Jump to content
EN
Play

Forum

48hrs experiment with supplies this weekend


theFiringHand
 Share

Recommended Posts

RK is the real problem. It's just unfair especially combined with other drugs.

I've posted about Supply design in other threads. Don't think Tanki wants this thread to turn into a design thread. So onlyt just briefly...

 

Mines are good. they add tactical complexity and require thought/skill to use well.

 

SU is also powerful. But SU has only a +40% effect. Most importantly extra speed helps in proportion to the tanker's skill. A fast bad driver is still a bad driver.

 

RK's main problem is that 1500 Supply Kit buyers get them at a 1:1 ratio. Daily Missioners get them at a 1:3 ratio. The concept of a RK is common among games. They are not a problem in Tanki when they are relatively rare.  The problem comes from buyers who use multimple RKs in each and every battle they join.

 

The real problem come frm DA/DD.  When the other guy is caught without them the 4x effect dominated everything. They even force otherwise decent design concepts out of the game.  But when both players have them it is as if DA/DD do not exist.

 

DA/DD need to be re-designed, SU maybe, and RK's sold in Kits cut by two-thirds.

  • Like 3

Share this post


Link to post
Share on other sites

This means that youll still have to wait for the remaining cooldown to use the supply again. Basically they dont refresh when you die.

Ok - so you may, or may not be helpless as you spawn. Tx.

Share this post


Link to post
Share on other sites

DA/DA are still overpowered. Changing the smart cools down rules does not change that. We already have smart cool downs and drugs are OP today. Different smart cools downs tomorrow don't change the 4x effect. The new cooldowns might be marginally better but the root problem remains: OP is OP.

DA and DA may be overpowered when compared to a player without them, but don't forget that everyone has access to supplies! The reason this experiment (or update) will solve the problem, is that free players will now be a lot more capable of competing against buyers with practically infinite supplies. The problem right now (even with smart cooldowns) is that in any active battle you use more supplies than you can possibly earn (see this post for details on this matter), so buyers got a massive advantage because they purchased power items and couldn't possibly run out of them. If the experiment is implemented, far less supplies will be used per game, so players will easily be able to recover their supply savings using bonuses from daily missions, weekly chains or by buying 100 supply kits.

  • Like 2

Share this post


Link to post
Share on other sites

I've posted about Supply design in other threads. Don't think Tanki wants this thread to turn into a design thread. So onlyt just briefly...

 

Mines are good. they add tactical complexity and require thought/skill to use well.

 

SU is also powerful. But SU has only a +40% effect. Most importantly extra speed helps in proportion to the tanker's skill. A fast bad driver is still a bad driver.

 

RK's main problem is that 1500 Supply Kit buyers get them at a 1:1 ratio. Daily Missioners get them at a 1:3 ratio. The concept of a RK is common among games. They are not a problem in Tanki when they are relatively rare.  The problem comes from buyers who use multimple RKs in each and every battle they join.

 

The real problem come frm DA/DD.  When the other guy is caught without them the 4x effect dominated everything. They even force otherwise decent design concepts out of the game.  But when both players have them it is as if DA/DD do not exist.

 

DA/DD need to be re-designed, SU maybe, and RK's sold in Kits cut by two-thirds.

drugs are here to stay, you don't like them, go play non drug battles.  :) 

 

i think drugs are okay they way they are right now, no need for any buff or nerf.

 

#STOP THE CHANGE

  • Like 3

Share this post


Link to post
Share on other sites

So if I die in battle and re-spawn I can activate a DA right away?

 

This may be part of my confusion... "Supplies will not be reactivated if you’re destroyed".  what does this mean exactly?

 

regarding shafts... even if you have 50% protection, a shaft on DD will kill you - unless you use a DA.

If you used DA and died, you won't be able to use DA again right away - you'll have to wait for the 60-second cooldown to end. So this actually means that in a 15-minute battle no player is able to use more than 60 supplies: 10 of repair, DA, DD and nitro and 20 mines.

Share this post


Link to post
Share on other sites

DA and DA may be overpowered when compared to a player without them, but don't forget that everyone has access to supplies! The reason this experiment (or update) will solve the problem, is that free players will now be a lot more capable of competing against buyers with practically infinite supplies. The problem right now (even with smart cooldowns) is that in any active battle you use more supplies than you can possibly earn (see this post for details on this matter), so buyers got a massive advantage because they purchased power items and couldn't possibly run out of them. If the experiment is implemented, far less supplies will be used per game, so players will easily be able to recover their supply savings using bonuses from daily missions, weekly chains or by buying 100 supply kits.

The only problem with this is that buyers now won't buy the 1500 kits anymore, because it won't have any real advantage, good for us the free players, but really bad for Tanki financial profits.

 

anyway, i think this change will be a good idea, because finally, buyrs will get rekt  :D 

 

but i don't think Tanki will use this system, unless it's ready to remove the 1500 drugs kit from the shop, because i'm sure the sales rate will drop significantly.

