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Slow down druggers' xp and in-game pts


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That's part of the reason why multing is so common in this game. A free player might think: why should I waste my effort if I'm most likely to end up as a fund-raising mule for druggers to collect?! Maybe I'd be better off just laying low/doing nothing and try my luck with gold.

 

Also, some free players may resort to multing/sabotage as a way to get back at druggers when they feel so overpowered and helpless.

So this suggestion must be a step in the right direction by helping to reduce the practice of waiting for gold and multing/sabotage by shifting a small yet significant amount of crystals away from persistent and mindless drug users to those who are non-buyers or to those who use supplies more sensibly.

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I really hate how a person can join a battle late and essentially buy the battle:

 

2dcdgg8.png

 

I was in this 30 minute round the whole time and then this drugging twins shows up - as you can see he came out on top despite being there only half the time.

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I really hate how a person can join a battle late and essentially buy the battle:

 

 

2dcdgg8.png

 

 

I was in this 30 minute round the whole time and then this drugging twins shows up - as you can see he came out on top despite being there only half the time.

I was in a 30 minute battle as well and it got raided by a bunch of full time druggers. So yeah they bought the battle. I really don't understand the joy of winning when the opposite team offers no resistance. Not to mention the amount they spent on supplies was way more then they received.

No reward, no real victory, and no challenge, so what was the point?

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The thing that gets me is that the person using the twins/viking combination did have great skills - the ability to move around the map and turning his turret where he needed demonstrated good/excellent skills. I just don't see why it was necessary to hit repair - DD - DA all the time because without it he probably could have still won due to better team control of the CP. The battle was long lost already for blue - I was sticking it out only because of a mission to get XP in CP and kill 60 enemies.

 

Funny thing is, as you say, I probably came out with more profits than the other player did since I obviously didn't drug.

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No reward, no real victory, and no challenge, so what was the point?

Sadly, this kind of "gang mentality" is what the current model in TO fosters. Ironic how they make efforts to filter bad words from chat to protect the youngsters here, yet their game itself nurtures this kind of thug behavior, which could have a serious impact on one's character in real life, especially when talking about developing kids.

 

It's pitiful that this is the way the game generates revenue!

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The thing that gets me is that the person using the twins/viking combination did have great skills - the ability to move around the map and turning his turret where he needed demonstrated good/excellent skills. I just don't see why it was necessary to hit repair - DD - DA all the time because without it he probably could have still won due to better team control of the CP. The battle was long lost already for blue - I was sticking it out only because of a mission to get XP in CP and kill 60 enemies.

 

Funny thing is, as you say, I probably came out with more profits than the other player did since I obviously didn't drug.

So this suggestion would have reduced his return and increased yours because it rewards sensible supply use.

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I know that there are many players that are desperately trying to get one of the XT kits. Some have admitted to spending 100's of thousands of crystals just in changing missions in an attempt to own an XT. So once they get the mission I'm sure they will spend even more in supplies just to get that XT as fast as they can. This only shows that players are willing to spend on things that offer no advantage in the game and yet Tanki chooses to sell power that unbalances and ruins game play for those that do not have the desire or the means to obtain this power advantage.

 

I think we can all agree that the over use of supplies is a problem, but what is the best solution? It is not the supplies themselves that are the problem it is the mentality of the people using them, and how to we change that?

  • This idea has merit and the potential to make players think before they push those buttons. It teaches that not being a bully offers better rewards and a greater sense of accomplishment. :)  Unfortunately many players don't care about a sense of accomplishment and this why we have so many cheaters and "druggers". For some people, it is win at all costs, and is perfectly acceptable to lie cheat and steal to get what they want. So this idea would have no effect on them. :(  
  • Supply use can also be controlled using PRO pass but good PRO pass battles are rare so maybe they could offer increased battle funds in PRO pass battles to encourage players to use the PRO pass more often.
  • Another reason for the over use of supplies may be to extend the playing time between re-spawns. I have always felt that the hulls are too weak. It is not much fun to spend more time re-spawning then actual playing. If you use supplies you can last much longer before you get destroyed. So maybe a different approach to balance needs to be looked at. We need a balance that makes supply use less necessary in order to have fun.

