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Livestream with Cedric and Hazel-Rah - DATE & TIME ANNOUNCED


theFiringHand
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Same. I was not there and I don't want to watch almost 100 minutes of the video lol.

 

Comments are talking about a new hull.

New hulls, check out the idea and suggestion forum, look for the topic "hovercraft" and specially the last post by Mafioso. Edited by Viking4s

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Sir I fully understand where your coming from.. :D :)

 best thing to do is to show them what your knowledge is ..  one thing i have learned over the years is to be opened minded .. due to to kids these days are more educated on what we learned and are way more advance to the past .. due to the fact the info on how to create and play the games are taught in the early years of gaming programing and the new stuff is what is now coming out in the market daily.. and if your not open to changes with in the gaming  fields then you will get lost in the shuffle .. its like Education if you don't feed the mind then it becomes just a empty hole ..

what is learned in the past is ok , but in this day and age you need to keep up to the Jones  ..

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From the lifestream I almost got the impression, that their streategy to develop features over features and not taking care of a whole bunch of "small anoyances" seems critical.. and maybe wrong. If there are too many anoyances, you drive your customers away, no matter how many features you have. Give a customer enough "critical errors" per day, and he stops playing, no matter how many alterations you have in the pipeline.

 

 

But after thinking a while: they do something about the critical errors. My game crashes a lot less frequent then a year ago.

 

And actually it is not the job of the game designer to take care of the code (he's responsible for features and gameplay and such stuff; he is not the SW architect / lead programmer). So actually his task list might be good.. and the one's that set the priority of the programmers are to be blamed. Usually Marketing/Sales/...<Money oriented departments influence this decisions about priorities.

 

As you are experienced in SW products you surely see the difference.

 

btw: no offense, but calling someone an arrogant ... usualy makes you sound exactly like what you complain about :P

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IMHO Tanki is a very enojable game up to the M2 stage.. and get's a little boring afterwards. It get's boring at the stage, when you have to harvest and harvest and harvest crystals for the very expensive M3 gear.. while the prices for M3 equipment are that high, that a few USD or EUR won't help you much. I would guess most small buyers spend their money in the M1/M2 stage, simply as they can not affort a full price M3 kit in the shop. It serves the whales (few big spenders) but it does not help at all the small customers (ok, they have DCC and sales on crystals and sales in order to fill up small gaps.. but that does not solve the issue).

Making M3 more affordable and M4 more expensive could help.. if there would not have been that microupgrade-update a year ago-.-

 

The game is still a harvest-game during Mid-M2 up to M3; and especially at M4. And this is sad

And actually Alterations do not help there. Additional Hulls do not help there. Because you can't enjoy them if you just harvest.

(I know that harvesting and anoyance are a key item of F2P games, but timing this point in time to the moment when small amounts of money do not help any more seems not usefull to me)

 

And if you lost the excitement that the game gave, and then face critical errors, mults and hackers (your precious time and crystals you harvest!!) and the negative "small anoyances" pile up, the balance of [what the game gives]-to[what it takes] might tip over.

Most quitters that I know just "made the effort" to work themselfes up to Gismo and then they've been done with the game. They came occasionally and reduced theor online time more and more.

 

the constant routine of crystal harvesting is what does it make boring (you don't enjoy battles that much if you are preassured to win at all costs) and the mults do truely rip through the tensed nerves at that point. Still this anoyance can not be overcome with crystals for the most of us.

 

I would enjoy battles more, even if I loose, if:

- If I can remember the good moments of the luck or the funny and odd situations and could laugh about that noobish mistakes I made

- isntead of beeing grumpy that some noob cost me another 15 minutes of crystal harvesting by turning down my income by 50%.

 

More fair fund distribution would help (and yes, I know, it has an inpact on drug consumption. But still).

Edited by BlackWasp777
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ok if you go to the timer at 1:25:40 there starting to talk about XT items and what will be happening to them.. if they are going the same way as tankix then they will be sold as a skin and not a tank .. please make note I have no clue what the Dev's plans are .. i only know what has and is happening with in tanki x ... so later this year or with in two years we will be seeing lots of new changes

 

example

 

there  are video's on what they look like in u-tube also

 

ok I need to correct myself .. due to the fact that XT items are no longer in Tanki X they have been removed and been replaced with OT items ...

Edited by frozen_heart

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ok I need to correct myself .. due to the fact that XT items are no longer in Tanki X they have been removed and been replaced with OT items ...

 

why I would have to say more on the line of copy rights for this item and who can and cannot use it.. is my guess for this..

 

now with that said .. Mr.D why is tanki on line using the name skin and other names that are also used in tanki x .. should tanki on line not be using other names due to copy rights...?? just asking / not intended on provoking anyone..

Tanki Online and Tanki X are owned by the same company, Alternativa Platform. Look at it this way.

