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Let's Discuss Game Balance


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On 11/14/2021 at 3:01 PM, GodH4cker said:

@PirateSpider I've played this game until 2013 since it's release. It's nostalgic and I enjoy playing it. But these changes are just too much. If it weren't for nostalgic purposes I wouldn't be playing at 

Every game has to add some level of new content , the problem is balancing it after implemented. Know what happens  to old games with no content update? It dies a boring death because even the old players tend to give up at some point because of repetition and theres no new flare to catch new players and even newer generation attention. 

 

Edited by FX011
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I believe some guys saw thunder handling a lot of impact as a rail gun scout in  the first weekend after the patch note (and the standard rail gun still has a lot of impact force)

But the thing is that thunder now has 5.0 of impact force, each 2 seconds, or 1.6 seconds(Subcaliber rounds  gives +25%, so its 6.25 impact force)

I suggest to reduce that to 

1: Subcaliber rounds 

Instead of increase impact force, it will decrease by 40%

2: "Sledgehammer" rounds

Decrease impact force by 60%

 

 

 

 

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Just now, DarkPredator said:

the most possible answer is that players are bored of the concept of Modes which already exist, thats all, tanki should only think of way to bring that interest back or make new ones.

Will not solve the problem.

The game has been ruined by many of the updates.

CTF was my favourite battle mode.  Because of the introduction of items like Hopper and Crisis, that mode is broken.  I will only play it now if I have a mission like "earn crystals" for it.  Otherwise - no thanks.

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1 minute ago, wolverine848 said:

Will not solve the problem.

The game has been ruined by many of the updates.

CTF was my favourite battle mode.  Because of the introduction of items like Hopper and Crisis, that mode is broken.  I will only play it now if I have a mission like "earn crystals" for it.  Otherwise - no thanks.

hmmm you say buyers have increased rapidly right, so why don't you suggest tanki to seperate buyers from non-buyers. like make two sides of MM!

there Buyers can brag as much as they want, also it will make it much more interesting for buyers. on the other hand non-buyers are finally going to have freedom and enjoy what they used to, this can cause an increase of players regarding loss of players. 

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13 minutes ago, DarkPredator said:

hmmm you say buyers have increased rapidly right, so why don't you suggest tanki to seperate buyers from non-buyers. like make two sides of MM!

there Buyers can brag as much as they want, also it will make it much more interesting for buyers. on the other hand non-buyers are finally going to have freedom and enjoy what they used to, this can cause an increase of players regarding loss of players. 

1) I did not say buyers have increased rapidly.

2) If you split the player base into two groups, how does that help the rank spreads?  It will make it worse.

3) How long do you think buyers will stick around if they are only playing other buyers?  Why do you think they spend $$ on the game when they could play for free?

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37 minutes ago, DarkPredator said:

hmmm you say buyers have increased rapidly right, so why don't you suggest tanki to seperate buyers from non-buyers. like make two sides of MM!

there Buyers can brag as much as they want, also it will make it much more interesting for buyers. on the other hand non-buyers are finally going to have freedom and enjoy what they used to, this can cause an increase of players regarding loss of players. 

How the system could determinate if someone is a buyer or not? Like there are categories of buyer's level, the one that just purchased a gold box once or what ever, and the one that spent 10k euros in one year, how could you differenciate these two buyers and how would it be fair to match them against each other? Or what if a player just purchased a skin bundle in the shop, does it make it a buyer? He didn't get stronger by buying a skin.

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1 hour ago, DarkPredator said:

modes are just there for thrill, it doesn't really matter if players don't abide by them.

But that will make them lose. So they have to abide by them

1 hour ago, DarkPredator said:

players are bored of the concept of Modes

In 2017 before the MM. The most played modes in the battle list were. CTF - DM - CP - TDM, in order.   Specially TDM there was just a three or four battles at a time!  So DM and TDM wasn't the most dominators of the battle list.

1 hour ago, DarkPredator said:

hmmm you say buyers have increased rapidly right, so why don't you suggest tanki to seperate buyers from non-buyers. like make two sides of MM!

Non-buyers can still buy Hopper

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36 minutes ago, asem.harbi said:

But that will make them lose. So they have to abide by them

not much players care about that, they give up fast!

38 minutes ago, asem.harbi said:

In 2017 before the MM. The most played modes in the battle list were. CTF - DM - CP - TDM, in order.   Specially TDM there was just a three or four battles at a time!  So DM and TDM wasn't the most dominators of the battle list.

i agree with that but there's a question here, are those players the players right now, i don't think so, probbly already left for their own reasons. currently noobs have increased dramaticly and its disgusting.

