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48hrs experiment with supplies this weekend


theFiringHand
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very Noob experiment and i hope u never get this back again its terrible and so boring..

 

and please send this message for tanki developers:

STOP producing like this kind of frustrating updates!

and you are really so Amateur developers u still need more time to learn how to make something good..

useless... they must get some proffissional guys instead of you..

 

and again i say..

MAKE something GOOD or JUST leave the game the same

otherwise u will lose us as a players..

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Actually, I just had to play one battle to realize how good it was. The experiment. Now, same lame noob druggers all over again.. :angry:

 

Maybe I will do one mission per day and then off to some other game... until someone decides to apply real balance to battles. <_<

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What can I say? Take it up with the Tanki game page. I do not know why their measurement different from this one. But clearly it does.  The source I quoted is the one Tanki players see when they start to play.

Is it possible you misread it. I keep an eye on those numbers and they never hit 75k. This was plotted from the numbers on game page too. Notice that the /graphic.swf numbers are slightly elevated to what we see on that front page. We saw just shy of 75k at Christmas and just over 80k during Halloween.

 

As for the experiment, I didn't try it but it's good to see tanki trying a different approach. I wouldn't want to see further game options for both systems and would prefer to see a simple, easy-to-understand cap introduced instead, limiting supply usage per minute.

 

3aec2bc837274706ba90b94b87d26439.png

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Is it possible you misread it. I keep an eye on those numbers and they never hit 75k. This was plotted from the numbers on game page too. Notice that the /graphic.swf numbers are slightly elevated to what we see on that front page. We saw just shy of 75k at Christmas and just over 80k during Halloween.

 

As for the experiment, I didn't try it but it's good to see tanki trying a different approach. I wouldn't want to see further game options for both systems and would prefer to see a simple, easy-to-understand cap introduced instead, limiting supply usage per minute.

 

3aec2bc837274706ba90b94b87d26439.png

Interesting idea, it would surely make the team use brains more and plan strategic attacks, although thinking about it, there can be a stalemate situation too,

Over-all this experiment was interesting, drastically reduced the amounts of drugs i used, and clearly is for the skilled, the cooldown is still abit high, maybe could be reduced to 35 seconds instead of 45, and well some events, i.e stg's are not possible with such drug changes

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What I observed was that the drugger will now wait for the initial "pre-cooldown" period then click 2-3-4 all at the same time and go on a killing spree until they are almost dead then click 1 to continue with a full compliment of drugs...then die to respawn and do the same thing again.

 

I know this because I tried it.  It is brutal on your drug supply (I have lots since I don't normally use too much) but very effective in battle.  You get killed a lot, but you can kill five to ten opponents before you get killed.

 

If implemented, this new system will create kamikazzi like druggers that will be horrible to deal with.  Supplies are part of the game and there is currently skill needed to use them in a truly effective manner.  The experimental system will remove most of the skill and make supplies a blunt dull instrument...think Firebird on 2-3-4; hack and bash

 

This experiment will make real druggers even harder to deal with... 

along with removing another skill factor from the game.

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//Well bro u have said in your previous posts that u have seen more than half of the team sabotaging.
Maybe u are confused with sabotagers,mults and low skill casual players// - asifmak

 

You, you accused me of saying that all players on teams sabotage the other team.

So I then told you that I never said all.

Now you accuse me of something else and imply more than I said.

I had said that I sometimes noticed over half of teams being mults, which I accused there being at least one player from the opposing team putting those mults there.

Typically there are "only" 2-4 mults on a team and only 1 or none on the other team.

Putting mults on an opposing team is sabotaging them.

sidenote: Yes, hacking is also a form of sabotage when hacking the opponent.

 

 

Anyway, my point was that the above forms of cheating INCREASED with the reduced supplies test AND that this test made it almost impossible to succeed against the cheaters...

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Is it possible you misread it. I keep an eye on those numbers and they never hit 75k. This was plotted from the numbers on game page too. Notice that the /graphic.swf numbers are slightly elevated to what we see on that front page. We saw just shy of 75k at Christmas and just over 80k during Halloween.

 

As for the experiment, I didn't try it but it's good to see tanki trying a different approach. I wouldn't want to see further game options for both systems and would prefer to see a simple, easy-to-understand cap introduced instead, limiting supply usage per minute.

There is an idea in the forum that proposes to limit the supplies per player; but after some discussions we there came to the conclusion that a limit-per-timeframe would be the only thing that works.

Actually SCD's supply this limit already.. but they are toorestrictive for some while they are too less restricitve for others.

 

if you have a value for supply per minute that can be increased in steps of +1. then you might end up with a lot of different battles; which will make it hard for the players to adapt their tactics too. So I think the basic idea is good, but I would give less choices.

 

 

If I remember it correctly, the idea that emerged from the thread that I talked about was like that:

 

Supply game mode [choose one]:

- drops off + supplies off

- drops on + supplies off

- drops on + supplies on, SCD extended (low drug rate/minute)

- drops on + supplies on, SCD as usual

- drops on + supplies on, SCD off (full drug mode)

 

 

Color code:

In the lobby / battle overview, the Star-symbols left to the battle, that tell us if it's pro or not, should have such/simmilar color code.

