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[Declined] Improved Standard Battle Settings for Fair Gameplay


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Even though I dont know you, but I love you! :wub:

Lol okay XD.

 

I'd honestly like to know from a mod or dev about what they think of this idea. It's a really simple yet effective solution.

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Under review

[btpt]

Funnily enough, developers actually did an experiment a few years ago, where no-supply battles were made free for a week. And the results showed that the increase in amount of no-supply battles that people created was negligible, suggesting that players didn't even want to play without supplies. Although times change and the situation is different now, so it would be nice if developers would, at the very least, repeat the experiment and see what players want now.

I like what's been said in the spoiler by you, although some players don't exactly need full MU hulls/turrets or need drugs. On average i get 10-15, maybe 20+ kills before dying. Maybe because I use Titan and Shaft? Not really. I don't usually camp, even with such a set up. I mean yesterday I was out in the open on one of the bridges on Brest, and I got a good 12 kills before death.

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I like what's been said in the spoiler by you, although some players don't exactly need full MU hulls/turrets or need drugs. On average i get 10-15, maybe 20+ kills before dying. Maybe because I use Titan and Shaft? Not really. I don't usually camp, even with such a set up. I mean yesterday I was out in the open on one of the bridges on Brest, and I got a good 12 kills before death.

Not everyone enjoys playing lazer tag in ultra slow motion though.. :ph34r:

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I may be way off the mark here but it seems to me that TO are trying to make up for the dwindling numbers (and subsequently lack of revenue) by increasing the cost to play for the remaining players.  What would (IMHO) would make more sense is for them to encourage new (or old returning) players back into the fold and making the game more appealing for a longer period.

 

I would suspect that there are quite a few players who quit mid ranks due to the increasing difficulty when drugging and OP kits become prevalent so the main active players will be older Gissmo's who managed to get high ranked before all the buyer updates or new players who are still in the enjoyable stage of the game.

 

Increasing the cost of playing for the remaining players will only work for so long before they all get fed up and leave also.  Encouraging new players to stay will ensure the long term life of the game.

 

I myself have 1 recently Gissmo'd account which i now do not enjoy playing with as all my battle feature other Gissmo's who are way more powerful than me and drug heavily, and one WO4 (soon to be 5) account that i started as an experiment using virtually no drugs and only 1 combo in each tier (currently using rail / hornet M1 with very few MU's.

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↑ can find a few open format battles in RU2 with supplies and MUs off but polygon CP, Arena CP and sandbox CTF don't offer much variety.

It gets tremendously monotonous after a while and it is due to this reason that the no. of players have gone down at such an alarming rate.

@Tanki, if you're reading this, you should know why people played this game in the 1st place.

The charm of this game used to lie in it's very simplicity yet it's diversity.

If you wanna target 9-12 y.o. as your player base, let me tell you that there are games that have far better graphics and they'll likely play those games instead of this.

The reason players played this game was because players found this game relaxing and enjoyable to play with friends after a hard day at work.

Now upon entering the game, the lobby is more of a place for flame wars, battles often start before both sides are balanced, players without supplies and MUs get spawn killed in the blink of an eye, there's rampant multing, /vote NEVER works and there's always a big headed 11 y.o. who wants to get in an argument with you.

If the environment were a bit more friendly, if gameplay was more balanced and if you keep your players better informed and build a good rapport with them, they're likely to stay.

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Ehm.. We're talking about adding the option to toggle supplies and MUs in regular battles. M0 will still be inferior to M2.

The main issue here is supplies and unbalanced gameplay.

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As a buyer, I do think that non-buyers need a slightly more level playing field. I agree that No-Supply battles free for everyone would do wonders for TO. But I do not think we should have the option to disable MUs or auto-balance. People spend a ton of time and crystals upgrading their equipment, and auto-balance would make everyone join the winning team.

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I don't understand APs philosophy with this game. Some changes they make dramatically increase the complexity of the game (e.g MUs, paint separation, and now Alterations). Others seem to be aimed at simplifying gameplay (e.g. removal of separate MU attributes, inability to customize normal battles, and now this huge rebalance which essentially makes all hulls in a given class the same HP)

 

We won't get it, but I would like to see a Vision Statement from AP regarding the future of this game. What will Tanki Online look like in 2017... in 2018???

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They ought to keep everyone informed. The reason why many ppl are adversely affected is because they aren't well informed and it gives them little time prepare for what's coming ahead.

 

I find to be such a simple idea to solve game balance yet idk why no mod or dev has come to explain the feasibility of this idea.

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The hardest question that Tanki cannot figure out on there own: ''How shall we make gameplay fair; How do we make an update for non-buyers?

Answer to this question is simple. Make the PRO pass 2.5k (2,500) crystals. So non-druggers can go to their fair and good battles, while the druggers also have their battles and they can still spend their crystals on supplies instead of buying useful equipment. Then it is fair for everyone. Tanki does this and we are one step closer to a good MMO game. We are almost their, however we do need better updates that are useful to all players.

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Really man, I don't play Tanki a lot anymore because I am always overpowered by M4s and one can never have enough drugs to combat them. This is soo right...

Still you can have a good game strategy against both buyers and drugers and it was proven to be very effective, it consists on selecting your favorite turret & hull and carefully pick and a strategic protection module (in my case it was digital with mu 10/15) and stick to it right till you reach the high ranks in other means take that equipment and mu it everytime that way you'll have an advantage in battle witch you'll earn more crystals since you'll come 1st in battle or 2nd... & as for drugs, i get them from daily missions only and i use them "wisely" in my case i've chosen XP from Day 0 till now (because rail can be effective at all ranges if it's in good hands) and still using it and the results are satisfying if you check my profile you'll see that i have a high killscore & K/D and i stand up even i against the m4s since my rail is m3.5 at this rank only (marshal) and i have a huge stockpile of drugs ready for use at anytime (so you better not drug, not while i am around... :ph34r: ) as i only use them when a drug war gets started or when somebody drugs like there is no tommorow :lol: so the worst thing a buyer/druger would see is a non buyer with mued m3 equipment and a huge ammount of drugs in hands, it makes them feel like their money were wasted on nothing since they are still encountering competition from non-buyers like me as their reason of "buying" was to have ultimate superiority on the battlefield but that didn't happen to them since their are this type of players around but they are rare (& especially when i am on the battlefield  :ph34r:)  But you can't have advantages without disadvantages as if you do this you only gonna have a small garage and you'll be short in terms of crystals...Like me so think about it... You don't need to rely on money to be good sometimes skills & strategy does the trick

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Even I have a huge stockpile of drugs and a very strong module (clay LGC) along with decent MUs on all my M3 equipment (gonna get badly nerfed after the global update).

As I said in my main post, I should have no reason to complain but tthe way things are happening now, it's insanely difficult for upcoming players to be competent once they hit the m3 ranks. Digital cost u 79k, m2 modules cost far more than that. Moreover, you only play sandbox and I can't stand up to the monotony of that map day in and day out.

My combo is incredibly versatilite and can be used effectively in almost all situations.

And what do you have to say about your m3 team m8 who cannot afford supplies due to the fact that all big supply kits are now in the shop for $$ ?

Some of us like to play more than just XP and sandbox since this game has a lot more to offer than that.

And whether you agree or deny the fact, buyers totally dominate the Battlefield unless you encounter someone who can't turn their turret.

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make the battle system be based on the modification class of the equipment and not on ranks so that m0 ppl will battle other m0 ppl even if they are at a high rank

There's another topic for that but I'd say that if high rank players play with m0 recruits, they're bound to be a nightmare for them.

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