Since the introduction of being able to buy XP at an increased rate I have noticed more players with really under developed skills. Once they realize they don't have the skill they resort to using supplies constantly and get "addicted".  This is really an irresponsible thing for Tanki to teaching to young players. :(

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Why use supplies? Because the tanks are so damned expensive. Prior to the recent change in crystal purchases a fully upgraded M3+ costs the equivalent of $700 US.

 

This is ridiculous. No game should require an investment of more than $50 US.

 

What do supplies do? Turn a weak tank into essentially an M3+ for 45 seconds. The cost? About 20 cents (assuming someone buys a supplies kit).

 

The most out of balance tank is someone who does have the best power in their possession and still drugs.

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

 

True ... and they don't realise that non payers give the game the "critical mass" to be enjoyable by everyone, payers included!

 

Shortsighting and greed is an explosive mixture!

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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???

 

 

I don't quite agree with AbsoluteZero idea ... yet do you really think that drugs use has nothing to do with XP earning?? Really?

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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.

Uhm ... what you call "usefulness" I call devastation!

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For God's sake... if you want the supplies to be nerfed so much then you'd be better of removing them all together!

The point of them is to give you an advantage..

 

 

Not really massive.. I hardly see any seriously hard-core druggers, and I play Poly CPs (home of druggers) all the time. And what cool things? The kind of cool things that give you other kinds of advantage?

Drugs actually give far too much advantage ... this is the problem! You all talk about balance, strategy, techniques, teamplay ... you just press some numbers and all that go to the dogs!

 

On your Poly CPs play ... you don't see many druggers ... are you serious? Druggers today are in any battle, minimum at 20-25% of players! Ahm, for "drugger" I mean someone who has at least 2 drugs active most of the time (or at least DA or DD).

 

Drugs should be nerfed in power because Tanki is becoming a free-to-play but pay-to-win game! And with this drug system any noob can win if overdrugged. This is a pity (with no offense!)

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I don't quite agree with AbsoluteZero idea ... yet do you really think that drugs use has nothing to do with XP earning?? Really?

Specifically what don't you quite agree with? Is it not a step in the right direction and will you support it anyway as a first step?

 

What we know: Tanki will not remove supplies from the game and the advantages that druggers have are massive in terms of strength and crystal returns. 

 

So what can we do that makes life a little fairer for the non-buyer/non-drugger without negatively impacting on the economy of the game itself?

 

I've tried to find a simple yet fair solution to this so I don't understand the negativeness this topic has received already other than to say greedy players are wanting everything they can get, even if it upsets the game as whole, ultimately to the detriment of themselves. This is what I see. I'm not stupid and I see what is happening to a game I happen to love so when I suggest something, I'm trying to do what is best for the game and the community as a whole and not for selfish reasons.

 

 

Uhm ... what you call "usefulness" I call devastation!

I agree. It's no fun to pound someone into submission. Challenging gameplay should be what TO devs should strive for.  If the game is no fun then players quit. Numbers are dwindling because the game is massively unbalanced.

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Instead of reducing points for druggers we could increase points for non-druggers... :P

or reduce drug power (as I am suggesting from long)

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Yes, I know that you think this part of the game is bad for it, I've seen your posts in this topic :lol:

Yes, we know each other! :)

I had to make that little comment, you know! Don't take it bad, ok?

:D

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Specifically what don't you quite agree with? Is it not a step in the right direction and will you support it anyway as a first step?

 

What we know: Tanki will not remove supplies from the game and the advantages that druggers have are massive in terms of strength and crystal returns. 

 

So what can we do that makes life a little fairer for the non-buyer/non-drugger without negatively impacting on the economy of the game itself?

 

I've tried to find a simple yet fair solution to this so I don't understand the negativeness this topic has received already other than to say greedy players are wanting everything they can get, even if it upsets the game as whole, ultimately to the detriment of themselves. This is what I see. I'm not stupid and I see what is happening to a game I happen to love so when I suggest something, I'm trying to do what is best for the game and the community as a whole and not for selfish reasons.

 

I agree. It's no fun to pound someone into submission. Challenging gameplay should be what TO devs should strive for.  If the game is no fun then players quit. Numbers are dwindling because the game is massively unbalanced.

Ok. I actually agree with the concept of limiting drugs usage and drugs power.
 
I am just not sure that your solution could work. I am also quite sure that not your solution or my (say our, you saw it on my post) ideas will be ever applied in the game!
 