Would make it much easier for the players.

Edited by BlackWasp777

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There is an idea in the forum that proposes to limit the supplies per player; but after some discussions we there came to the conclusion that a limit-per-timeframe would be the only thing that works.

There is no need to complicate it imo. SCD's are fine as they are and there is no need for them to change. If limiting the number of supplies is what players want then a battle creation option governing overall supply usage is as simple as it gets. Complicating it switches players off. Too much change too quickly makes people find alternatives and end up playing elsewhere.

 

An additional 'governor' timer indicator would be required telling a player how many supplies he has on hand. It works on all levels and no need to remember what the limitations are.

 

 

907d5f1a612f48ca88cd7294ad48aa3e.png

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*  Last 3-4 months I almost gave up on this game because of the non-exiting gameplay.

XP/BP still stays on top. However if you don't like the mode, then I can't disagree. I once run out of crystals and at the same time of my pro pass, so I had to play normal battles. Getting those 5k crystals made me almost quit the game. It was this unpleasant. As for Tanki X, I played it once and never again, it seems overly featured and everything is just too much.

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Tried out the new supply system, and I must admit it's really difficult to use. At times I was stuck with no armor or damage for ages, making my team suffer severe losses. After a few tries, I found annoyance in the new system and played in Pro battles only where the feature is disabled and allowed fun activation of the supplies. I personally dislike the experiment, and suggest either reworking it or not releasing it as an update. 

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Played 1360 hrs and I still do not understand this multing/sabotaging cry for help.

 

Multing (from multi account) supposes to be a "dead" tank inserted into your team by the opponents. I never had that feeling, as I even check the profile of the "mult" to see if KD is very low and is never the case. None logs in and out every two minutes or shoot once to get another two minutes. Most of time "mults" are "sleepers" i.e. users who joined and went to take a leak after, or users that got a phone call, write in Facebook or simply have a bad Internet connection. Had several (former) friends which told me they were eating or working and did not want to exit the battle. They just do not have the "Blood for the Team" spirit I have. I just left a battle on Hill (4 vs 4) because my team mate (a Mod) was keeping chatting with the opponent team rather than playing (and we were losing...).

 

Sabotaging supposes to be hacking. I saw 3 or 4 hackers in over a year. Only one pretty good, the others were "learning" and getting killed. Maybe a form of sabotage is when an opponent comes to your team with the purpose of trolling. Once every... 3/4 months?

 

Somehow I never had this problem, while I see dozens of unskilled (including the "too relaxed") players every day.

Ever been in a battle where you were 4 vs 4?

Two minutes later it's 8 vs 5.  How you think that happened - in such a short time?

 

Opponents insert two tanks on your side.  They get two more. 6 vs 6.  Someone joins your side. Someone joins opponents. Then one more joins opponents.  Now 8 vs 7.  Two tanks (who were doing nothing for 2 minutes) now exit.  8 vs 5 and those two mults did not suffer horrible K/D as they were there for two minutes.

 

Lots of battles where even teams quickly become uneven teams. And it's not just because one side is losing. The bad # ratio often happens before the score goes lopsided. Why tanks exiting an even score battle all the time?

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There is no need to complicate it imo. SCD's are fine as they are and there is no need for them to change. If limiting the number of supplies is what players want then a battle creation option governing overall supply usage is as simple as it gets. Complicating it switches players off. Too much change too quickly makes people find alternatives and end up playing elsewhere.

 

An additional 'governor' timer indicator would be required telling a player how many supplies he has on hand. It works on all levels and no need to remember what the limitations are.

I'm with you to keep it as simply as possible. Therefore I dislike the option to set a self-defined number for the supplies/minute, as I think that is is easier the other way around.

 

your proposal (if I understood you correctly) implies the following controls

  1. Drops [on/off]
  2. supplies [on/off]
  3. smart cool downs [on/off]
  4. supplies per minute [1..n]

 

=> ..and every combination is selectable.

=> If I assume that suppl/min will range from 1..3, I end up with 2^3*3 = 24 combinations.

 

The more combinations you give, the more will the players spread up to different battles.. or simply will not find battles that suit them. I think, that less options are the better way to go, in this case. As the creator is not alone and needs players too, the "more options the better" paradigm does not work here.

 

The proposal that I made has just one control

  1. Supply Mode [ 5 modes from a drop down menu]

 

- drops off + supplies off

- drops on + supplies off

- drops on + supplies on, SCD extended (low drug rate/minute)

- drops on + supplies on, SCD as usual

- drops on + supplies on, SCD off (full drug mode)

 

By limiting the number of choises to 5 the battles will fill up much easier; and actually it adds only one gamemode to the existing ones (SCD extended) while making the interface and the choice in the lobby a lot easier.

Edited by BlackWasp777

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The main problem with this experiment was how utterly defenseless it left you when spawning. All it takes is 1 guy sitting on the spawn point and you were quickly dead because you couldn't defend yourself because he had all drugs activated. As you go through the posts it's one of the big things that has caused a lot of the upset over this experiment.