 

Tanki X uses all the Hull/Turret/Paint names that are in Tanki Online. There would have to be something seriously wrong if Tanki Online's owners had not noticed that a rival company had almost completely replicated their game.

 

Also, I'm not sure if it's possible to copyright something like "Skin".

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guys please keep to the topic .. I understand what you both are saying and there is not much we can do here .. if you have a issue with a tanki  management staff  .. contact... AlternativaPlatform's...main company  ..and they can take care of it .

 

. for in tanki staff which 

 

  Mr.Debono  deals with the Admins

 

  the Admins  for the mods ...

?

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From the lifestream I almost got the impression, that their streategy to develop features over features and not taking care of a whole bunch of "small anoyances" seems critical.. and maybe wrong. If there are too many anoyances, you drive your customers away, no matter how many features you have. Give a customer enough "critical errors" per day, and he stops playing, no matter how many alterations you have in the pipeline.

 

 

But after thinking a while: they do something about the critical errors. My game crashes a lot less frequent then a year ago.

 

And actually it is not the job of the game designer to take care of the code (he's responsible for features and gameplay and such stuff; he is not the SW architect / lead programmer). So actually his task list might be good.. and the one's that set the priority of the programmers are to be blamed. Usually Marketing/Sales/...

 

As you are experienced in SW products you surely see the difference.

 

btw: no offense, but calling someone an arrogant ... usualy makes you sound exactly like what you complain about :P

Actually, if you listen carefully, Hazel says that the small annoyances are going to be taken care of as part of the larger restructuring plan. Look at it this way — If you have a broken window on a crumbling wall, you don't fix the window first. First you bring down the wall, re-build it, and then fit a brand new window. Make sense?  :)

 

very nice interview Cedric Debono , please do more interviews with hazel. he seems like a nice guy

In person.

He is a nice guy indeed. And answering technical and challenging questions such as these for nearly two hours was a considerable effort for him. And as you can see in the livestream, I grilled him pretty hard too. He doesn't mind though. He's happy to answer questions.

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He is a nice guy indeed. And answering technical and challenging questions such as these for nearly two hours was a considerable effort for him. And as you can see in the livestream, I grilled him pretty hard too. He doesn't mind though. He's happy to answer questions.

As I said earlier, I appreciate this effort.

 

I want to say that previously, I used to hate Semyon (and he used to hate me). I assumed that devs were lazy or incompetent. It was not just a random assumption, mind you. It was caused by specific events. For example, the problem with the CP scoring, playing like a seesaw is still there after over a year? The scores actually should keep marching forward, the loser marching faster. Because of this problem a battle can take anywhere from a few minutes to a few hours. You can't tell at all. Anyway, I digress.

 

After this livestream, I understood how he thinks and what kind of challenges they have. I still can't find an excuse of messing up the CP mode, but I no longer hate him. I hope he stops hating me soon.

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. Because of this problem a battle can take anywhere from a few minutes to a few hours. You can't tell at all. Anyway, I digress.

 

After this livestream, I understood how he thinks and what kind of challenges they have. I still can't find an excuse of messing up the CP mode, but I no longer hate him. I hope he stops hating me soon.

I think that was the whole point of the cp update,to make battles unpredictable, also the old mode had it's

Advantages the new one is awesome in 50 point battles, as long as you stay away from battles larger than 50

Points you are safe.

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How to play an Arty today:

  • with a lot of skill

 

How to play an Arty soon:

  • with aiming values on pictures from the internet

Not really. You still have to be able to predict the enemy's movement and time your shot right. Besides, this only applies to one spot on one map. Not much of an advantage, if you ask me.

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Not really. You still have to be able to predict the enemy's movement and time your shot right. Besides, this only applies to one spot on one map. Not much of an advantage, if you ask me.

well if you pick the best map for artillery turret with some really good camping spot and play only there it could be pretty useful. I have some OP spots in battles where I can camp with wasp thunder and get 100 kills in 15 minutes and almost never get killed, so I won't be surprized if someone finds such good positions for artillery too

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I agree though that Artillery is a bit of a controversial idea. Remember when Shaft didn't have a laser? Shaft users would just camp in some bushes without being seen and snipe people in all directions without them suspecting a thing. The laser was added to introduce some kind of interaction between the Shaft and their enemy, so that shooting someone wouldn't be a simple case of "point and click" because the enemy would be able to hide, dodge or return fire at your, now revealed, position.

 

Artillery basically works like the old Shaft. You choose a camping spot, hide there and shoot in all directions, killing unsuspecting enemies. They have no way to know what's coming (other than the promised "incoming shot" sound, which will apparently be nearly impossible to dodge), so there's no interaction between the players and that makes the gameplay quite boring.

 

The least that should be added to Artillery to fix this is a tracer path, so that whenever they shoot, their position would be instantly revealed, as well as making it possible to see a shot coming your way.

