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Episode 102 of the V-LOG is here


theFiringHand
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Main acc: Frederik123456

Generallissimo

 

 

 

The be$t way to $olv€ problem with prote¢tion module$ which will $urel¥ come with adding new turr€t$ would be nerfing all existing turrets by 20% and deleting all modules + some refund for players. You wouldnt need to think about additional protection any more and you would also have moderate "protection" from every single turret. BUT, d€v€lop€r$ arent $illy. It's obvius that this new weapons "update" will be added only for single purpose - mon€¥. And this is how it will probably look like(u dont need to be fortune-teller to expect it):

1. 10 v-blogs aimed solely on description of new turrets to make most tankist want them really much.

 

2. Some testing to "make sure that these turrets arent overpowered".

 

3. Addition of turrets to garage. They will look totally brutally and they will be also overpowered + prot. Modules for these turrets wont be added yet. This turrets will also be expensive as hell so many players will complain (except buyers of course).

 

4. There will not be sale for very long but nevertheless,buyers will buy these turrets.

 

5. Players will complain how much op this guns are and devs will accept it. They will add new module$ (another way to earn mon€y). These turrets will also get some nerfs probably(so the game will be " playable" again).

 

6. Final effect: Attention succesfully led away from real problems like lags for another few months ;-).

Edited by filipiar

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so for tankix we get our crystals back since we`l start from scratch?

Hahaha u probably dont know tanki online very well lol :D

(U wont get anything just for the case u really didn't get it).

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What is the main reason for adding this two weapons? Because you said recently that it's possible to add new weapons, but NOT in the near future.

This isn't happening in the very near future. It's in the pipeline, but there's still a lot of work to be done.

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I wasn't making any argument - that was you. I was simply giving a prediction.

Thank you for your question. I will answer.

 

The game can't sustain 13 turrets. It can barely sustain 11!

There are currently a potential 165 different combinations for a trio module for 11 turrets.

Increasing from 11 to 13 gives 286.

 

This means there is no cost-effective way to suitably protect yourself using trio modules alone unless your name is Bill Gates.

Players would inevitably complain and you don't want to backtrack on the introduction of turrets so you introduce quads to silence the critics which would only compound the mistake.

 

13 turrets and quad modules give 715 possible resistance combinations which just makes the garage one heck of a mess.

 

The fastest way to zap buying confidence is to get us to spend on items which become all but useless later on. No buying means no revenue. We'll end up in a feedback loop that sees numbers in the game continually falling until only the die-hard players are left, who, will chase off any new players trying to join.  AP then pulls the plug.

 

Do yourselves and us a favour and get your client version working before adding any new equipment to the game, then focus on allowing us to customise what we already have like...

  • The ability to add a resistance to a single module to make it a double
  • or making a trio to a quad
  • allowing us to make our own combination
  • allowing us to upgrade existing legacy modules further (would get me spending again)

Now you can see my reasoning and your sarcastic response is again noted.

This is constructive feedback. Ignore, ridicule or deride it - it's your choice.

As I've already explained many times, there are multiple teams working on different things. We can work on the game client while working on other mechanics.

 

Also, the idea of protections isn't intended to be fail safe protection. It was never meant to protect you in all scenarios. The idea is to be strategic. Since when is it a bad thing to put choices in front of players?

 

For now, the plan is to keep protection modules at a maximum of 3 slots. That's the current plan. As always, things might change if the situation calls for it. We might bring back 4-slot modules if the situation justifies it. But for now, the plan is to stick to 3-slot. You need to understand that games like these evolve alongside their users.

 

And by argument, I meant your argument of not introducing new turrets, which I don't agree with. I repeat, the game needs to keep evolving, otherwise it atrophies and dies.

 

As for your suggestions, I'll make sure I forward them. I can't promise they'll be implemented, because that decision is not in my hands, but I'll forward them nonetheless.

 

On a final note, I do appreciate criticism and feedback. What I resent is the doom and gloom attitude, and people making predictions in a way that makes them sound sound inevitable.

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Nice V-Log ;)

 

You guys really had fun with that "Welcome Tanki Contest".It was really good to watch so many Tankers Gathered.The idea for two new Turrets is an Interesting one.Addition of Missiles will make the battles like a real Battlefield :D

Waiting for the Tanki Online Game Client to release soon...

Edited by Mr.Cashier

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I wasn't making any argument - that was you. I was simply giving a prediction.

Thank you for your question. I will answer.

 

The game can't sustain 13 turrets. It can barely sustain 11!

There are currently a potential 165 different combinations for a trio module for 11 turrets.

Increasing from 11 to 13 gives 286.

 

This means there is no cost-effective way to suitably protect yourself using trio modules alone unless your name is Bill Gates.

Players would inevitably complain and you don't want to backtrack on the introduction of turrets so you introduce quads to silence the critics which would only compound the mistake.

 

13 turrets and quad modules give 715 possible resistance combinations which just makes the garage one heck of a mess.

 

The fastest way to zap buying confidence is to get us to spend on items which become all but useless later on. No buying means no revenue. We'll end up in a feedback loop that sees numbers in the game continually falling until only the die-hard players are left, who, will chase off any new players trying to join. AP then pulls the plug.

 

Do yourselves and us a favour and get your client version working before adding any new equipment to the game, then focus on allowing us to customise what we already have like...

  • The ability to add a resistance to a single module to make it a double
  • or making a trio to a quad
  • allowing us to make our own combination
  • allowing us to upgrade existing legacy modules further (would get me spending again)
Now you can see my reasoning and your sarcastic response is again noted.

