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Suggestions for the Upcoming Unity-based Tanki Online


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Start from 0!!! I wonder how many people would quit tanki on that day lol

 That would be about 75%, AT LEAST... Because most of the community are

devoted druggers, and their multi's. But on the bright side, it would definitely

purge the community for the better, those who are devoted to the game

will stay either way, and it would be a healthier community.

 

Some people think that those that invested money in the game should be

compensated in some way. Personally, I don't, most of those investments

are spent in drugs, and once those drugs are used up, they aren't coming

back, they are consumables, and once you consume them, your investment

is consumed with them as well. It's just like "investing" money in buying Ice

Creams from the store down the street, you spend a little bit of money every

once in a while to derive pleasure from having an Ice Cream, and once you

are done with it, you are DONE, it's not coming back, you ate it, it's digested,

you poop it out of your exaust eventually and that's the end of the story. So

now that the shop you "invested" so much money in is undergoing renovation,

are you thinking about going there when it opens and shouting:

 

"I bought four and a half tons of Ice Cream from you over these past

couple of years, so I DEMAND that you give me four and a half tons of

Ice Cream so I can eat 'em all up again, since you renovated the place

my investment has to be renovated as well !!!"

 

Yea... good luck with that one...

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headbang.png

 

Punch that wall all you want, the quota isn't going to budge. I find it hillarious

when I play a match and almost one third of the team is just idling on the spawn,

and then I see someone just running around them once or twice and asking why

they aren't moving...

 

I don't know what hurts more, seeing so much multis or seeing so much people

oblivious to their presence, or your head from banging that wall? But to be fair, as

a General rank, you don't get to see them that much, because they are mostly

present on lower ranks, and anything 5 ranks below yours is unavailable for

engagement...

 

Multi's, or MULES, exist in pretty much every MMO game with liberal IP control,

and especially in games without any IP control, like Tanki. Their main purpose is

to act like fillers for faster experience gain, the more of them you are running, the

faster you can rush your way throught the leveling, but their main purpose is for

extra storage, hense the term Mules, but since Tanki doesn't involve storage,

then the filler roll is the only thing Multi's are good for. Once you hit the highest

lvel, you just scrap them and pretend they never existed, and that you reached

the levelcap legitimately just like everybody else did...

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1 sucks ALOT it is a noob idea because I have spent tons of money and it wouldn't be fair, if you wanna start fresh... Make a gawd damn new account but I am down voting

 

 

I HAVE SPENT LOTS OF TIME AND MONEY I DONT WANNA LOSE IT ALL

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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.

 

 

Don't want to play against druggers?

Is this the core of all yours topics?

PRO pass is the solution :D

Not bigger maps,lower funds for medium/small maps or the nonsences you write here :D

TO on unity and flash,are you aware of the resources needed?New staff members?

One more solution for you.

You are welcome to stay on flash version of TO,I'm sure that all the buyers are going to move there (unity) :)

This way,all of your problems are solved :)

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Guys,relax you can transfer your flash tanki account to the unity tanki online using the procedure tanki people will provide :) .

^ That just gave the solution to at least HALF of the arguments y'all have been bombarding each other with for the last twenty or so posts.

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This has been a good topic and worthy of debate - this is what this forum is good at.

Generally Tanki can try and accommodate all points of view and to try and keep all tankers happy by allowing the various battle setups to be OPTIONAL - this way we choose what we like including maps.  (More anon about Pro Mode).

 

Gold boxes are a bit of fun and have a minor effect on battles (1 in 7000 'battle fund' is quite rare) - generally I find the losing team has a chance to grab a flag - I know I get more Battle fund this way than I do from Gold Boxes.  Although some gold hunters all use small maps to increase the battle fund faster - more anon about countering this.

I think you will see the battle fund goes up faster during gold box times = mass killings going on.  Good for everyone!  and even more for me while I run a flag :0)

 

If a small map is giving a higher amount of Battle fund then - why not adjust the battle fund growth parameter to try and keep each map similar.  I agree it's true that many users are focussed on crystal gathering (for good reason) and their behaviour could be manipulated by adjusting the crystal earning potential of each map and be open about why this is done (and show us the map parameters.)

