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Fame! (Or: How To Fix Everything In Tanki)


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The other day I had a Tanki-piphany

 

There is a way to reduce the following major chronic problems in a fun and entertaining way.

 

> Excessive Drugging

> "Game Collapse" (When players abandon a losing team early, creating a rout.)  

> Lack of Game Diversity (Way too many Poly CP, Noise, etc.)

 

Some relatively smaller benefits can be had as well:

 

> Aid for the Newer/Poorer Player

> Better Distribution of Alterations

> Great Potential for Clans

> New Status Indicators / Ranking Types

> New Mission Types

> Role-Playing

 

How to accomplish all this? Let's skip ahead to the bottom line. The answer lies in converting the new "Rating" index to a new formula and re-naming it "Fame" But in order to understand why this is we need to start at the beginning.

 

(Please understand this is only an outline, Any specific number given is just for example purposes. The nuts and bolts need to be worked out. This proposal is intended to spark imagination and fresh perspective. It does no0t pretend to be a complete, final, and functional system.)

 

Tanki Needs a Backstory

 

Just who are we tankers anyway? Why are we fighting, who is supplying all this armor, and why are we fighting over these battlefields? Who's paying us all these "Crystals" anyway?

 

The game does not seem to reflect warfare so much as it seems to be a form of public entertainment. So for purposes of this presentation let's assume the old "Blood-Sport in a Dystopian Future" trope. You know the drill. Both the jaded rich and the oppressed masses seek diversion through violent staged battles. From Roman gladiators to movies like Rollerball and The Hunger Games the concept is well-known.

 

So let's assume that basic idea explains why there are all these tanks battling so often on all these enclosed maps. Unlike real battlefields, these maps have barriers on all four sides - just like an arena.

 

Now that we know Tanki is a professional  blood-sport we know it also has viewers, fans, sponsors, media ratings, player contracts and the like. This concept explains why matches are scored and where the money (Crystals) comes to pay the tankers.

 

That Missing Something: Fame!

 

Fans love certain teams and players for all sorts of reasons. Only some of those reasons have to do with winning games and championships. (Chicago Cubs anyone?) The overachiever, the underdog, individual toughness, simple charisma ... many things besides a good win/loss record can generate fan interest and loyalty.

 

Tanki as it is today has a system for winning and losing. It has experience points to measure when a player has earned the right to go up to the next level of competition. It has Crystals to pay the professional tanker-athletes.

 

That system must remain as is. This proposes to give players an alternative way to progress and grow.

 

How Would It Work?

 

The good news is we can convert the existing "Ranking" calculation into a "Fame" index. Then this index would be used to reward players after battle, just as experience points do today.  In other words a tanker would earn both Experience and Fame in a battle. Then both of these results would determine the Crystals payout for that player.

 

(The long-term indicators for Experience and Fame would be displayed at the top of your scree just as they are now.)

 

KEY CONCEPT: By awarding Crystals according to the current system melded with  a new Fame system would mean a good player on a losing team could still earn some cash. In short: to alter player behavior the game has to give players good reason to change.

 

What Factors Would Determine Fame?

 

This is where a lot of brainstorming and trial-and-error would be required to balance the specific parameters. The following general concepts are suggested as Fame drivers. (The examples may or may not be good ideas they are just there for clarification)

 

> Individual Feats. (ex killing 6 enemies in one spawn. Capping two flags in one minute.)

 

> Drug Use (The more Drugs used the slower the Fame gain.)

 

> Against All Odds (When only 3 Tankers remain fighting a full team of 10 those 3 earn glory.)

 

> Parkour and Other Tournamets Tanki runs several of these. Participation certainly should have a Fame payoff.

 

> Ace Specialties (The more a Tanker is known as an ace Twins/Hunter tanker, the faster she earns fame when using that combo ... Fans don't go to a hockey game to see their star right wing play goalie.)

 

> Novel Contests (The more games played on a certain map/mode combination the slower the Fame gain. Fewer viewers means less Fame. Poly CP again? What else is on?)

 

> Less-used turrets and hulls. Perhaps success with the least-used turret/hulls (least-used overall by all players not that specific player) could also pay off in faster Fame gain.

 

> "Fightin' Nekkid" (A Tanker "fighin' nekkid' cannot use his own Drugs, cannot pick up Drugs from the map, and cannot be healed by Isidas... but the Fame gain is huge.)

 

Why, Exactly, Would This Change Anything?

 

I believe this would change player behavior because of two reasons: Crystal Income and Bragging Rights.

 

If there's one thing I am sure of, it is players like to brag. Players like to be popular. A "rating" is all well and good ... whatever that means. But famous is famous! 

 

Also there are more tangible considerations.

