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Improved Crystal Supplement System


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Okay, first, let's get some stuff straight. I've been playing Tanki Online for 18 months. I loved this game so much for the first four months of playing (January-April 2014). It was flawless! Why was it flawless? Because it was unique. I remember then the changes to maps in May 2014. I was incredibly disappointed. From there, Tanki went downhill for me.

There are a few things that have kept me playing the game however:

  • Irreplaceable friends that I've met from the community.
  • Perfect game theory and dynamics. If this game achieved it's perfect form, it would be amazing.
  • I love driving. Constantly driving. I enjoy the fastest hulls the most.
  • A good game keeps you thinking, keeps your brain occupied. I like thinking.
  • And then, there is the addictive part of it. The dangerous part. It's the desire for better equipment, to be better, to be faster, to have more fun. And this, in my opinion, is the source of Tanki's downfall (for me).

Bullet point number five is the source of all the issues of this game. Everything that drives me mad, that agitates me while playing, can be traced back to this. And what amplifies this Achilles heel incredibly is the Battle Fund system. Of course, the Battle Fund seemed like a very good idea years back, during Tanki's development. But the years have unveiled, and unleashed, the flaws in this concept.  There are only two options for earning game currency, and in turn only two options for improving your game. You win the battle fund, or you buy crystals. The emphasis on winning is too strong. Too many times, far too many times has an entire team been forced to leave due to losing a game. Why does this happen? There are too many reasons. The point is, if the team leaves... the fund stops growing. Less crystals for everyone. But if that losing team were to stay, they still wouldn't receive as many crystals. Because of this desire for more crystals- for a better gaming experience, the players on the losing team leave and attempt to find a better battle for themselves.

This is all just off the top of my head. I've thought of other arguments against the battle fund, I just can't think of them as I write this. 

 

OK. My argument is, the options for earning crystals, which lead to good equipment and an enjoyable time, is very flawed. Flawed to the point where it drives players mad. Battle chats are frequently filled with angry tankers cussing one another out. Even myself, who is committed to no swearing, has been pushed to typing out the individual "*"s in groups of four to vent my anger. Game's are meant to be for enjoyment, and this is what Tanki is missing.

And I have thought of a solution. Hope you all, and the developers, can read it, understand it, and apply it in anyway, no matter how insignificant, in hopes of achieving a better game, a "Perfect Tanki". That is my only desire in writing this, I want this game to be enjoyable. Now here it is :)

 

The title says "Improved Crystal Supplement System."  If you take nothing from this, at least know the title.

My idea is to cut the battle funds in half. Now before you all lose your temper and begin downvoting, commenting about how stupid I am etc... hear me out. There's more to this. Take the other half of these crystals, and distribute them to players in a fool-proof way, a trustworthy method that will never be doubted, unlike the battle fund. My idea is to assign each rank an amount of crystals that is matched to EXP points. Say you earn 20 EXP by killing someone with your flag. With this idea, depending on your rank, you will get crystals for that kill, immediately, not distributed from the fund. If you are a Generalissimo it could be 30 crystals, if you are a recruit it could be 1 crystal. This is the simplest method, based on the number of ranks. That doesn't mean it's the best method. This is, after all, just an idea. I'm not a mathematician, I'm a 10th grader who enjoys thinking about solutions for problems.

 

Do you all understand my idea? I hope so.

This will solve so many problems with Tanki's gameplay.  Dependence on the fund will be cut in half, which will mean each game will be more enjoyable, and less desperate. Less fighting for the fund and more having fun. Tanki doesn't lose any money this way, either. Ideally, tankers will be receiving just as many crystals as before, just more solidly. And the game will be more enjoyable, causing people to play more and want to buy crystals to enjoy the benefits of an OP tank that doesn't ruin the experience for the 18 other tankers in the battle. More people will play the game. The concept of a "Perfect Tanki" will begin to appear. I see no problems with my idea, only hope. If you see a problem, however, point it out! Let's fight through the problems and, tankers, let's enjoy our game! :)

 

Good day to you all, and please, Tanki staff, do listen!

 

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:huh: :huh: :huh: :huh: :huh: :huh:

 

 

I really did think that much. This idea is equivalent to those suggested before. Those ideas were asking to give crystals immediately on leaving and not at the end. They were rejected due to the obvious reason that a team could quit with high reward just as it started losing.

But, the difference I notice here is that crystals should be rewarded as soon as exp points are earned.

Good idea, IMO. With this being implemented, there would be longer be much fear of losing hard earned crystals to raiders. Of course, battle fund reward could still be raided but at least they will not take away that much crystals. Losing teams will not quit the battle.

It is too early (and I am too inexperienced :p) to say how exactly will this affect the gameplay. But I am sure that the positive effects are more than its adverse ones.

 

 

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so a lissimo will get more crys than brigadier although the brigadier got a high score in a battle?