Share this post


Link to post
Share on other sites

DA and DA may be overpowered when compared to a player without them, but don't forget that everyone has access to supplies! The reason this experiment (or update) will solve the problem, is that free players will now be a lot more capable of competing against buyers with practically infinite supplies. The problem right now (even with smart cooldowns) is that in any active battle you use more supplies than you can possibly earn (see this post for details on this matter), so buyers got a massive advantage because they purchased power items and couldn't possibly run out of them. If the experiment is implemented, far less supplies will be used per game, so players will easily be able to recover their supply savings using bonuses from daily missions, weekly chains or by buying 100 supply kits.

With respect, you are describing the status quo. You are saying nothing will change.

 

I am a daily missioner and I currently have over 400 RKs and over 700 of the other supplies.  So yeah I can in fact use a lot of supplies. The point is, the game is cheapened by it. You are sanguine over the fact that I have to pop a DA and a DD every time I spawn in order to do nothing more than cancel out the buyer's DA/DD.  And you are sanguine about forcing players to waste hard-earnd Crystals buying 100 item Kits.

 

Your vision of the future is what we have today!

Share this post


Link to post
Share on other sites

I'm pretty sure devs have enough revenue from other sales right now (MUs, XT items, paints, modules, clans...) so they can afford to give up supply sales in favour of fair gameplay.

Share this post


Link to post
Share on other sites

With respect, you are describing the status quo. You are saying nothing will change.

 

I am a daily missioner and I currently have over 400 RKs and over 700 of the other supplies.  So yeah I can in fact use a lot of supplies. The point is, the game is cheapened by it. You are sanguine over the fact that I have to pop a DA and a DD every time I spawn in order to do nothing more than cancel out the buyer's DA/DD.  And you are sanguine about forcing players to waste hard-earnd Crystals buying 100 item Kits.

 

Your vision of the future is what we have today!

The difference is that the buyer will have to wait 60 seconds in order to use his supplies again, with the same being for you. So all players end up using less supplies overall, making it easier for free players to keep participating in battles without having to often stop and spend days accumulating supplies in order to compete.

Share this post


Link to post
Share on other sites

I'm pretty sure devs have enough revenue from other sales right now (MUs, XT items, paints, modules, clans...) so they can afford to give up supply sales in favour of fair gameplay.

Me too, and I think Tanki devloppers should focus on making MORE RARE premium paints for Buyers only with prices reaching up to 100 dollar per paint, Tanki will make a god income, and buyers will have that feeling of superiority they try to get by using drugs, and free players don't have to get bombarded by drugs from buyers, so everybody wins.  :rolleyes:

 

and if anyone got problem with drugs, just play pro non drugs battle  ;) 

Edited by Apex_Predator

Share this post


Link to post
Share on other sites

Why not just increase the price of the supplies:

Repair kit could change to 200 cry

All other supplies could change to 75 cry

As for noob buyers,

raise the price slightly of the 1500 supplies kit and perhaps the special bundle as well.

Current Price of 1500 supplies kit:

13.99 euros

My Proposal Price:

15.99 euros

  • Like 2

Share this post


Link to post
Share on other sites

The difference is that the buyer will have to wait 60 seconds in order to use his supplies again, with the same being for you. So all players end up using less supplies overall, making it easier for free players to keep participating in battles without having to often stop and spend days accumulating supplies in order to compete.

Well as I said in my 1st post it is Good News Tanki is trying something. But I still think this is just avoiding the root problem.

Share this post


Link to post
Share on other sites

I dont know what will be happening but really really need balance between druggers ( buyers with real money ) and a norrmal players (non buyers) in regular battles. I hope developers will do something about it . And one thing more , also supplies have too much overpower so must need to reduces supplies power. But really thank you to developers for thinking about balance in this beautiful game.

Edited by ll.xx.indian.xx.ll

Share this post


Link to post
Share on other sites

Guys rather blaming, scolding and abusing, can't we wait for experiment to start? After the experiment the result is at our experiences and opinions and we ourselves wanted supplies to remove, tanki doesnt want to remove but control.. Can't we support them for once?

  • Like 1

Share this post


Link to post
Share on other sites

The difference is that the buyer will have to wait 60 seconds in order to use his supplies again, with the same being for you. So all players end up using less supplies overall, making it easier for free players to keep participating in battles without having to often stop and spend days accumulating supplies in order to compete.

we have been down this road many a times..

 

first start with regular drug drop ..as soon as that drug starts going down you kick on your normal drug , as soon as this one starts to run down you find the closest drug drop .. then it repeats .. so really if you time it right and if you in a large battle field with players ...you should be good to play like this the whole game .. taking only small chances on not getting drops , but in large battles there is way more drops then in smaller battle fields .. if your in smaller battles ,then you stand less chances on getting drug drops then in other fields ..

 

if you stand back and observe  how druggers work you learn to figure out the time on how fast drugs drop and how easy it is to use garage drugs .. so really druggers will be druggers...

 

only way around druggers is like i said in another thread .

 

. is basically make three types of battles and remove pro passes .. first battle would be non- drug battles - which is basically is ..no drugs at all not even drops.. second would be druggers battles- which is fully drugs and drops for those who want that type of battles .. then the third one would be a combination of drugs drops but limited on time to stretch it out longer and no garage drugs allowed for it .. this way players can have a choice of what type of battles they want .. and still be able to make battles like in the past..for XP/BP and polygon ..

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...