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[Declined] Remove DD, DA and Nitro garage supplies


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So, let me preface this by saying that the ideas and suggestions forum is a fantastic release of pent up anger about Tanki. Let me also preface this by saying that, as a poor person who doesn't do Youtube for a living, I have neither the desire nor the ability to purchase materials in the garage for in-game use (I find putting things into fancy language helps other people to view you as not quite so uncivil as you probably currently are).

 

The in-game supply system needs an overhaul. Right now, if you do not us real money to buy things you cannot maintain an even using/obtaining ratio with supplies (hereby referred to as drugs, to hopefully make the common man/woman sympathize with me), which brings an unfair advantage to those that do not buy things with real money. "Sure," you might say, "But the drug cooldowns fix that imbalance." but in reality, they do not. Because the repair kit drug cooldown is separate from others, people can pop a double armor or double damage, go into enemy territory, wreak havoc, heal, then use the other supply that is without a doubt dropping, and become near unkillable. "Sure," you also might say, "But you can pop a drug and heal as well and go kill them." You could, but you are missing that other one. Which means you are either low on damage or armor. And as I discussed before, you cannot maintain an equal usage/obtaining ratio if you don't use real money, which many, many people cannot. The issue I'm getting at right now is that of unfair treatment. Yes people who support the Tanki developers should get bonuses. I agree with that. But they already get enough. Premium means faster crystal gain, and you can buy as many crystals as your heart desires. You have the potential, when smart, to dominate your rank class. Us poor people can't keep up as things are.

 

Now, the very fact that I am bringing up changes to drugs pretty much means I will be ignored by the devs. But hear me out: The devs have always discussed in their V-Logs the issue of fairness to all players, which, if I understand basic language concepts, means even people who don't pay money. So, let me get to my "Radical Idea." Completely remove all drugs except heal and mine from the garage. Leave the ones dropped in battles, of course, but get rid of all from the garage except heal and mine. I figured it was worth repeating. Now, if you haven't starting raging at the computer screen over your precious money bought drugs, and are still reading, there is hope after all. Consider it: You could still be overpowered, if you play your cards right, and you can still infuriate people by healing at the worst (or best, depending on your point of view) time. But the top of the DM scoreboard will no longer be dominated by noob freezes who have no idea how to use it. All player would be given a fair chance, based on skill, but also based on gear and luck (I'm talking about randomly dropped drugs). And players who support the devs will still be given the advantage they deserve. They won't have near the chance they did before to dominate an entire game, but they will still have deserved advantages.

 

So, even though in all probability the people higher up the totem pole than me will ignore this because it has to do with in-game supplies and all its touchy-subjectiness, I still think there is a chance for the battlefield to be more fair for people who just want to relax, and not rage at people with no skill but tons of drugs. So give it an honest consideration, and remember, not everybody's a Youtube rank hacker.

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Under review

Declined

 

I can almost guarantee you that this won't happen. I agree that supplies still make players overpowered despite devs' attempts to supposedly make them balanced, but this is not the way to fix it. By removing over half of garage supplies you will make gameplay less interesting. Although on second thought devs could add more supply drop locations and increase the drop rate to fix this, but I doubt they will even consider this because it seems that revenue from supply sales is still too high to sacrifice it for more balanced gameplay.

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The 1500 supplies kit fills their pockets quite well I guess, so the removal of supplies won't take place. As Maf said, just removing them will make gameplay less interesting even though players with supplies are OP. Devs tried to make gameplay more balanced with smart cooldowns. I'm quite neutral about that update, but it didn't really bring more balance regarding the 'problem' of supply-users.

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I just want to bang my head on a wall every time I see this idea posted.

 

 

Without double armor, you won't be able to survive as long when you invade enemy territory in team battles.

 

Without double damage, you won't be able to instantly clear out the area for a teammate if the enemies are on full health or take out enemies that are on your tail.

 

Without speeds, you won't be able to jump the Monte Carlo gaps, parkour as easily, or make a quick getaway with the enemies flag.