 

Right now if I am on a team that is certain to lose I just quit the game. It is not worth my time to play the next 10 minutes in order to get maybe 33 Crystals, I am better off throwing away those 33 Crystals in order to play in a game where I can earn 333 Crystals in the next 15 minutes.

 

But if I can earn a reasonable payoff by doing well on a losing team I might stay. And if rewards go up the more I am outnumbered I am even more likely to stay. 

 

We all know that right now there are heavy druggers and there are people who don't even use the ones they get from daily missions. Wouldn't rewarding the non-druggers for their style be a powerful incentive? 

 

The high cost of equipment means new players and non-buyers tend to use one turret and hull for months. By giving this "specialization" a little bit of an advantage in the Fame calculation the new player would get a little bit of a boost up.

 

Experience points would still be needed to rank up so it s not as though a tanker could ignore everything else for Fame. So there would still be plenty of games on Poly CP.  Players who love Poly CP for itself would still do just as well playing Poly CP. Players who hate it would not feel forced to play it. (Again Poly CP is just an example.)

 

New Significance for Paints

 

New Paints could be developed that unlocked according to a Tanker's Fame instead of according to Rank.  The idea here is to give players visual status symbols to display their Fame to the world. What's the use of Fame if you can't strut your stuff?

 

The fancy XT hulls and turrets could also be given a Fame requirement.

 

Or perhaps all Paints could be turned into a Fame-based unlocking system. 

 

If there is one thing I know about players, is they like to brag. Famous Paints are a way to brag just by showing up. I predict they'd be popular.

 

Optional Possibilities

 

Sponsors:  Anyone who has seen a NASCAR race knows how sponsors line up to put their decals on cars and drivers. In the world of Tanki, wouldn't the Amalgamated Armor Company want its name liked to the public's most beloved tankers? Sponsorships offer a new route for visual status symbols, Crystal bonuses, MUs... the possibilities are open.

 

Fame seems like a natural metric to apply to the new Clan system. Link certain Clan enhancements to Fame.

 

Likewise it is easy to see the potential for new mission types.

 

Likewise perhaps linking turret alterations to the Fame metric might turn out to be a more satisfying system than the current m-level method. Wouldn't the Simply Smoky Company want to show off their new weapon concept in the hands of the world's top Smoky aces? 

 

Downsides

 

> Considerable development work and that costs money.

 

> Serious implications to the economic system. This too would take considerable thought/time to get right.

 

Role-Play

 

I mention this last because honestly it is the least important consideration. Personally I would like to read something in chat besides "noob" repeated over and over. With good writing and an entertaining backstory we just might see a sense of fun in chat. Right now chat is often mean-spirited and bitter ... as anything I have ever seen in an online game.

 

A pleasant respectful atmosphere really is a more fun way to game. Not everyone like to role-play but no one would have to.

 

Ladies and Gentlemen, Start Your Annexations!

Edited by LittleWillie
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Moved from Ideas and Suggestions

 

I can't really assign any particular status to a proposal this big. Some of the features you suggest are already planned, some won't happen at all, while the rest are simply good ideas with potential to be implemented. So I think this is better off as a discussion (although I will still forward the idea to developers).

 

The biggest problem with the idea is that anything that involves crystal rewards can be abused. If the rewards are significant, then people will get into groups and specifically do certain actions to manually increase their "fame" and get rewards. I like the idea of fame being linked to certain aspects like clan applications and paint/XT unlocking, but I doubt it would work well if turned into a source of income.

 

Another thing is that negative effect on the users' fame shouldn't be caused by use of supplies. Supplies are just part of the game, so there's no shame in using a lot of them in battles where they are available. And choosing to not make yourself stronger despite having the opportunity to do so does not make you a better player.

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Moved from Ideas and Suggestions

 

I can't really assign any particular status to a proposal this big. Some of the features you suggest are already planned, some won't happen at all, while the rest are simply good ideas with potential to be implemented. So I think this is better off as a discussion (although I will still forward the idea to developers).

 

The biggest problem with the idea is that anything that involves crystal rewards can be abused. If the rewards are significant, then people will get into groups and specifically do certain actions to manually increase their "fame" and get rewards. I like the idea of fame being linked to certain aspects like clan applications and paint/XT unlocking, but I doubt it would work well if turned into a source of income.

 

Another thing is that negative effect on the users' fame shouldn't be caused by use of supplies. Supplies are just part of the game, so there's no shame in using a lot of them in battles where they are available. And choosing to not make yourself stronger despite having the opportunity to do so does not make you a better player.

Thanks for posting it. (I made some minor proofreading edits. I also added a comment about new mission types, which I had forgotten to include.)

 

======

 

That players would play to maximize Fame is rather the point. Right now players play to maximize Crystals and exp. That leads to mind-numbing Poly CP battles over and over. Giving players the option to do something different is exactly the point.

