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Discussion regarding different supplies behavior


Opex-Rah
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How about now? With modules and stuff. Or do you mean "battles system" as in, the algorithm that creates maps and puts players into battles?

 

So are you saying that supply sales still provide such a significant source of revenue that removing them or making them free would heavily impact the game's economy? I find that quite hard to believe, to be honest. With all the equipment, its MUs, paints, modules, alterations, XT items and other stuff you can buy, it doesn't seem likely that any normal player would acquire everything in the game and have nothing to spend crystals on other than supplies.

 

 

 

 

All these things are hard to get for non-buyer, not buyer :lol: . This why you need something other than that,  like consistent thing that can always  pull crystals out of them.

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I don't think tanki online have taken things far enough with regards to supply changes. Health kits need a cooldown of at least 2 minutes. I'm sick of players using them all the time and being invincible. It is very very common for a team of legend ranks to do this as they have an endless amount of supplies. It results in one sided games.

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This is long overdue and I think everyone knows it (apart from the buyers who have infinate supplies).

 

Health kits are used far too frequently and make unbalanced games even more unbalanced because a whole team is in on the act and those of us who are not buyers simply cannot complete.

 

Yes I know there are PRO battles but most of them have supplies enabled and the ones that don't are usually polygon which is boring.

 

I don't mind double armour, double damage or mines, but health kits are the most unfair.

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Tanki X current battles system is a bit flawed. If comparing normal battles in TO at least most of the players join battles at the beggining, not in the end. So there will be less chance in TO to end up in this situation. Anyway, this system is there not to make anybody upset, but to prevent that kind of abuse when player jumps in and out, using supplies essentially without any cooldowns.

 

This is not my intent. As much as supplies are pay to win mechanic they are still that one thing that provides consistent withdrawal of players crystals when every other thing in the game is already acquired. There is still no adequate substitute. Yet, this doesn't mean there nothing can be done with how much supplies are pay to win. Especially if supplies 'nerf' can be done in a way that not only makes supplies users killable but makes using supplies more fun.

ok for players jumping in and out of battles this do's happen in both system . more in tanki due to the fact its easier to do it . now can you do something about players who join and just sit in the battle getting killed and stays in the whole battle instead of getting kicked out in the 2 minute , the only reason why the system do's not kick them out is cause of the kills on the player . so if you have a player with 0 kills but have say 15 death this should tell u that they are not playing , also i have seen these players do this but when gold is dropping they join the battle and take the gold but then leaves once they have it..

 

no we have recommended in another chat what about doing a three tier battles and changing the pro pass to another name for it .. leaving battles in three types .. non drugs / regular drug drops only / fully drug battles .. what is your feed back on this type of game play ?

Edited by Bydo

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