This is constructive feedback. Ignore, ridicule or deride it - it's your choice.

idk what of calculations you did there

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idk what of calculations you did there

It's easy. Do 13 times 12 times 11 for all possible combinations. You've got 13 turrets, if you choose the first one for a module, you'll have 12 left to choose from as the second turret for the module. The same thinking goes for the 'times 11'. The result is now 1716. 

 

Let's take a module with Thunder, Smoky and Railgun. The order (first, second, third turret chosen) has several options, 6 in total (3 times 2 times 1).

  1. Thunder - Smoky - Railgun
  2. Thunder - Railgun - Smoky
  3. Smoky - Thunder - Railgun
  4. Smoky - Railgun - Thunder
  5. Railgun - Smoky - Thunder
  6. Railgun - Thunder - Smoky

These 6 modules are actually one and the same module, so we do 1716/6 which is 286. 

 

As for the calculations for quad modules, we do 13*12*11*10 which is 17 160. 17 160/24=715. I use 24 because of the order issue, 4*3*2*1.

Edited by falcosenna1
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Status report 13.08.2016.

Williew has appeared on the forum. Some people think he will release a new video soon. 

______________________________________________________________________

 

Let's check out the turrets inside test server, we shouldn't rate these turrets so early  :)

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It's easy. Do 13 times 12 times 11 to for all possible combinations. You've got 13 turrets, if you choose the first one for a module, you'll have 12 left to choose from as the second turret for the module. The same thinking goes for the 'times 11'. The result is now 1716. 

 

Let's take a module with Thunder, Smoky and Railgun. The order (first, second, third turret chosen) has several options, 6 in total (3 times 2 times 1).

 

  • Thunder - Smoky - Railgun
  • Thunder - Railgun - Smoky
  • Smoky - Thunder - Railgun
  • Smoky - Railgun - Thunder
  • Railgun - Smoky - Thunder
  • Railgun - Thunder - Smoky
These 6 modules are actually one and the same module, so we do 1716/6 which is 286. 

 

As for the calculations for quad modules, we do 13*12*11*10 which is 17 160. 17 160/24=715. I use 24 because of the order issue, 4*3*2*1.

I am sorry but your efforts is wasted... It is all wrong. Firstly, modules are given based on their powerful stats, for example hammer have alot of module protections while freeze have the least. Dont quarrel with me as i already counted it while trying to make up my own TO card game. Modules are allocated to their powerful stats and accordingly to short range, middle range and long range. Modules generally have 3 different ranges... Dont see the point of you calculating out when i can find out everything just from the wiki site.. Also i have counted the total modules and it tallys so HAHAHHA

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Also, the idea of protections isn't intended to be fail safe protection. It was never meant to protect you in all scenarios. The idea is to be strategic. Since when is it a bad thing to put choices in front of players?

I never suggested it should be fail safe protection.

I never suggested resistance modules were there to protect me against all scenarios. (This would be silly)

Strategic is good. I never said it wasn't.

It's never a bad thing to put choices in front of players, again, I never suggested otherwise.

 

If we get to choose 3 resistances to face 13 different turrets then that means we can only ever protect ourselves from less than ¼ of the turrets available. Where is the incentive to buy a module? We might as well be using a zero protection module for 10 of 13 turrets at any given time.  You might as well scrap modules altogether because there is little strategic value in a 3 way module, not to mention singles or doubles.

 

 

For now, the plan is to keep protection modules at a maximum of 3 slots. That's the current plan. As always, things might change if the situation calls for it. We might bring back 4-slot modules if the situation justifies it. But for now, the plan is to stick to 3-slot. You need to understand that games like these evolve alongside their users.

All I am saying is if you do not do this in the right way and the correct order, you run the risk of alienating players further. Tanki have a history of getting the order wrong and have been accused many times by many different players of maximising revenue in the short-term at the expense of long term player satisfaction.

 

On a final note, I do appreciate criticism and feedback. What I resent is the doom and gloom attitude, and people making predictions in a way that makes them sound sound inevitable.

Well make sure it's not doom and gloom then. Nothing would make me happier than to be proven wrong.

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I am sorry but your efforts is wasted... It is all wrong. Firstly, modules are given based on their powerful stats, for example hammer have alot of module protections while freeze have the least. Dont quarrel with me as i already counted it while trying to make up my own TO card game. Modules are allocated to their powerful stats and accordingly to short range, middle range and long range. Modules generally have 3 different ranges... Dont see the point of you calculating out when i can find out everything just from the wiki site.. Also i have counted the total modules and it tallys so HAHAHHA

You're clearly missing the point of the calculations AbsoluteZero made. He has calculated how many possible triple modules and quad modules can exist. BlueDragon_tamki didn't understand how he got those numbers, so I gave an explanation. We have never stated that they're all in the game. Next time, before answering to a comment, please read all comments on the topic we're discussing so you don't give a reply that makes no sense at all to our reasoning. While calculating the maximum number of different modules, it doesn't matter that it's based on the powerful statistics as you're stating, neither do the ranges.  :) You can PM me if you want to discuss this without spoiling this topic.  :) As for the reasons of the calculations, I'd like to redirect you to AbsoluteZero's post. I have nothing to do with his reason, I only explained the mathematical reasoning.

Edited by falcosenna1
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Um I'm lost

It has to do with probability theory which definitely isn't the easiest branch of mathematics. :P You'll still learn it at school I think. :) I said it was easy in my previous post indeed. I did that because within probability theory, it's one of the easier tasks. 

Edited by falcosenna1

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