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48hrs experiment with supplies this weekend


theFiringHand
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Finally the developers do something that makes sense. Lets hope the best will be winning instead of loser not able to turn a turret, but only of pushing 1 to 5. ( something a 2 year old can do ) So lets hope developers will make drugs have a lot less influence and let teh best win again

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So I have a love hate relationship with this idea :D...While for battling I think its brilliant and will be more of a challenge on the druggers keeping the game interesting. On the other hand if this effects parkour like I feel it will then R.I.P. parkour due to the 60 second cool down on every fail you may have.

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Here's a thought that I had yesterday while looking through comments about supplies. I realised what I actually want to see in this game regarding supplies — I want to be able to go into a battle with supplies on, knowing that every single player on my own and the enemy team will be fully dedicated to using supplies, rather than trying to use them sparingly or not being able to use them at all because they ran out.

 

Because a problem with supplies nowadays is that, regardless of how much supplies are limited and how cheap they are made, there will always be players, who wasted all their supplies somewhere else and are playing without them. So you either end up with a team that has players without supplies and you get destroyed by the other team (not a fun experience), or you end up with the enemy team having such players, so you end up steamrolling them into the ground and easily winning the game, which is boring.

 

I already gave up on the idea of making supplies completely free so that anyone can use them as much as they please, only limited by cooldowns (like the thing we had in May 2015). So I think what realistically can be added is a new type of battle where you pay a certain fee (say, 1000 crystals for 15 min) and you get infinite supplies in that battle. That way you'd enter the game knowing that every single player there, yourself included, has supplies and is capable of using them to an equal extent, so the only limitation would be actual skill when it comes to managing cooldowns.

 

Can't see why this shouldn't be a thing.

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Here's a thought that I had yesterday while looking through comments about supplies. I realised what I actually want to see in this game regarding supplies — I want to be able to go into a battle with supplies on, knowing that every single player on my own and the enemy team will be fully dedicated to using supplies, rather than trying to use them sparingly or not being able to use them at all because they ran out.

 

Because a problem with supplies nowadays is that, regardless of how much supplies are limited and how cheap they are made, there will always be players, who wasted all their supplies somewhere else and are playing without them. So you either end up with a team that has players without supplies and you get destroyed by the other team (not a fun experience), or you end up with the enemy team having such players, so you end up steamrolling them into the ground and easily winning the game, which is boring.

 

I already gave up on the idea of making supplies completely free so that anyone can use them as much as they please, only limited by cooldowns (like the thing we had in May 2015). So I think what realistically can be added is a new type of battle where you pay a certain fee (say, 1000 crystals for 15 min) and you get infinite supplies in that battle. That way you'd enter the game knowing that every single player there, yourself included, has supplies and is capable of using them to an equal extent, so the only limitation would be actual skill when it comes to managing cooldowns.

 

Can't see why this shouldn't be a thing.

Congo 736e4aef9de4489296c4bb677c2666e8.png

Go mkae 11 more posts :wub: :wub:

Edited by AshsPikachuDwij
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Congo 736e4aef9de4489296c4bb677c2666e8.png

Go mkae 11 more posts :wub: :wub:

funny i have said this for some time

 

get rid of pro passes and make all the games normal .. bring back multi player passes ...and create a pass only for XP/BP and Parkour players battles, also add for this friends battles ..which can create what they like and can invite only ..also any friend who wants to be invited to these battles must have this card to use..so this stops others from joining.. it can even be a special card that is a one time use and only those who buy the card for that battle can join..card sold with crystals for a low price .. then more will get it

 

for regular

 

1) battles have with drugs and drops

2) battle with out drops or even drugs from garage

3) battle with only drops no garage ..