Because the winning team gets most crystals this drives the best earners (most ruthless) and some of the best tankers to only play on the winning sides - this causes more unbalanced matches.  If I can reliably join the winning side when I choose to - then I'm sure loads of others do this too.  One solution - to allow ONLY a trailing team to use garage drugs - this helps them catch up and makes the losing team more attractive to crystal chasers (which also helps the balance).  (However, this must be a game setup OPTION - so those who don't like it can stay with battles as they are today (where the vast majority of battles are one sided battles > 80%).

Conversely, I believe the weakest players seem to join the losing sides all the time - they seem not to bother making an 'informed' choice - and this further weakens the losing side!

 

It might be that Tanki provides the OPTION to only allow players to join 2 by 2 - i.e. you click to register an interest and then the machine decides the side you join based on your performance history v the other applicant.  I.e. best players always go on the losing side!  (I agree no good if you want to play on a friends side - but I did say this was a battle Option - and also prevents 'clans' taking over certain battles, which we have all seen occasionally <2% of battles).

By 'performance history' - I would simply measure the average number of points made per hour on the battlefield.  With some sort of 'weighting' based on Map size and number of players.

Do not measure 'wins' - as this encourages the best (most ruthless) to only join the winning side (causing imbalance as we see today) - I often like playing on the losing side just as much and I still get a big points total.  So average points per hour on the battle field with weighting per map and number of players - seems a good measure of 'performance' to me (needs testing).

Probably best to only take account of last 3 months 'performance' - so a change in 'form' is recognised soonest.

I'm hoping Tanki agree that Pro Mode can be made more popular so we get plenty of Pro battles to choose from - 500 crystals has improved this - just need to keep this progress regularly and then adjust the price of the Pro battle pass until approx 50% of 'available' battles are Pro battles (at all ranks say above Warrant officer level).  Pro battles give us lots of OPTIONS so we can vote with our feet.  I have no problem with 5000 crystals per month - but only valuable if around 50% of the battles available are Pro mode.  Pro mode has so many options that finding a suitable ready made battle at each rank is much harder - that's why it needs a critical mass of available Pro battles before it becomes popular.  Most of us do not want to create a battle and wait for others to join (I join big battles).  I have now played some non garage drug Pro mode battles and these are the most 'sporting' battles I have found.  I simply want more of these.

 

Tanki would be crazy to start all users again - no matter how attractive that idea would be.  I have 7 tank accounts at different levels and different configurations - so I get to choose the type of battle I want.  I find I can get good battles at all levels and with all tanks.  (Except Shaft is bust at present - turret gets 'locked' turning since mouse controls came in - even though mouse control is turned off!)  In all cases I find the less 'garage drugs' used, the better the battle is.  At the lower levels tankers have fewer drugs and I get loads of good battles - count the number of gg's you see!  However, I still think it fair that the high drug users have the choice to have full drug battles if they want - as it is in Pro Mode.  If Pro Mode is not made more popular then more of us will want the 'no garage drugs' OPTIONS to be put into standard mode.  If we get > 60% of users clammering for this - Tanki must listen.

 

I think once we use Unity and the bugs get sorted out - no one will want to go back.  It will be interesting if Unity can help resolve some of the 'lag' problems we get when using flash - if so then no question that flash will be quickly dumped.  However, some users have poor ISP performance and Tanki can do nothing directly about this - unless they can help the user identify the problem (could even help them show the stats to their ISP with a copy and paste?) - then users can ask their ISP to add in Tanki gaming priority etc (if you don't ask you don't get).  Maybe Tanki can even keep some servers just for those that can prove their connection is good.  At present tankers with poor connections make the game seem bad with tanks visibly jumping about.  I hope Tanki will also better 'encrypt' the tank 'position' information - as it seems too easy to intercept and resend new 'positions' = current 'jump hack'.  3 weeks ago, my son and I saw a tank in Chernobyl - collect the flag and jump, jump across the map (like flappy bird) about 3 tanks in the air all the way to the home flag!

We thought it hilarious at the time - but not good if such manipulations are possible and thankfully not seen this since.

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1. Everyone Starts Fresh: -1

I can but I want. If player want to play on Unity their Flash acc will be deactivated (users can see his name end rank but he can't play)

 

4. Improved Fund Growth and Distribution: +1

 

5. Nerfed Supplies: -+1

Questionable. If buyers want to spend real money on Internet game they need to BUY card for PRO pass. If this is FREE game I dont want to pay for drugs free battle. Also, PRO is too expensive for lower rank. 