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I agree though that Artillery is a bit of a controversial idea. Remember when Shaft didn't have a laser? Shaft users would just camp in some bushes without being seen and snipe people in all directions without them suspecting a thing. The laser was added to introduce some kind of interaction between the Shaft and their enemy, so that shooting someone wouldn't be a simple case of "point and click" because the enemy would be able to hide, dodge or return fire at your, now revealed, position.

 

Artillery basically works like the old Shaft. You choose a camping spot, hide there and shoot in all directions, killing unsuspecting enemies. They have no way to know what's coming (other than the promised "incoming shot" sound, which will apparently be nearly impossible to dodge), so there's no interaction between the players and that makes the gameplay quite boring.

 

The least that should be added to Artillery to fix this is a tracer path, so that whenever they shoot, their position would be instantly revealed, as well as making it possible to see a shot coming your way.

ok you got me a little confused .. and let me explain

 

first of all Hazel has been saying that the  new turret can only move up and down and not sideways ...

 

so with that said .. i get from your post that the new turret can turn ??  ( shoot in all directions )

 

well the down fall with the new turret is that once your spotted in the battle you need to move or else be taken out from shaft or other turret.. but if you have other tanks around you then it would be a little bit harder to break threw a wall of tanks mainly freeze / insida / and maybe ricochet or other close range turret .. this way anyone getting close to u can be taken out by them .. and the insida refueling all tanks when needed...

Edited by Bydo

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so with that said .. i get from your post that the new turret can turn ?? ( shoot in all directions )


The turret can't turn. But it's mounted on a hull, which can rotate. Put two and two together and you get a gun with both, up/down and left/right controls ;)

 

 

well the down fall with the new turret is that once your spotted in the battle you need to move or else be taken out from shaft or other turret.. but if you have other tanks around you then it would be a little bit harder to break threw a wall of tanks mainly freeze / insida / and maybe ricochet or other close range turret .. this way anyone getting close to u can be taken out by them .. and the insida refueling all tanks when needed...


The thing is, if you watch the part where they use Artillery on Kungur, you can see that Hazel positions himself in places where literally no other turret can get him. So if you park behind a wall, house or bridge, you can easily shoot people and only have a potential thread when enemies come close enough to be in straight line of sight from you, with the exception of Rico and Thunder.

 

So yeah, I fear that a smart Artillery will be nearly impossible to take out with any gun other than another Artillery, especially if he has mines and his team to protect him.

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The turret can't turn. But it's mounted on a hull, which can rotate. Put two and two together and you get a gun with both, up/down and left/right controls ;)

 

The thing is, if you watch the part where they use Artillery on Kungur, you can see that Hazel positions himself in places where literally no other turret can get him. So if you park behind a wall, house or bridge, you can easily shoot people and only have a potential thread when enemies come close enough to be in straight line of sight from you, with the exception of Rico and Thunder.

 

So yeah, I fear that a smart Artillery will be nearly impossible to take out with any gun other than another Artillery, especially if he has mines and his team to protect him.

only if you do use drugs .. most players want to avoid them at all costs now.. and yea i understand that the hull turns , but i will have to try it out in a battle to see if its for me ...due to the fact i'm well skilled at not turning my turrets .. and for most players who do turn them this will be a new challenge for them... now where as hiding behind walls and items yea it would work great in some battles , but also u need good players to defend as much as possible.. if not any close range turret will take u out .. if you watched the interview he did have a weak team ...who only wanted to get a photo shoot with him in battles ..so for that video it would not be a good one to use in compare , to a real battle with players who only want to battle .. this would show a better image of the new turret .. also before i forget due to the fact for now there is no protection for this new turret there will be 100 % damage done to all who get hit with it.. until they make a module / protection , for it ..

Edited by Bydo

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[..]

ty for the clarifications ;)

 

Not really. You still have to be able to predict the enemy's movement and time your shot right. Besides, this only applies to one spot on one map. Not much of an advantage, if you ask me.

The map that I chose is a map with about 50% snipers; and the locations I aimed at are typical sniper locations. There is no movement, that you have to predict.

I posted it in the balance thread too.. and there I added the text, that if you specialize in 3 possible locations of your tank and in 5 valuable target locations to shoot at, then you end up with a tiny piece of paper on your desk, that has three lines - one line for each of your locations. In each line you have 5 values for each of the 5 target spots you can aim at.

This is absolutely no work, and increases your hitrate from maybe 40% to 80%/90%.

I think that's a huge advantage which comes cheap and is easy to handle :)

 

But it's possible to counter that by the design of the turret (mainly the shooting information display, the way the power bar fills up if you charge up shooting speed, if it sticks to 100% and fires autonomously or if .. lets say the reload will start over again so that it's truely hard to have 100% speed shots all the time, ...)

But you can counter it only by design.

 

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