 

and yea these can work great for all .. if the system could make certain battles just for those battles so many of each every day on all servers

Edited by Bydo
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Here's a thought that I had yesterday while looking through comments about supplies. I realised what I actually want to see in this game regarding supplies — I want to be able to go into a battle with supplies on, knowing that every single player on my own and the enemy team will be fully dedicated to using supplies, rather than trying to use them sparingly or not being able to use them at all because they ran out.

 

Because a problem with supplies nowadays is that, regardless of how much supplies are limited and how cheap they are made, there will always be players, who wasted all their supplies somewhere else and are playing without them. So you either end up with a team that has players without supplies and you get destroyed by the other team (not a fun experience), or you end up with the enemy team having such players, so you end up steamrolling them into the ground and easily winning the game, which is boring.

 

I already gave up on the idea of making supplies completely free so that anyone can use them as much as they please, only limited by cooldowns (like the thing we had in May 2015). So I think what realistically can be added is a new type of battle where you pay a certain fee (say, 1000 crystals for 15 min) and you get infinite supplies in that battle. That way you'd enter the game knowing that every single player there, yourself included, has supplies and is capable of using them to an equal extent, so the only limitation would be actual skill when it comes to managing cooldowns.

 

Can't see why this shouldn't be a thing.

Why bother with all that button pressing? Under these rules everyone would have DA and DD up all the time and those would just cancel out each other.

 

This is just one reason why the Tankji Supplies system is so dumb ... but it's a big reason. Some players spend real money on supplies that end up acting like no supplies at all. PT Barnum had something to say about this sort of thing ...

 

If you want a battle like this just speed up all tanks by 40% all the time. Let people hit the 1 and 5 button as often as they wish. Still sound like fun?

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Why bother with all that button pressing? Under these rules everyone would have DA and DD up all the time and those would just cancel out each other.

Well no, cooldowns and smart cooldowns are still a thing. When everyone has infinite supplies, the factor that decides victory becomes the player's personal skill in activating supplies and efficiently combining them with drops, rather than a simple case of "I bought more supplies so I win".

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Just remove almost all the mults and hacks before applying your drugs idea, otherwise they'll have an even greater advantage (since many of the cheaters can't afford to buy supplies)...

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So I think what realistically can be added is a new type of battle where you pay a certain fee (say, 1000 crystals for 15 min)

And at the end of the battle, you win 850 crystals. Seems legit.

 

1000 crystals for 15 minutes is way too much. Considering a Polygon CP 15 minutes = ~7K. Unless the fee is added to the battle funds, like DM tournament.

Edited by a7x_Pedro48

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And at the end of the battle, you win 850 crystals. Seems legit.

 

1000 crystals for 15 minutes is way too much. Considering a Polygon CP 15 minutes = ~7K. Unless the fee is added to the battle funds, like DM tournament.

Well, if you think about it, based on plain value of the supplies you use, a lot more crystals get used as supplies in 15 minutes than the actual crystals you earn afterwards. I suppose you could argue that you get supplies for free from missions, so there is no "crystal equivalent" for them, but that's not the point. My point is that there should be paid battles where you pay crystals in order to have infinite supplies. The actual price is negotiable. 

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Well, if you think about it, based on plain value of the supplies you use, a lot more crystals get used as supplies in 15 minutes than the actual crystals you earn afterwards. I suppose you could argue that you get supplies for free from missions, so there is no "crystal equivalent" for them, but that's not the point. My point is that there should be paid battles where you pay crystals in order to have infinite supplies. The actual price is negotiable. 

sorry i should explain what i was really trying to say,..

 

right now we have battles sort of like this .. just hear me out what i'm trying to say is... if you look at  non drug battles with out drops and it cost u in crystals to play.. so what your saying is basically what i said be for is have a battle with unlimited drugs from drops and garage , with a fee to enter into the games .. this is sort of all ready now in the game when you go to buy the pro pass you can set up a battle like this .. my way of thinking would be for free why pay for something ..this restricts players who can't afford to buy the pass .. I know its not that much but if they raised the battle funds to a better amount then we will be happy... right now its the same as what it was before when we had crystals box's .. for a wail there we did get more for the off cost of loosing crystal box's but now we get 10 points per kill what happened to those extra drops ??? we are now  loosing ....