 

40 minutes ago, asem.harbi said:

Non-buyers can still buy Hopper

what players have problems with is the od not the hull. on the other hand hoppers name states its specialty so by removing OD's they will have to change the name. its hard decision to make especially for devs don't you think?

 

1 hour ago, numericable said:

How the system could determinate if someone is a buyer or not? Like there are categories of buyer's level, the one that just purchased a gold box once or what ever, and the one that spent 10k euros in one year, how could you differenciate these two buyers and how would it be fair to match them against each other? Or what if a player just purchased a skin bundle in the shop, does it make it a buyer? He didn't get stronger by buying a skin

simple , put them in levels. when a player starts buying according to his buying level it will determin whether to go to the buyers section or the non-buyer section. it also depends on how much he spends. big players which spend alot play against each other same goes for small ones. or probbly make a third section!

1 hour ago, wolverine848 said:

1) I did not say buyers have increased rapidly.

2) If you split the player base into two groups, how does that help the rank spreads?  It will make it worse.

3) How long do you think buyers will stick around if they are only playing other buyers?  Why do you think they spend $$ on the game when they could play for free?

"I did not say buyers have increased rapidly." no what you meant was that, anyway you have a grudge against buyers thats why i mentioned such a statement.

"If you split the player base into two groups, how does that help the rank spreads?  It will make it worse." it will for a while, take risks for better to come you way later. its either you take risks or loose the chance.

here:

Screenshot-2021-11-28-093309.png

"How long do you think buyers will stick around if they are only playing other buyers?  Why do you think they spend $$ on the game when they could play for free?" like i said erlier "simple , put them in levels. when a player starts buying according to his buying level it will determin whether to go to the buyers section or the non-buyer section. it also depends on how much he spends. big players which spend alot play against each other same goes for small ones. or probbly make a third section!"

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27 minutes ago, DarkPredator said:

not much players care about that, they give up fast!

i agree with that but there's a question here, are those players the players right now, i don't think so, probbly already left for their own reasons. currently noobs have increased dramaticly and its disgusting.

 

what players have problems with is the od not the hull. on the other hand hoppers name states its specialty so by removing OD's they will have to change the name. its hard decision to make especially for devs don't you think?

 

simple , put them in levels. when a player starts buying according to his buying level it will determin whether to go to the buyers section or the non-buyer section. it also depends on how much he spends. big players which spend alot play against each other same goes for small ones. or probbly make a third section!

"I did not say buyers have increased rapidly." no what you meant was that, anyway you have a grudge against buyers thats why i mentioned such a statement.

"If you split the player base into two groups, how does that help the rank spreads?  It will make it worse." it will for a while, take risks for better to come you way later. its either you take risks or loose the chance.

here:

Screenshot-2021-11-28-093309.png

"How long do you think buyers will stick around if they are only playing other buyers?  Why do you think they spend $$ on the game when they could play for free?" like i said erlier "simple , put them in levels. when a player starts buying according to his buying level it will determin whether to go to the buyers section or the non-buyer section. it also depends on how much he spends. big players which spend alot play against each other same goes for small ones. or probbly make a third section!"

Do you think there will be enough big buyers? And also small buyer to create a matchmaking match with atleast 8 vs 8? Or maybe you want to create some big waiting time which will lead player to leave TO, 20 minutes waiting time is good, what do you think?

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3 hours ago, numericable said:

Do you think there will be enough big buyers? And also small buyer to create a matchmaking match with atleast 8 vs 8? Or maybe you want to create some big waiting time which will lead player to leave TO, 20 minutes waiting time is good, what do you think?

no ! that was just a bluff. there's a cycle which developers at time fall into. they have taken risks which have caused crisis, a risk with consequences, if they move without thinking the cycle will just repeat it self. take it in this way: they have added updates which caused a magnificant damage to the game ballance, where many non-buyers have given up. that was a big mistake thats unreversable. now there's no way out of this but if tanki takes another side , for an example, remove exotic prizes from shop, make it easyer to earn ultra containers etc... such things come with consequences ... all its going to cause is more problem. now they have taken buyers side righ. many non-buyers have left, if the take our side the they will loose them as well. all its causing is tanki's doom. they have made mistakes so leave it to them. they have to think a way out with out any consequences.

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5 hours ago, DarkPredator said:

anyway you have a grudge against buyers thats why i mentioned such a statement.

