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Slow down druggers' xp and in-game pts


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Balance Tweak - Drugger Tax

(to reduce over consumption & to reward sensible supply)

 
Proposal:
Reduce slightly, the rate at which druggers earn experience and in-game points and by extension, rewarding skill and sensible supply use for the purpose of improving gameplay, increasing enjoyment & fairness and to retain more players for longer.
 
Reasoning:
Druggers already get a big advantage in terms of strength over non-druggers despite Smart Cooldowns going live some months ago and this idea isn't suggesting that should change. However the divide, in terms of battlefund allocation for druggers compared to that of non-druggers, is currently large because they can score so very much faster. This idea attempts to bridge that divide slightly, by shifting a small yet significant amount of crystals away from 'mindless druggers'* to those who use supplies more sensibly.
 
How it works:
For every supply a player has in use (from their garage), reduce the xp and in-game points they would normally receive by 10%
 
Example:
2 supplies are employed, destroying an enemy tank would normally yield 10 experience points and 10 in-game points. Under this system it would be 20% less, ie. 8pts
 
Scenario:
Where the battlefund allocation for a side containting 2 players of similar skill level is 700 crystals, one of them is persistently drugging and the other is not.
 

Typical returns for above scenario:

Current system:  500 for the drugger and 200 for his teammate. A difference of 300.

Suggested idea:  476 for the drugger and 224 for his teammate. A difference of 252.

 
What if: (now removed from game but principle works for new premium)
In the event a player has a score multiplier pass then the deduction is made first before applying the multiplier.
For the above example, if the player had a 100% smp then the result would be 7 in-game points and 14 experience points.
Any fractions are rounded up to the next whole number.
 
Why reduce the experience rate too:
What experience is a player truly getting when also he knows how to do is press 3, press the spacebar and then finishing on top of the scoreboard? Slowing down the rate at which they can rank not only acts as a deterrent against over consumption, it also teaches players to use supplies sensibly and not mindlessly.  Needless drugging makes people leave the game and that is not good for tanki or gameplay. There are Score Multiplier Premium Passes available and these should be used as the primary method of gaining experience faster, not supplies.
 
Thanks:
Do the math and you'll find this is a win-win situation for players, gameplay & tanki.
Just give it due consideration is all I ask and if you don't like this idea, please explain why in the comments below because together we can improve it.
 

HG4zRbX.jpg

:P

 

 

*

 

  • Supplies user: a supplies user is someone that uses them respect. They use them only if the situation requires them. This is acceptable.
  • Mindless "drugger": A player that uses supplies all the time even when they don't need to. They don't care if there is 1 player or 10. They don't care if what they are doing chases off all the opponents.

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yeah genallissimos  players do not care about xp so they can still drug with your idea

 

for lower ranks is very good idea

 

but again the devs do not care about the players

 

if u post something that involves money maybe the devs change something in this rotten game.

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Then they will gain less experience and annoy low-ranked weak players even more.

 

Players like on my rank at least can deal with them..  :unsure:

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for lower ranks is very good idea

but again the devs do not care about the players

if u post something that involves money maybe the devs change something in this rotten game.

This would increase purchases for Score Multiplier Passes and Supplies.

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Slow down experience gain to make sure they will play longer on your ranks? This idea got some evil circumstances.

Yes, that is true but it is the same for the next round of druggers is it not? There are always others to take the place of those druggers moving on.  The rate of druggers is constant so that doesn't matter and the rate at which they rank won't change.  I'm thinking of the bigger picture and you are not understanding the reason why experience gain should be slowed down.

 

What experience is a drugger really gaining by obliterating the opposition when they happen to cross his tank?  If he can destroy them so easily then he doesn't have to acquire the necessary skill to compete properly and won't be effective later on in the game.

 

Remember, there is a choice for the drugger. He can choose to drug and get the benefit of instant kills and not gain full experience or he hold off pressing 2,3 and 4 at certain times to gain experience at the normal rate. What times am I talking about do you think?

 

 

Why reduce the experience rate too:

Do we want unskilled players occupying the top ranks? Slowing down the rate at which they can rank teaches them to use supplies sensibly and not mindlessly. Mindless and excessive drug use can sometimes feel like bullying the weak. I have been the giver and the receiver of this bullying and I get no pleasure from both. Excessive and needless drugging makes people leave the game and that is not good for tanki or gameplay.

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It's not just experience that will be slowed while supplies are being used. The score a player gets in the game will also slow slightly.
 

Therefore your suggestion changes nothing. Pity.

It does.  Druggers will always have the upper hand in terms of strength but we can deter drug use by decreasing their share of the battlefund. I didn't think I'd have to spell that out for you.
 

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Well they can score less as they not care about it can't they?

score less take less crystals all we had the same ideas and many have post them

 

but devs do not care about no buyes players this is the fact

 

mods do not care too because they have free drugs so the do not want any change so do not expert help from them

 

so any dramatic change is really hard to become when the bosses do not want it

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so any dramatic change is really hard to become when the bosses do not want it

Actually, it might be financially beneficial to tanki as more supplies would be needed to advance quicker.

Your move Hazel...

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It does. Druggers will always have the upper hand in terms of strength but we can deter drug use by decreasing their share of the battlefund. I didn't think I'd have to spell that out for you.

You are suggesting to cut battlefunds from players who can afford to buy crystals? I have no idea how to comment it.

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Actually, it might be financially beneficial to tanki as more supplies would be needed to advance quicker.

Your move Hazel...

i am with u man i hope they will make some changes finally

 

but when u see so good ideas in the forum and no dev pay attention to them

 

when u see mods to "pity" players with their comments

 

any hope for this game to change are zero

 

so we are waiting for the new version of the game but i do not have many hope for that too

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What usage of supplies got to do with earning XP?, why make such fuss about (druggers), are you really that poor on supplies\crystals???

 

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but when u see so good ideas in the forum and no dev pay attention to them

 

when u see mods to "pity" players with their comments

I am not mod :D

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What usage of supplies got o do with earning XP?, why make such fuss about (druggers), are you really that poor on supplies\crystals???

Second question first.  I am supply rich and this idea would not benefit me in terms of economic gain.

 

The first question. It's about deterrence. Supply users would learn when to use and not to use instead of the blanket 2,3,4 whenever they can. If the motivation is to rank quicker then they will realise there are times when it is more beneficial not to use supplies.

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The whole point of supplies is to get an advantage. If you take away that advantage, there's no point in drugging. This is yet another idea to remove the usefulness of supplies, which are an internal part of the game. If you want people who have an advantage to get experience slower, why not apply this to people who have better equipment? In fact, we could take it so that higher ranks get less xp destroying lower ranks, even if that rank is one less than them. You know what, how about we make it impossible for higher ranks to rank up at all???

All just extensions of your idea.

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You are suggesting to cut battlefunds from players who can afford to buy crystals? I have no idea how to comment it.

No, I am suggesting precisely the opposite. I'm suggesting to make the game more democratic for non-drug users. This helps them to gain a bigger share of the battlefund. 

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The whole point of supplies is to get an advantage. If you take away that advantage, there's no point in drugging.

I'm not suggesting we take away the advantage druggers get in terms of strength, which is massive by the way. I'm suggesting we reduce the amount of points they receive when supplies are in use and by extension, reduce their battlefund allocation come the end of the game by a small amount which in turn increases the allocation of non drug users.

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