Edited by Bydo

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whats the point of battling if all the players have the same supply's on .. t

Well actually this was one of the problems of the old system. DA and DD kind of cancel out, rendering them a black hole for crystals, and RK slows battle fund growth.

 

But with this new system the drugging pattern is entirely up to you. It's much more fluid and that is one of the advantages.  Pretty soon players will learn the best ways to match the cooldowns and combine them with battle drops.

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Well actually this was one of the problems of the old system. DA and DD kind of cancel out, rendering them a black hole for crystals, and RK slows battle fund growth.

 

But with this new system the drugging pattern is entirely up to you. It's much more fluid and that is one of the advantages.  Pretty soon players will learn the best ways to match the cooldowns and combine them with battle drops.

agreed .. if they plan out there drops with the garage u can battle the full game with only costing u half the cost of using them..

 

sorry my mind is not thinking properly ..

Edited by Bydo

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Talking about skills, when 95% of users go berserk for a gold dropping...

 

Unless developers do proper actions to increase average age, I am afraid the game will be ruled by 1) 1,2,3,4,5 (no matter the cool-down time); 2) players seeing only one single target in front of them; 3) players writing in Facebook, eating, phoning, studying while playing (erroneously called mults); 4) "admin please gold"/"should I buy isida or shaft"; 5) 0-190 K/D; 6) etc.

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Here's a thought that I had yesterday while looking through comments about supplies. I realised what I actually want to see in this game regarding supplies — I want to be able to go into a battle with supplies on, knowing that every single player on my own and the enemy team will be fully dedicated to using supplies, rather than trying to use them sparingly or not being able to use them at all because they ran out.

 

Because a problem with supplies nowadays is that, regardless of how much supplies are limited and how cheap they are made, there will always be players, who wasted all their supplies somewhere else and are playing without them. So you either end up with a team that has players without supplies and you get destroyed by the other team (not a fun experience), or you end up with the enemy team having such players, so you end up steamrolling them into the ground and easily winning the game, which is boring.

 

I already gave up on the idea of making supplies completely free so that anyone can use them as much as they please, only limited by cooldowns (like the thing we had in May 2015). So I think what realistically can be added is a new type of battle where you pay a certain fee (say, 1000 crystals for 15 min) and you get infinite supplies in that battle. That way you'd enter the game knowing that every single player there, yourself included, has supplies and is capable of using them to an equal extent, so the only limitation would be actual skill when it comes to managing cooldowns.

 

Can't see why this shouldn't be a thing.

Another problem with supplies is that there ARE some players that don't like the excessive use of supplies. They prefer a rare use, that could easily accomplished with drops plus a few more from garage.

Developers seem to be stuck with some concepts of the game and refuse to give space to others. Thus, they are stuck with putting supplies into high rate of consumption, but that just doesn't suits all players.

Like they where stuck into promoting heavy hulls and ruined the wasp for most players.. :unsure:

 

Since this game offers a great variety of settings, why don't they allow one of rare use of supplies? Close to drops only, but not just drops.

Even in Pro mode, a regulation of garage supplies per minute of battle...

Is that so bad? I really wonder. So many complains, so many frustration, don't we deserve a way to have fun with this game?

And if fun returns, then whoever has the ability will happily spend a few euros / dollars / whatever into that game..

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Gabe is mostly (not completely) bullcrapping about #4 in his list...

 

I disagree with your solution, RustyNail, unless developers FIRST REMOVE almost all of the multing and hackers...

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The only type of hacking I see now are instant all drugs, which seldom happens, and artificial lag (no, I don't use WiFi).

But the multing is far more frequent and therefore far worse...

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Its impossible to get rid of the hackers. If you fix what they do now, theyll just find another way to hack it. Its pointless.