 

If the Dev's want to lengthen cool down periods to control the use of drugs that's fine. If the Dev's  want to make it so you can only activate 1 supply at a time that is fine. If they want to let you activate all drugs at once, though that harkens back to the Drug War days of the past, that's fine too.  But to leave you utterly defenseless when you spawn is just wrong.

 

 I really could care less about the cool down periods on supplies because that is simply adapting to new timing. Which we've all done before when the Dev's have made tweaks to supplies. However what will probably happen when everyone adapts to the new system is that the anti-supply people will start all over again complaining at how unfair things are with people using supplies in the game.

Edited by Dliver
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The main problem with this experiment was how utterly defenseless it left you when spawning. All it takes is 1 guy sitting on the spawn point and you were quickly dead because you couldn't defend yourself because he had all drugs activated.

That's true, spawn killing is truely a problem with that system.

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That's true, spawn killing is truely a problem with that system.

Hunter-Twins with DA & DD wreaking havoc in enemy base as they spawned.  Continuous firing and killing tanks left & right.

 

Was even more magnified with fewer tanks each side.  3 vs 3? That one twins tank could keep your entire side dead for full duration of the supply.

As it runs out partner arriving fully lit up. Like tag-team wrestling.

 

FUGLY.

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Ever been in a battle where you were 4 vs 4?

Two minutes later it's 8 vs 5.  How you think that happened - in such a short time?

 

Opponents insert two tanks on your side.  They get two more. 6 vs 6.  Someone joins your side. Someone joins opponents. Then one more joins opponents.  Now 8 vs 7.  Two tanks (who were doing nothing for 2 minutes) now exit.  8 vs 5 and those two mults did not suffer horrible K/D as they were there for two minutes.

 

Lots of battles where even teams quickly become uneven teams. And it's not just because one side is losing. The bad # ratio often happens before the score goes lopsided. Why tanks exiting an even score battle all the time?

Not really my case... Since a bit more than a month, I play no-drugs Pro battles. Not many options there and a 4vs4 on Noise or Polygon is quite impossible to find. Several matches with crazy numbers (4vs0, 8vs4, 7vs2, 1vs0, 0vs0) which I obviously do not join or the ones which are always 8vs8 and I got to keep pressing the button Play till one gets out or to wait till the end of the battle (when often all get out).

 

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...

 

On the other side, once again, I read about tons of users who play between work, school, studies, eating, Facebook, phone calls, etc. You can imagine how constantly active they can be...

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Not really my case... Since a bit more than a month, I play no-drugs Pro battles. Not many options there and a 4vs4 on Noise or Polygon is quite impossible to find. Several matches with crazy numbers (4vs0, 8vs4, 7vs2, 1vs0, 0vs0) which I obviously do not join or the ones which are always 8vs8 and I got to keep pressing the button Play till one gets out or to wait till the end of the battle (when often all get out).

 

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...

 

On the other side, once again, I read about tons of users who play between work, school, studies, eating, Facebook, phone calls, etc. You can imagine how constantly active they can be...

I prefer the non-supply Pro-Battles, but as you mention, very little to choose from.

 

More battles on RU servers, but playing team battles where you can not communicate leaves a lot to be desired. Can be very frustrating.

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Agree 100%. I would love communication and strategy, but even in EN servers most do not understand a word or refuse to communicate anyway.

 

Most choices on RU2.

 

Today I even tried PL server and there were ZERO battles :)

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Hazel-Rah

Experimental settings wasn't working the best way possible and there is a need to create a better version, yes. Yet, it is obvious that without of dead-time during supplies cool down there always be an invincible player. An nobody will like it. Not even those who are invincible.

**************************************************************************************************************************************************************************************

 

this I would have to agree with you finally  ( on something) .. not sure how to resolve these issues with druggers or even campers ( as a player )  .. theses  issue have  been on going since when the game started.. there will always be some one ( or group ) who will come up with ways to get ahead of the game..

 

.. there might be a shinning light one day in that tunnel... till then who knows..

 

.all we can do is help give idea's and our opinion ..

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My suggestion:

-You're only able to use DD or DA and not both together. 4x advantage reduced to 2x. Both 1 in every 90 sec, lasts 30 sec.

-SB: Smart cooldown (can activate right after respawning)

-RK: only 1 in 90 seconds

-Mines: 1 in 90 seconds

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That's true, spawn killing is truely a problem with that system.

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..

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My suggestion:

-You're only able to use DD or DA and not both together. 4x advantage reduced to 2x. Both 1 in every 90 sec, lasts 30 sec.

-SB: Smart cooldown (can activate right after respawning)

-RK: only 1 in 90 seconds

-Mines: 1 in 90 seconds

U have officially killed stg's

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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..

they think it's fun, but it won't be fun when all free players learn to NEVER join drug wars, 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, they are not used to NOT using drugs, so they won't have nice score like they used to have lol  :D

Edited by Apex_Predator
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