 

6. Smart Battle Limits: +1

 

7. No Gold Boxes: +1000000000 :)

 

8. Equipment Customization: -1

Except... M4 must have new look. e.g. like NewYear XT.

 

9. Public Player Profile and Achievement Stats: +1

But user profile text (message) must be aproved by Tanki.

 

 

p.s. Didn't play since jan 2012 but I wan't only with new rules for mults, saboteus, gold diggers... It's so stupid rule for banning mult. Can't tank in battle! WOW, he is MULT, he don't need to talk for doing that! I dont like MonkeyMagic but he have very good observation: How will the fact that someone cant chat, stop them from playing as a mult?

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Addition to the subject :)

 

5. Nerfed Supplies: -+1

We all (I just quess) know how drugs efect on brain expecialy not yet developed kindergarten toddler kids brain. So, as well EULA I suggest mandatory IQ test. We would get rid many 'brave'/'smart'/i_have_bigger_whatever noob drugger losers.
 
p.s. idea as others ideas. take it or leave it :)

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Flash version has to be shut down once unity version stabilises. The simple reason is, There can't be 2 Tanki Onlines. Since it is impossible to implement same updates on both, one of them has to go.

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PFF hahaah downvote me all you want, it wont do anything but waste your downvote.  :lol:  :D

i have enough for you, dont worry about that

 

 

Do you really want gold boxes removed from the game?  :huh:

 

35jm7w3.jpg

 

as i understand, this topic is for ideas and suggestion. you are only rude and suggest other to visit doctor. read complaint about mult GOLD diggers loser noob and think again. 

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as i understand, this topic is for ideas and suggestion. you are only rude and suggest other to visit doctor. read complaint about mult GOLD diggers loser noob and think again. 

So you do want golds removed? you call me noob but look at your rank  :lol:

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Hello,

 

As anyone who has played Tanki Online for a while would know, there are several shortcomings in the technical design and monetization model implemented in this game. This is largely due to the limited functionalities of the current engine of the game, which runs on Flash. Developers realized this and that's why they're working to launch another version of Tanki Online that runs on a more advanced game engine; Unity.

 

 

 

There are different aspects in Tanki Online that can lead to frequent frustration pushing many players to quit the game sooner than they wanted to. In this topic I'd like to make a few suggestions for the upcoming Unity version of TO hoping that they can help improve the experience for all players. Please feel free to express your thoughts and add any suggestions and ideas you'd like to see in the Unity-based TO.

 

My Suggestions (some of these have been suggested before)

 

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.

 

2. All Maps Should Be Brand New: Lack of diversity in battle arenas is already a huge off-putting problem, and offering the same popular maps - like Polygon, Silence, Sandbox, etc. - will only promote the recreating of the problem. Unity TO should offer a fresh experience, and those who wish to play on Island, Polygon and other commonplace maps will still be able to do so in this (flash) version of TO.

 

3. More Large Maps: Large maps are a lot of fun to play and you can go for a few hours straight on the same map without getting bored. Unfortunately, large maps are currently underrated in the game in favor of small/medium maps. The Unity TO should focus more on large maps, I'd be very excited (and I'm sure many other players would agree) to play very large maps; like 2-4 times the size of Lost Temple. I hope we won't see another Island or Sandbox in the new TO.

 

4. Improved Fund Growth and Distribution: All maps and battle modes should be fairly equally efficient in terms of fund increase and experience point gain (progression). The current fund and progression systems are flawed and they favor certain small/medium maps where there's a lot more, fast-paced action. I did make some suggestions to improve this; see this topic for improved fund growth in large maps, and this for improved fund distribution.

 

5. Nerfed Supplies: No need to explain how supplies can make it miserable for the non-buyer players here. Supplies currently give too much power to druggers beyond any skill can balance, for example a hornet m3 that uses double armor then repair kit will have 4 times the health points of a non-drugging hornet m3 - this is crazy! Instead of 100%, supplies should provide a more reasonable advantage, like 30%. Also, supplies should be more expensive to encourage wise use - no more "lots of supplies" for cheap. This way all battles can be supply-enabled and there will be no need for PRO no-supply battles.