Tanki should ask YouTube to remove the hacking videos and maybe accounts. That could help, i think.

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I want to be able to go into a battle with supplies on, knowing that every single player on my own and the enemy team will be fully dedicated to using supplies, rather than trying to use them sparingly or not being able to use them at all because they ran out.

You insprided me ;)

 

 

Let's sell supply-minutes.

 

Let's say a player starts with 300 supply minutes; so if he enters a battle with supplies enabled, his personal supply minute counter would go down every minute he spend's in a battle. In this battle the player can use as many supplies as he wants and as the battle's SCD settings allow him to.

 

Supply minute packages can be bought in the garage (crystals), in the shop, or you can get them as daily mission reward.

 

Pay-to-play? Depends on the garage prices. You can still invest time to play supply free pro formats if you have to stock up crystals to purchase supplies.. or you just do your missions.

If you completely run out of supplies and crystals, you can still enter Battle-Button battles; and you may use supplies; but you earn only 50% of the crystals in the end of the battle (or maybe you may enter drug free pro battles without a pro pass and earn only 70% of your crystals there, to replenish yourself)

 

 

advantages, disadvantages and details are in the spoiler

 

 

 

advantages

  • No player has to hold back supplies in a battle (and so set his team on a disadvantage). Every palyer has more compareable starting conditions in the battles. But still the "supply fun" has an end, as today too.
  • no fixed fee's per battle, that are wasted if you [want / have to] to leave the battle after a few minutes
  • it's hard to set a price for pro battles without time limit; while it's easy to charge minutes
  • you can continue to give supply minutes as daily mission reward; which can not be reused to purchase equipment by players that play supply free. If you have only crystals to give, then supply players end up with less crystals then non supply players.
  • If you have only 10 supply minutes left but the battle lasts for 13 minutes, then you may not enter (would be unfair for your teammates)

disadvantages

  • It's kind of tricky to define what happens if you run out of supplies minutes during a pro battle without time limit. I guess the best thing is to give a notification; and the player might stay if he purchases another supply minute package for crystals right away. If he doesn't, he is kicked after 2 minutes (maybe you win in that time).

 

Pause mode:

it's an open question to me if the supply counter goes down even if you are on pause.. but I guess it would be a good thing. It motivates players to keep their pause time short.

 

Purchasing supply minutes:

You can purchase packages of

  • 15 supply minutes (to overcome a shortage, base price, no dicount)
  • 60 supply minutes (1h, small discount)
  • 300 supply minutes (5h, medium discount)
  • 900 supply minutes (15h, big discount)

     

  • Of course you can get them through the shop as well.

 

The supply settings in the battle creation could be as simple as this: a 5 item drop down list:

  1. drops off, supplies off
  2. drops on, supplies off
  3. drops on, supplies on, SCD with longercool down times (tactical gameplay)
  4. drops on, supplies on, SCD (as today)
  5. drops on, supplies on, no SCD (as today)

 

 

Edited by BlackWasp777
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You insprided me ;)

 

 

Let's sell supply-minutes.

 

Let's say a player starts with 300 supply minutes; so if he enters a battle with supplies enabled, his personal supply minute counter would go down every minute he spend's in a battle. In this battle the player can use as many supplies as he wants and as the battle's SCD settings allow him to.

 

Supply minute packages can be bought in the garage (crystals), in the shop, or you can get them as daily mission reward.

 

Pay-to-play? Depends on the garage prices. You can still invest time to play supply free pro formats if you have to stock up crystals to purchase supplies.. or you just do your missions.

