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48hrs experiment with supplies this weekend


theFiringHand
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they think it's fun, but it won't be fun when all free players learn to NEVER join drug battles, then they will regret it and drug wars will be near empty all the time, and they will have to come and play non drug boring battles with us.  :D

And then all the buyers who had absolutely no skill would complain that their power is gone.

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U have officially killed stg's

I am entirely willing to detrimentally affect a game mode I have never played in, never asked to play in, never seen played, and which is not an actual mode in the game selection  such as DM or XP. These are the modes in which 99.99% of all EXP and Crystals are earned. If 0.01% suffers a downside that it a very small cost compared to most changes. Something always suffers.

 

[shrug]

Edited by LittleWillie
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As it is with the old / existing again.. :angry: Twice rage-quited today, because of bunch of noobs druggers, spawn killing my team. Makes me wonder if spoiling their game too can be a teacher.. but I doubt it. Maybe better stay away from Tanki, but the daily missions (and one of them is enough), that is no more than half an hour...

I am really shocked of how blindly cruel can some players be, making the game intolerable for their co-players. :angry:

 

A thousand times better the experiment, despite its flaws..

 

Wondering how difficult it is to nerf supplies from +100% to +XX% (20% is the general difference between M1/M2 or M2/M3 or M3/M4).

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Wondering how difficult it is to nerf supplies from +100% to +XX% (20% is the general difference between M1/M2 or M2/M3 or M3/M4).

Difficult to code?  Likely not.

 

Difficult to convince Devs to accept?  Likely yes.

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As it is with the old / existing again.. :angry: Twice rage-quited today, because of bunch of noobs druggers, spawn killing my team. Makes me wonder if spoiling their game too can be a teacher.. but I doubt it. Maybe better stay away from Tanki, but the daily missions (and one of them is enough), that is no more than half an hour...

I am really shocked of how blindly cruel can some players be, making the game intolerable for their co-players. :angry:

 

A thousand times better the experiment, despite its flaws..

I'Ve never said it was perfect before the experiment :p

 

The experimental setting kept your supplies deactivated in case you died. So you could not spawn and equip DA right from the start, in order to hide behind a house. In the old/current system you can do that, to work yourself out of a spawntrap; except they overpower you in terms of [amount of tanks] as well.

 

Actually I think that spawntrapping should be a bit harder. I could imagine that the spawnmechanism of a tank is changed, so that it can fire 0,25sec before it can receive damage. This time is short enough to not harm XP/BP gameplay, while on the other hand each other turret can deal at least ONE shot before the tank dies.. to make sure that you wear down the spawncampers over time.

(again this does not solve all issues, but it makes life a bit better).

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Wondering how difficult it is to nerf supplies from +100% to +XX% (20% is the general difference between M1/M2 or M2/M3 or M3/M4).

Supplies do not seem to be intended as giving power for the sake of power and tactics;

they seem to be intended to give that "WOOOHOOO !!" effect -> players excitement.

You don't get that effect with +20..+30%.

 

Of course this +100% stuff has "various sideeffect", like making players feel like a helpless wimp if they run out of drugs -> players frustration.

 

IMHO,

as long as the drugs are ment to stay like that powerfull (and you would anoy a loooot of players if you half their effect), the only usefull way is to give each kind of players enough room, and convinient access, to the gamemodes they do like.

It's already a lot more relaxed since Tanki offeres cheaper pro battle passes.

Things like this would also help (just imagine it looks way more awesome, Tanki artists could do this better for sure :P):

 

 

5d845z.png

 

I would add just one more mode, with increase SCDs.. in order to reduce the drug amount per minute; if the players chose to start that gamemode. I guess most "low druggers" would be happy about such things. comments welcome.

Edited by BlackWasp777
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The experiment was a success. Please make it a permanent part of the game. It will encourage players to develop their skills more instead of relying on their supplies as much as they currently do. Of course, the real fun and need for skills takes place in PRO battles w/o the use of on board power ups.

 

ALSO, each and every spawn should have to wait to self-enhance, not just the 1st time you enter a battle.

:)  ;)  :P  :D  :lol:  :(  :angry:  :mellow:  :huh:  ^_^  :o  B)  :rolleyes:  -_-  <_<  :wub:  :unsure:  :wacko:  :blink:  :ph34r:

Edited by mugzi
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Supplies do not seem to be intended as giving power for the sake of power and tactics;

they seem to be intended to give that "WOOOHOOO !!" effect -> players excitement.