Before @wolverine848 responds to your statement I will hazard a guess and say YOU are so very wrong.

It's the direction the "DEVS" have taken TO that @wolverine848 is alluding to, not buyers per say.

5 hours ago, DarkPredator said:

it also depends on how much he spends. big players which spend alot play against each other

You really are way off the mark. Do you really think that buyers will tolerate this in enough numbers to make it a viable solution.

Buyers "BUY" because it gives them a huge advantage in battle and you want to take that advantage away from them, like that's never going to happen and the devs would never alienate their fav players.

Back onto the subject of this topic, I liked the video.    

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8 hours ago, DarkPredator said:

put them in levels. when a player starts buying according to his buying level it will determin whether to go to the buyers section or the non-buyer section. it also depends on how much he spends. big players which spend alot play against each other same goes for small ones. or probbly make a third section!"

You totally missed my point.

Buyers will stop buying if they only play other buyers.  They only spend $$ to have an advantage.  When buyers realize they do not have an advantage they will... stop buying.  Company has no money and game ends.

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4 hours ago, IMPULSE-WARRIOR said:

You really are way off the mark. Do you really think that buyers will tolerate this in enough numbers to make it a viable solution.

Buyers "BUY" because it gives them a huge advantage in battle and you want to take that advantage away from them, like that's never going to happen and the devs would never alienate their fav players.

don't get me wrong, i didn't state that to prove thats a solution to all this. it was just an example, i was trying to give you guys an example o what your supposed to do. it was an undeveloped statement. don't jump to conclution without be sure.

 

1 hour ago, wolverine848 said:

You totally missed my point.

Buyers will stop buying if they only play other buyers.  They only spend $$ to have an advantage.  When buyers realize they do not have an advantage they will... stop buying.  Company has no money and game ends.

same goes for you! i was just tryin to show you... to not complain empty handed, if you dislike something , speak of it respectfully but if you want to complain! complain with a solution, its not as easy as you think it is. devs can't just make a decision!

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3 hours ago, DarkPredator said:

same goes for you! i was just tryin to show you... to not complain empty handed, if you dislike something , speak of it respectfully but if you want to complain! complain with a solution, its not as easy as you think it is. devs can't just make a decision!

Maybe you don't read the Forum much - at least that's the impression I get when you state that...  the only suggestions they seem to care about are the ones that will help generate more income.

DEVs don't care about balancing the game.  It's ridiculously obvious to most.

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8 hours ago, wolverine848 said:

Maybe you don't read the Forum much - at least that's the impression I get when you state that... 

well i read it more than you do?

8 hours ago, wolverine848 said:

the only suggestions they seem to care about are the ones that will help generate more income.

What do you expect, they lost players didn't they, thats the most logical reason why they relying on another income. common sence! 

how do you expect tanki to improve if their income is reducing! huh?

8 hours ago, wolverine848 said:

DEVs don't care about balancing the game.  It's ridiculously obvious to most.

Well they do, thats why they made shards, trying to balance the game. have you forgotten about that! oh i forgot you didn't play for ages , so how would you even have clue on what devs are up to! do you even check the wiki? look:

Screenshot-2021-11-29-064213.png

 

 

@wolverine848 look at the photo, it says advertising! which means they are going to get more players to join the game. thats a solution, if it recovers the amount of players lost then they have end the cycle in peaceful way.

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I know, I know, juggernaut supposedly have all supplies activated at spawn. However, I noticed something; the boosted armour is useless. When I did critical damage with railgun on a person without double armour, I get to do 2k damage with boosted damage activated.  However, I observed that when I shoot a critical damage shot at juggernaut when I had double damage activated, I still do 2k damage. 

I dodgy 1k damage with railgun critical damage to an opponent with double armour. However the juggernaut seemed to have boosted armour activated, but I still do 2k damage.

Well, here is my suggestion. MAKE THE JUGGERNAUT'S SUPPLIES ACTUALLY ACTIVATE. Make sure that the activated supplies will have the armour boost and damage boost of a fully upgraded brutus. 

What do you think? 

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14 hours ago, DarkPredator said:

oh i forgot you didn't play for ages , so how would you even have clue on what devs are up to!

You really don't read the forum much... 

And you think "shards" will balance the game?   ?    ?    ?    ?

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5 minutes ago, wolverine848 said:

You really don't read the forum much... 