If you completely run out of supplies and crystals, you can still enter Battle-Button battles; and you may use supplies; but you earn only 50% of the crystals in the end of the battle (or maybe you may enter drug free pro battles without a pro pass and earn only 70% of your crystals there, to replenish yourself)

 

 

advantages, disadvantages and details are in the spoiler

 

 

 

advantages

  • No player has to hold back supplies in a battle (and so set his team on a disadvantage). Every palyer has more compareable starting conditions in the battles. But still the "supply fun" has an end, as today too.
  • no fixed fee's per battle, that are wasted if you [want / have to] to leave the battle after a few minutes
  • it's hard to set a price for pro battles without time limit; while it's easy to charge minutes
  • you can continue to give supply minutes as daily mission reward; which can not be reused to purchase equipment by players that play supply free. If you have only crystals to give, then supply players end up with less crystals then non supply players.
  • If you have only 10 supply minutes left but the battle lasts for 13 minutes, then you may not enter (would be unfair for your teammates)

disadvantages

  • It's kind of tricky to define what happens if you run out of supplies minutes during a pro battle without time limit. I guess the best thing is to give a notification; and the player might stay if he purchases another supply minute package for crystals right away. If he doesn't, he is kicked after 2 minutes (maybe you win in that time).

 

Pause mode:

it's an open question to me if the supply counter goes down even if you are on pause.. but I guess it would be a good thing. It motivates players to keep their pause time short.

 

Purchasing supply minutes:

You can purchase packages of

  • 15 supply minutes (to overcome a shortage, base price, no dicount)
  • 60 supply minutes (1h, small discount)
  • 300 supply minutes (5h, medium discount)
  • 900 supply minutes (15h, big discount)

     

  • Of course you can get them through the shop as well.

 

The supply settings in the battle creation could be as simple as this: a 5 item drop down list:

  1. drops off, supplies off
  2. drops on, supplies off
  3. drops on, supplies on, SCD with longercool down times (tactical gameplay)
  4. drops on, supplies on, SCD (as today)
  5. drops on, supplies on, no SCD (as today)

 

 

So, you basically want to make this game a mandatory-supplies-buy game. If I understood correctly, it's absolutely not my kind of Tanki.

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So, you basically want to make this game a mandatory-supplies-buy game. If I understood correctly, it's absolutely not my kind of Tanki.

basically:

If we skip the daily gifts/mission rewards, then tanki is a mandatory-supplies-buy game since I started here a long time ago.

In lower ranks drugs are not a big problem, but in the highest ranks drugs are mandatory to play drug-enables battles.

Not using them, but still joining such battles, feels like sabotage (I do always feel a bit useless and sorry for my team, when I have to play them and do not drug)

edit: If I join a drug battle and do not drug, although I could play a drug free pro battle as well, I always feel a bit useless and sorry for my team. My actions then feels like sabotage for me.

 

Actually, the proposal would achieve this:

supply free players: players that do not like to play with supplies at all, can play pro battles. Since the battle button is here, you can find plenty of them.

 

players that like supplies: players that like to play with supplies will not face any more "supply savers", that hesitate to use supplies, as they are short on them already. Also you will never again face a teammate that runs home with the enemy flag and get's killed as he ran out of health kits.

 

players that like supplies, but complain that the enemy uses too many supplies:

They can either use as many supplies as the enemy now; or the can chose the mode with prolonged SCDs, where less supplies are involved (but still same conditions for all players)

 

players that play only supply enabled battles, but play more hours per day as tanki offers in mission rewards:

They can either go pro for the rest of the day, or spend crystals on additional supply packages. Their choice.

But today they run out of supplies and still enter supply enabled battles .. and.. in fact they sabotage their team.

 

 

 

To me this system sounds better then the system of today.

Edited by BlackWasp777

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Playing with an ACTUAL handicap is not sabotage. (ie/ not buying/using drugs)

But not trying to win with any individual tank (with/without drugs) IS sabotaging that team.

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Playing with an ACTUAL handicap is not sabotage. (ie/ not buying/using drugs)

But not trying to win with any individual tank (with/without drugs) IS sabotaging that team.

ty for the hint. I changed my post accordingly, to work out my point more clearly.

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