You don't get that effect with +20..+30%.

 

Of course this +100% stuff has "various sideeffect", like making players feel like a helpless wimp if they run out of drugs -> players frustration.

 

IMHO,

as long as the drugs are ment to stay like that powerfull (and you would anoy a loooot of players if you half their effect), the only usefull way is to give each kind of players enough room, and convinient access, to the gamemodes they do like.

It's already a lot more relaxed since Tanki offeres cheaper pro battle passes.

Things like this would also help (just imagine it looks way more awesome, Tanki artists could do this better for sure :P):

Going easy and fair is always the best.

 

+50% still makes an M1 stronger than an M3. Still totally unfair, but half than today.

 

Of course there will be annoyed players, like there have been for years with the actual system, but we need to raise skills to make the game more interesting. Today I noticed a couple of users doing something really smart... I was surprised because generally it does not happen.

 

For the "WOOOHOOO !!" effect there will be a new button "Activate Nuclear Device" (10,000 crystals)...

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For the "WOOOHOOO !!" effect there will be a new button "Activate Nuclear Device" (10,000 crystals)...

^this made me laugh xD

It's like:

 

Who needs to solve a problem, when we can shift it to the future?

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This is my take on using drugs/supplies.

 

The normal non-PRO battles should be played with minimal drugs. Why? Because, if you can afford using drugs heavily, you can easily afford a PRO pass, and then you can do whatever with heavy drugs, no cool downs, or anything in between. But the normal/poor/novice/noob players can't afford drugs like that, and they should not be taken advantage of by rich players.

 

If you are rich and powerful, you should be able to afford playing against rich and powerful players and you should leave the less privileged people alone.

 

That said, I think non-PRO games should have sever cool downs and should allow strategic use of drugs. For PRO/Premium battles, I think you should provide unlimited control on drug use, including but not limited to adjustable cool downs, etc.

 

Good luck.

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//Before I played for a year all sort of standard battles and I never had the feeling of "organized crime". I still refuse to think there would be so many players wasting time to plant mults in 15 minutes battles...// - Gabe

 

I'm "glad" to see that you admit your extreme bias and therefore lack critical thinking, which means your points on this topic are invalid.

Edited by Canada_wins

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I'm not sure about this system, maybe because I only played about 6 15mins battles. My concern is about 1v1 situations and battles with an imbalanced number of players. I think the problem of imbalance is the supplies themselves and less so the timing.

 

Maybe it should be an option on PRO Battles first so people can experiment with it for more time.

 

And in the same manner you should try less powerful supplies.

 

Here are some ideas I was thinking about:

 

Elixir (repair kit)

cost - 100 crystals

health - 2000 hp

 

Shield (armor)

cost - 50 crystals

light hull protection - 50%
medium hull protection - 40%
heavy hull protection - 30%

 

Turbo (speed boost)

cost - 50 crystals

light hull boost - 30%
medium hull boost - 40%
heavy hull boost - 50%

 

Poison (damage boost)

cost - 50 crystals

damage - 40%

Edited by r_carlo1234

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Wondering how difficult it is to nerf supplies from +100% to +XX% (20% is the general difference between M1/M2 or M2/M3 or M3/M4).

Difficult, technically it is not. But it is complicated, since supplies not only influence heavily on battle mechanics but is / was an income for Alternativa.

I remember, before SCD their OPness was not such an issue, why? Because they where relatively rare. Most players used the drops and few players used garage supplies excessively.

At that time supplies played the role of unbalancing temporarily the battle, so that it can have an increased dynamics and different possible outcomes. From the moment they where expected to become a major income source, they had to spread to more players  and the "mistake" of giving away too many supplies was triggered.

But when their use became more or less constant, they ceased to be a boost in dynamics, instead they brought the Kingdom of Heavy Druggers (with the infamous "crown") that made battles one-sided and intolerable for non druggers.

So, first comes the freedom from them being income source, and then it's easy to regulate their use in a way to help game instead of ruining it.

 

 

I'Ve never said it was perfect before the experiment :P

 

The experimental setting kept your supplies deactivated in case you died. So you could not spawn and equip DA right from the start, in order to hide behind a house. In the old/current system you can do that, to work yourself out of a spawntrap; except they overpower you in terms of [amount of tanks] as well.