And you think "shards" will balance the game?   ?    ?    ?    ?

it already did slightly, giving non-buyers more opportunity for receving exotic items

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Just now, DarkPredator said:

it already did slightly, giving non-buyers more opportunity for receving exotic items

Shards don't give you Ultra containers.

And buyers, being players, also get the same shards - so that's a zero-sum game.

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I'm pretty sure Juggernaut doesn't actually have any supplies active, or at least its supplies work differently from those on a normal tank. There's no reason to change the way this works, but if you're asking to "MAKE THE JUGGERNAUT'S SUPPLIES ACTUALLY ACTIVATE", then what you're really asking for is to double Juggernaut's armour and damage, and increase its speed by 40%.

So the real question is — does Juggernaut need such a massive buff? I personally disagree. I played Juggernaut a bit in the past few days, and from what I can tell, it's pretty balanced now. There have been some games where Juggernaut got destroyed within seconds, and other games where it survived for over 10 minutes with seemingly no way to defeat it. It all depends on the player's strategy and their team's support (and the upgrade lvl of your currently equipped hull).

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7 hours ago, Incorp said:

I know, I know, juggernaut supposedly have all supplies activated at spawn. However, I noticed something; the boosted armour is useless. When I did critical damage with railgun on a person without double armour, I get to do 2k damage with boosted damage activated.  However, I observed that when I shoot a critical damage shot at juggernaut when I had double damage activated, I still do 2k damage. 

I dodgy 1k damage with railgun critical damage to an opponent with double armour. However the juggernaut seemed to have boosted armour activated, but I still do 2k damage.

Well, here is my suggestion. MAKE THE JUGGERNAUT'S SUPPLIES ACTUALLY ACTIVATE. Make sure that the activated supplies will have the armour boost and damage boost of a fully upgraded brutus. 

What do you think? 

They are actually active, but behavung differently. Boosted armour doubles the HP of the juggernaut, which you don't notice, because it's always active. Same gous for BD and SB. The damage and health paramters are set for the juggernaut with these bunoses calculated in.

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1 hour ago, Maf said:

I'm pretty sure Juggernaut doesn't actually have any supplies active, or at least its supplies work differently from those on a normal tank. There's no reason to change the way this works, but if you're asking to "MAKE THE JUGGERNAUT'S SUPPLIES ACTUALLY ACTIVATE", then what you're really asking for is to double Juggernaut's armour and damage, and increase its speed by 40%.

So the real question is — does Juggernaut need such a massive buff? I personally disagree. I played Juggernaut a bit in the past few days, and from what I can tell, it's pretty balanced now. There have been some games where Juggernaut got destroyed within seconds, and other games where it survived for over 10 minutes with seemingly no way to defeat it. It all depends on the player's strategy and their team's support (and the upgrade lvl of your currently equipped hull).

The destroyed in a few seconds is an issue - unless that was another JUG.

Surviving over 10 min is rarely the JUG itself - that's the defending team doing their jog.  Well I guess the JUG doing it's job to as it's #1 responsibility is to NOT DIE.  (don't understand why so many players fail to get that...)

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5 minutes ago, wolverine848 said:

don't understand why so many players fail to get that...

It's quite difficult to resist the urge to go on a rampage when you're given what looks like an ultra-powerful tank, which is, in reality, far weaker than it looks.

30 minutes ago, wolverine848 said:

The destroyed in a few seconds is an issue

For this I proposed an idea a while time ago — give juggernaut a one-time bonus shield that gives 50% more HP when it spawns. This shield would be impossible to heal or recharge, but it would provide a reasonable "cushion" for a freshly spawned juggernaut, to give it a better chance of surviving longer than a few seconds in case of a bad spawn.

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15 hours ago, Incorp said:

I know, I know, juggernaut supposedly have all supplies activated at spawn. However, I noticed something; the boosted armour is useless. When I did critical damage with railgun on a person without double armour, I get to do 2k damage with boosted damage activated.  However, I observed that when I shoot a critical damage shot at juggernaut when I had double damage activated, I still do 2k damage. 

I dodgy 1k damage with railgun critical damage to an opponent with double armour. However the juggernaut seemed to have boosted armour activated, but I still do 2k damage.

Well, here is my suggestion. MAKE THE JUGGERNAUT'S SUPPLIES ACTUALLY ACTIVATE. Make sure that the activated supplies will have the armour boost and damage boost of a fully upgraded brutus. 

What do you think? 

It can't be, it's impossible;

Because, juggernaut have big protection and damage also then normal turrets or hulls. If they will add supplies on Juggernaut in the mode, ingame will be disbalance! 

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