That part I partially agree with. Crystals given should not only depend on rank but on many other factors, such as:

1. Rank of player who got destroyed.

2. Number of players in the battle.

3. Rate of rise of battle fund.

4. Score of players, both who destroyed

and who got destroyed.

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That part I partially agree with. Crystals given should not only depend on rank but on many other factors, such as:

1. Rank of player who got destroyed.

2. Number of players in the battle.

3. Rate of rise of battle fund.

4. Score of players, both who destroyed

and who got destroyed.

i agree

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That part I partially agree with. Crystals given should not only depend on rank but on many other factors, such as:

1. Rank of player who got destroyed.

2. Number of players in the battle.

3. Rate of rise of battle fund.

4. Score of players, both who destroyed

and who got destroyed.

Good suggestions, thanks :)

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That is a very good approach to today's unbalanced battles.

I share the impression that the way funds are generated and divided is one of the main cause of problems in Tanki.

(the other main cause is the role of supplies but that has a topic of its own LOL)

 

I agree with the proposal to split the funds in two and divide half imidiately on xp growth. A smoother division of funds will make more players happy and content. Battles will be again a joyfull activity instead of a race for crystals that are now.

 

However, one small technicality; the amount of crystals earned instantly should not be in accordance to difference in rank but in accordance to difference in gizmo level. That is, an M3 that kills an M3 is treated as equal, even if it belongs to a player two ranks lower than the killed player. The reason is obvious, a top buyer can aquire advance gizmo through special kits and with this can kill a player superior in ranks (but not in gizmo) and thus earns even more crystals, that is an initial difference in crystals owned, tends to apply positive feedback, increasing the initial difference even more...

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I agree, RustyNail. But even so, rank difference should have a weightage. Equipment like M1 Mammoth can be owned by a Warrant Officer and a Captain without buying. So, if the WO kills the Captain, he should get more crystals.

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I agree, RustyNail. But even so, rank difference should have a weightage. Equipment like M1 Mammoth can be owned by a Warrant Officer and a Captain without buying. So, if the WO kills the Captain, he should get more crystals.

Not if they both use same equipment. That's my line of thinking. More crystals go to more skill, not more crystals go to more crystals....

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Not if they both use same equipment. That's my line of thinking. More crystals go to more skill, not more crystals go to more crystals....

If both, A Warrant Officer and a Captain use the same equipment, who should get more crystals when other is killed? Warrant Officer should get more on killing Captain. That's pretty obvious.

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If both, A Warrant Officer and a Captain use the same equipment, who should get more crystals when other is killed? Warrant Officer should get more on killing Captain. That's pretty obvious.

Is it? I wonder.... Do ranks express difference in skill in an obligatory sense? Does a WO5 really lacks experience (OTHER THAN XP POINTS) in regard to a Captain? I have the same basic skill since at least 3-4 ranks before, and I still meet generalissimos that can't turn the turret.... who's among us the most experienced?

... Ok.

I will agree with you via another road.

Every rank reflects not only a supposed level of experience but a level of gizmo as well. So, if a rank is killed by gismo appointed to this same rank (or above), why should extra crystals be given to the player that killed him?  :)

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I'm more shocked that I actually read all of this :lol:

But I totally agree with what you said. I've stopped playing the game just like most of everyone I know; we just go on the forum and talk on Skype; nothing goes on in the game between us.

 

Adding on to what you said: Both of the teams shouldn't be earning the same amount of crystals per experience point. The losing team will receive a little less than the winning team at that time. 

 

1. Rank of player who got destroyed.
2. Number of players in the battle.

1. I think that the bigger the difference in rank, the higher crystals the destroyer should get.

2. It should probably be dependent on the team numbers rather than the whole battle itself just like when you capture or return a flag - if the person you kill has more people in his or her team, you should get more crystals, as it seems only fair.

 

I think those two are the most important ones of what you mentioned.

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Good idea Trom. Worthy of a players brainstorm at least...and further down the road: who knows.

 

Tanki has indeed become more and more a race to earn crystals.

A race you can 't avoid if you want to compete with better (micro-upgraded)equipment.

Especially for non-buyers, who don 't get me wrong, simply need to, to get better equipment.

So now even if a battle gets slightly in favour of one team:

the first members of the other team start to leave.

 

With your idea there will still be some teammembers leaving, but as far as I 'm concerned with

leaving their earned crystals behind.

These are distributed amongst all teammembers that stay till the end of the fight.

A reward for those who are being loyal to the team.

 

How the split battlefunds should be distributed amongst each team 's players is another question,

but I do like the basic idea a lot!

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That's a good idea since crystal boxes were removed, some maps were removed, etc.

 

 

and it feels like I'm reading a 500 word essay :mellow:

500 words is not a lot :)

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so a lissimo will get more crys than  brigadier although the brigadier got a high score in a battle?

The number of crystals should be based on how much of his HP you decreased , So if you kill a mammoth you will get more than by killing a wasp.

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