 

6. Smart Battle Limits: Battle limits should be more skill-based than strictly rank-based to have better balanced teams. A new skill ranking system can be developed to take different variables into consideration; like player's win rate, equipment grade, supply inventory and the player's rank.

 

7. No Gold Boxes: The Gold Box is a cool feature of this game, but sadly it encourages mults and gold hunters who only camp somewhere safe and wait for the Gold Box without really engaging in the battle or helping their teammates. And don't you just hate it when you're actively engaged in combat and suddenly half of your teammates leave after a Gold Box has dropped?! Gameplay will be better without the Gold Box.

 

8. Equipment Customization: This will be a decent revenue generator for the game without affecting gameplay. Many custom items can be available for purchase including: stickers, head/tail lights, special engine sound - like a Lamborghini B) (only audible to the driver), decorative modules, etc.

 

9. Public Player Profile and Achievement Stats: Each player should have his/her own game profile page that can be publicly viewed by anyone. The profile page can include an avatar and some stats about the player; like join date, rank, total number of battles complemented (broken down into different modes; CTF, CP, TDM and DM), accumulative win rate (broken down into different modes), skill rating, clan membership (if any), friends list, special achievements/milestones, etc.

 

10. Achievement Trophies/Medals: TO can award distinguished players with unique trophies or medals that will be displayed on the player's profile page. The trophies should be for special achievements or milestones, examples:

  • Veteran: A player who has completed a total number of 10,000 battles or more.
  • Invincible: A player with an accumulative win rate above 95% after completing a certain number of battles, say 500.
  • Audacious: A player who has captured a total of 10,000 flags or more, not on empty arenas though.
  • Iron Fist: A player who has all the hulls and turrets at the maximum power grade (M4, currently).
  • Patron: A player who has spent more than $500 in total.
  • Partisan: A player who has distinguishably helped run or improve the game; like Helpers of the Project and other eminent contributors on the forums. Note: the first player to receive this trophy should be PuncherTank. ;)

11. Premium Accounts: This would be the main income generator for the game. Premium status can be purchased for a monthly subscription fee, and it gives certain benefits to the player without having a negative impact on gameplay for other free players. Such benefits may include:

  • Increased rewards in battles: Premium players will have their rewards in battles boosted by a certain percentage, for example 25% more than a free player would get.
  • Faster progression: Premium players will progress/rank up significantly faster than free players.
  • Special customization: Some custom items can only be available to premium players, like gold coating for turrets. These custom items will be available for free, but will only last as long as the premium status is maintained.
  • Customized profile page: Premium players will have more options to personalize their profile page; like adding a background, photos, videos, etc.
  • Highlighted battles: Premium players will be able to create battles with custom titles.
  • Special kits: anything except "lots of supplies".
  • Spectator mode.

 

 

 

 

1. Never going to happen, or this game won't even be present

 

2. I agree for new customized maps, disagree to rip all of them and start fresh

 

3. LAG!

 

4. No its not, its fair enough, if everyone earned enough crystals for battles there would not be a need to buy, and no one will buy

 

5. Why not just make a no drug option on the free option? Its really not that difficult to do, it could be implemented tomorrow if the devs were serious

 

6. No....

 

7. Now you are just being crazy

 

8. Could work

 

9. Already in development

 

10. Good idea, the only good idea on your list so far....

 

11. That will wipe most of the free players/small buyers off this game, this is not world of tanks, and i don't want it to be

 

Please use spoiler next time.

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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.

And your idea of "premium accounts" will just make the game worse. 

 

EDIT: Wrong post, was directed to PuncherTank's idea of "premium accounts." Sorry Vikingsrall.

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Name change in Unity

 

I propose that... *Dramatic them music*...in the switch to Unity, we get one name change when copying our accounts over.

It would be in the account copy form; looking somewhat like this. My suggested changes are in green.

 

Old Nickname: ________________________

New Nickname (Optional):______________________

Password:____________________________

 

I was thinking, it's possible - even probable - that all the noobs will snap up all the famous names (ex. O.U.F.A, Vikingscrall, Damn_Slow.) if they copy accounts first. If this is feasible I think that the current username/nickname database could be copied into the Unity first login screen, so that when you type in your new nickname, it verifys it with the old databank.

 

Thanks!

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