You are stating correct and interesting concepts. Actually we are saying similar things with different methods!
Also, you are even too generous with your reduction parameters, as drugs actually double damage or resistance parameters! On my considerations I proposed to reduce drugs extra power to a +25-30%, or to the next M level (and M3 fully upgraded for M3 weapons and +25% for the M4).
 
Anyway I think we agree that drugs are overused and overpowered. All discussions about balance, strategy, techniques, teamplay just go to the dogs by pressing some numbers!
 
I think that Tanki is quite experiencing the consequences of overdrugging by halving daily players in the last 6-9 months, when the problem got bigger (also helped by SCD system - I explained why on another post).
 
The main point is that drugs give unsatisfaction and frustration both for enemies and team mates, as they are all passive and useless spectators of druggers raging. Beside we have to remember that druggers need non druggers so, when non druggers give up due to druggers devastations, even druggers have to give up in solitude.
 
Hence, less free players = less payers ----> Tanki default!
 
Finally, I support any kind of drugs nerfing method! :)

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Ok. I actually agree with the concept of limiting drugs usage and drugs power.
 
I am just not sure that your solution could work.

Well it would work. It would see to it that in a game of druggers, you would get a better return than normal. That's just basic maths. In the long run, druggers would realise when to drug and when not to.

I agree that supplies strength is also too high but I'm not suggesting that changes for the moment. Make a small change, see how that goes then go from there.  You have to be realistic.

 

And I won't give up trying to make the game fairer and a more fun environment to play in, even if you can't see what I'm trying to achieve but if I can't even get your support then you get what you deserve.

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Well it would work. It would see to it that in a game of druggers, you would get a better return than normal. That's just basic maths. In the long run, druggers would realise when to drug and when not to.

I agree that supplies strength is also too high but I'm not suggesting that changes for the moment. Make a small change, see how that goes then go from there.  You have to be realistic.

 

And I won't give up trying to make the game fairer and a more fun environment to play in, even if you can't see what I'm trying to achieve but if I can't even get your support then you get what you deserve.

Well, just to be realistic, you (and myself) have to deal with the shortsighted and greedy view of Tanki devs. Apparently on one side there is the fair, satisfactory and enjoyable game play, on the other side there is the cash flow of Tanki earning from selling drugs. As I have seen myself (I don't expect you or anyone to read in full my 100+ pages discussion, but believe me), Tanki devs cannot widen their views and see that a more balanced and satisfying game would attract more players and physiologically part of them will be payers!

Just to make a silly example, you earn more to sell something at 1$ to 1 million people than selling it at 100$ to 1.000 people (less people will afford it at that price).

 

Cash flow and satisfaction are not antagonists, they work in the same direction! This is what devs don't get!

 

So, being realistic, I don't think any of our ideas will be implemented into the game and this will be the Tanki end (daily players halved in the last 6-9 months already). And they don't care because they will soon have Unity ready, and the party will start again and they will be fine for other 2-3 years before eventually encounter new critical problems.

 

On the other side, always being realistic, I want to remind, for who say "poor guys, they have to earn the dinner soup with their work", that Tanki is a business worth million dollars (I made some estimations from Alternativa Platform published data), and I would add also that they actually pay really low wages and really little taxes (due to their company structure).

 

Finally, I fully agree and support anyone trying to make the game fairer and more satisfying and enjoyable!

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Well, just to be realistic, you (and myself) have to deal with the shortsighted and greedy view of Tanki devs

 

Tanki devs cannot widen their views and see that a more balanced and satisfying game would attract more players and physiologically part of them will be payers!

As things stand today, I don't believe that TO takes anyone person from the EN Community seriously. Some of the immature and condescending replies we've had in this topic alone are proof of that.  So with that in mind, we must all stick together to help steer them in a direction that is profitable for TO while also enjoyable and playable for all kinds of players, buyers and non-buyers alike. If we stick together and all make a noise at once, they'll find it hard not to listen. When it comes to suggestions here in the forum, loan voices, no matter how logical or sensible, are muted easily.

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Happy customers spend more money. Unhappy customers do not.

So simple but yet so very true.

 

Now if only Tanki could get that concept.  How many people are already spending huge amounts of crystals just to get an XT kit and it doesn't even offer any more advantage then a regular rail or hornet. People want because it looks cool. So why doesn't Tanki learn from this and offer more non game altering items for purchase? I sure know I would be.

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