 

Actually I think that spawntrapping should be a bit harder. I could imagine that the spawnmechanism of a tank is changed, so that it can fire 0,25sec before it can receive damage. This time is short enough to not harm XP/BP gameplay, while on the other hand each other turret can deal at least ONE shot before the tank dies.. to make sure that you wear down the spawncampers over time.

(again this does not solve all issues, but it makes life a bit better).

The spawn killing is one of the most annoying experiences in Tanki. It is more than certain that something has to be done about it. What you propose is one possible measure, another one is random spawn places, and another one would be a temporarily significant boost in armor for 2-3 seconds after spawn. So that one can't be killed right after his spawn.

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//Before I played for a year all sort of standard battles and I never had the feeling of "organized crime". I still refuse to think there would be so many players wasting time to plant mults in 15 minutes battles...// - Gabe

 

I'm "glad" to see that you admit your extreme bias and therefore lack critical thinking, which means your points on this topic are invalid.

Whatever you say... but could you learn to use the Quote button, like I did?

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The main problem is that you want to put in the same battle people who doesn’t want to use supplies and other that do not mind to do so. This would never work and always end up the same way. Any battle I joined recently, low ranks or high ranks, have the same chat argumentation : this is really dividing the community.

 

Proposal would need to fit all. Here is my draft proposal, make possible to create:

  • Hard format battle (closet to what was TO before) (drops always on – no cooldown)
  • Supplies free battle (drops on/off) (opportunity for to go in the future) - no supplies allowed
  • Mixed battle (drops on/off) supplies allowed as now with cooldown (for people who simply don’t care about this debate)

And then create 3 battles buttons: one for each option (colour suggestion red, green and orange)

Then drop on on/off would be available only from pro pass.

 

Cooldown as it is, works perfectly for reasonable use. Too many rules for cooldowns just make you wait or make you feel uncertain with your next move = no fun. It’s a fast pace game if you keep looking when the next supplies is available you better choose supplies free battle. Further more 30 seconds do not work on big maps, this is driving people away from big maps. Like God mode on for 1 minutes during April fool day did not work either.

Edited by Viking4s

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If they increased the cooldown times (which created difficulties for the respawner), then why not increase the ghosting time of the respawner as well? It would give a chance to get away from a spawn killer.

 

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"Noob Drugger"

 

I usually see that complaint when these things happens:

 

1. DA and DD used combined

2. Frequent use of RK

 

If the devs are able to fix both, the complaining will disappear.

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here is one of the past up dates and the issues when they changed the drug supply's , then lets see if this update is any thing better.. to me all they need to do is have three times of battles ...

 

non drugs ''' like it says no drugs not even drops in battles

 

druggers battles .. use of drugs along with drops

 

mixed bag of drugs but only drops ... this is only drops and no drugs from garage...

 

and get rid of the pro pass completely which has little use now the way tanki is going on limiting the time line in between drugs ..

but like i said read below in past up date in 2015 and see what players had to say back then and then u make your judgement call ..

 

will post a better link when i find a good one

well finally a staff  thinking like me ..lol  ( this is bydolord and the other one is another account of mine )

 

The main problem is that you want to put in the same battle people who doesn’t want to use supplies and other that do not mind to do so. This would never work and always end up the same way. Any battle I joined recently, low ranks or high ranks, have the same chat argumentation : this is really dividing the community.

 

Proposal would need to fit all. Here is my draft proposal, make possible to create:

  • Hard format battle (closet to what was TO before) (drops always on – no cooldown)
  • Supplies free battle (drops on/off) (opportunity for to go in the future) - no supplies allowed
  • Mixed battle (drops on/off) supplies allowed as now with cooldown (for people who simply don’t care about this debate)

And then create 3 battles buttons: one for each option (colour suggestion red, green and orange)

Then drop on on/off would be available only from pro pass.

 

Cooldown as it is, works perfectly for reasonable use. Too many rules for cooldowns just make you wait or make you feel uncertain with your next move = no fun. It’s a fast pace game if you keep looking when the next supplies is available you better choose supplies free battle. Further more 30 seconds do not work on big maps, this is driving people away from big maps. Like God mode on for 1 minutes during April fool day did not work either.

Edited by frozen_heart
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