.). And those who prefer the premium-based model can also choose to play on the Unity version. We don't yet know what the minimum system requirements will be for the Unity version, but it will probably require higher specs, which could force many players with low-end PC's and/or slow connections to keep playing the flash version.

 

And to all the free players out there, you losers(Insult?), would some of you have my back here? You're leaving me alone against all the hardcore buyers and you don't even bother giving an up-vote(I gave a down-vote and I'm not a buyer.)? You just want to keep pointlessly complaining about druggers without supporting practical solutions...no wonder you suck at this game(My solution; Even better solution; Every time you use a supply and it runs dry, you will wait at least 40 seconds til next use. What an insult...)! I'm trying to suggest solutions that would make this game more fun and fair for everyone(And some of these solutions may make another problem; Using spectator to cheat, premium allowing more battle rewards, inappropriate names of battles, profiles containing inappropriate content, profiles disturbing one's privacy, losing things that you bought with your own money, having to wait for 4 repair boxes that take too long to fall causing you to waste your supplies, losing everything you worked hard for without using your own money, and etc.).

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