 

Supplies are there for a reason

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Under review

[sply]

I can almost guarantee you that this won't happen. I agree that supplies still make players overpowered despite devs' attempts to supposedly make them balanced, but this is not the way to fix it. By removing over half of garage supplies you will make gameplay less interesting. Although on second thought devs could add more supply drop locations and increase the drop rate to fix this, but I doubt they will even consider this because it seems that revenue from supply sales is still too high to sacrifice it for more balanced gameplay.

Wouldn't this idea not even be accepted right now?

 

http://en.tankiforum.com/index.php?showtopic=348171

 

It says  topics about increasing or decreasing supplies (I think it says power of supplies but if you remove it than its pretty much the same as "decreasing") 

 

No they do not need to remove them. That is pathetic. But if they would remove "Buyable" supplies - that could be cool. Still though the missions would be useless. The economy would collapse, because that is a source of revenue and whatelse they gonna give us in place of supplies on missions? Only other things are gold boxes (RARE) Cry, and sometimes Premium time. 

 

They would have to redo the entire system which is something they do not want to have to do. 

 

But!

 

I do agree about reduction of availability of supplies e.g. no buyable ones - No big kits with hundreds of supplies in them. (including the one in the $ shop)

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Wouldn't this idea not even be accepted right now?

Yeah, you're right. Not sure why I put it under review in the first place.

 

Declined.

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There is one simple change Tanki could do that would have a major benefit.  If they just set the ratio of Repair Kits to DA/DD/SU/ Mine at 3:1 in The Shop then buyers would not be able to pop RKs like candy.  

 

The 1500 kit would do to 500 Repair Kits while keeping the other 4 types at 1500.

 

The 100 item kit could go to 35 repair kits and 105 of the other 4.

 

If you buy from the garage, an RK costs 150 Cr and the other 4 cost 50 each.  You can buy 3 of any otehr for every 1 RK you can buy. 3:1

 

When you do daily missions, not that the RK reward is always at the 3:1 ratio.  So too is the weekly bonus you get form doing missions 7 days in a row.

 

The only way in the game to get RKs at a better ratio that 1:3 is to buy supplies packages, especially the 1500 package. Change that to the same 3:1 ration and the buyers' cannot simply out-drug the daily missioner. U am a daily missioner and I have hundreds of supplies w/o buying any. What I cannot do though is afford to use up a bunch of RKs in every game ... because of that 3:1 ratio.

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There is one simple change Tanki could do that would have a major benefit.  If they just set the ratio of Repair Kits to DA/DD/SU/ Mine at 3:1 in The Shop then buyers would not be able to pop RKs like candy.  

 

The 1500 kit would do to 500 Repair Kits while keeping the other 4 types at 1500.

 

The 100 item kit could go to 35 repair kits and 105 of the other 4.

 

If you buy from the garage, an RK costs 150 Cr and the other 4 cost 50 each.  You can buy 3 of any otehr for every 1 RK you can buy. 3:1

 

When you do daily missions, not that the RK reward is always at the 3:1 ratio.  So too is the weekly bonus you get form doing missions 7 days in a row.

 

The only way in the game to get RKs at a better ratio that 1:3 is to buy supplies packages, especially the 1500 package. Change that to the same 3:1 ration and the buyers' cannot simply out-drug the daily missioner. U am a daily missioner and I have hundreds of supplies w/o buying any. What I cannot do though is afford to use up a bunch of RKs in every game ... because of that 3:1 ratio.

If you read in my reply above I explained that they decided to not have anything about supplies up for discussion while they gather a way to get a bigger feedback survey. and then take action. I think this move is comign because of Tanki X - so be paitent. They aren't going to be messing with the impact of it otherwise it isn't double damage double armor or double speed . 

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It is just the time to increase prices of Shop items - would decrease percentage of buyers/total players, but would give more revenue (money) instead. I'd like to tell devolopers about this, to try re-balancing things.

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Waaw. Nugs who can't handle a few people with drugs and then come here to rant. Brilliant. If they do get removed, TX's solution (their modules) might be good but.... I doubt that's possible enough. Anyways, just be a little better at handling them, and do complete those daily missions, is really helpful, and you won't care... heh

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I do agree about reduction of availability of supplies e.g. no buyable ones - No big kits with hundreds of supplies in them. (including the one in the $ shop)

no better is supply limit eg 5000 if u earn more u will be compensated with 25 crystals (75 RK)

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