 

I disagree entirely about Drugs. Drugs make the game easier. Drug use is already lavishly rewarded in Crystal payout and exp gain.. Drug use is (after lag) the most hated aspect of Tanki.

 

Fame does not mean "better player",  It means "famous".  Any player does better with Drugs. Being just another face in the crowd by definition does not make you stand out from the crowd.

 

If Tanki is going to do something about drug use - then Tanki must do something about drug use. Saying "that's part of the game so like it or hike it" is no good.

 

It is a natural concept that a player who does well despite playing under a handicap earns respect. It makes no sense to add a new system that simply clones the existing rewards system.

Edited by LittleWillie
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I like the idea, it sounds cool.

 

I'm not so sure about the "supplies giving you less fame" thing, though. (Yes, I know, I'm very original, I'm going to comment on drugs, the topic that no one ever talks about) I mean, Tanki gets a lot of money from supplies, they want to encourage it, not discourage it. Whereas giving more fame to those who use supplies would only enlarge the rift between druggers and non-druggers, I think that the solution must be something else. Perhaps the solution is what Mafioso says, perhaps the use of supplies should not affect fame at all.

 

Frankly, I think that in order to solve the supply problem, the system should be changed so that in normal battles players can only use a few supplies and pro-battles can be set to either allow for any number of supplies used or none. Of course, that brings up the issue of supply usefulness. If you're in a battle where everyone is using supplies like crazy, then the only real consequence is that tanks take longer to die and are 40% faster. Part of the reason why people buy supplies (I would assume) is because they want to have an advantage over other players.

 

Another option would be to reduce the power of supplies, which Tanki is not going to do.

 

I really like the idea of awarding fame for sticking to a game until the bitter end. I, too, think that players should somehow be encouraged to stick to and join losing teams. That would make the game a lot less frustrating and more fun for everybody. Of course, people need an incentive to win, so I'm alright with the winning team getting extra rewards, but the current state of affairs is just ridiculous. I think that something like what you propose, a sort of reward that comes from that without making everyone get the same funds from the battle is very interesting.

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Drug use slows fame gain? No. As much as i hate the supplies system, you have to understand that this will make things even worse. Huge imbalances, legend drug wars wont give people any fame (even though everyone drugs) and people will mult in NSCD games for fame. "fighting nekkid" or whatever the hell you want to call it will just be a useless team member.

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I am certain the early readers are not envisioning this they way I mean.  Let me try to illustrate by way of example.

 

under my proposal player who drug a lot would gain in exp faster than anyone else - just like they do now. Druggers would earn more Crystals that non-duggers ... just as they do now. BUT non-druggers would have hope too. The difference would be less stark. 

 

Right now druggers win games over no druggers. End of story. Since the rewad system today is so crude and inflexible druggers win the rewards too. If that does not change nothing changes.

 

Yes I agree drugs could be nay should be re-designed. But let's get serious here. If you think giving non-druggers a way to earn recognition will enrage drug-users I suggest that re-designing drugs is going to piss them off a thousand time more.

 

------

 

OK so let's try to bring this idea to life through the use of examples:

 

Today: Poly CP. Tank slaughterhouse. Spawn shoot as many enemies as possible, die, re-spawn. The battle fund goes up fast because exploding tanks feed the fund. The sense of repetition is high. Games are dull. But the payout is high so players do it even if they hate it.  

 

Poly CP & Fame: Tank slaughterhouse. Spawn shoot as many enemies as possible, die, re-spawn. The battle fund goes up fast because exploding tanks feed the fund. But it's an over-used map/mode to the Fame implications are low. The battle fund payouts at the end of the day are almost identical to today. Players who like this sort of this still get to play the way they want. But players who hate it are not forced to do it.

 

-----

 

Kungur, Brest, Barda Today These maps and others are reasonable examples of the happy medium. There's room to maneuver. There's room to hide. There are approach alleys for long-range weapons to dominate. There are defensive positions that the short-range shock troops can hold or assault. But the payouts are much lower than the slaughterhouses even if you win.  If winning seems unlikely for your side the smart players just leave the game. And the side with the druggers ... wins.

 

Kungur, Brest, Barda & Fame:  Everything about maneuver, hiding and so forth remains valid. The team that has the most druggers still wins. The druggers still get their exp and Crystals ---- but maybe even they'd  more than they do today.  

 

Because (for example purposes) these "average" scenarios will have a new revenue stream feeding the Battle Fund - the Fame-based contributions.And in these scenarios the other team might stick around to fight ... that's more kills and more flags capped and points toggled. Even if some do leave the other side the lopsided matchup starts to drive the Fame-based contribution to the Battle Fund even more. The Druggies might get a slimmer slice of a bigger pie but theystill get a lot of pie. The now losing side members that fought hard also get pie. 

 

This does not end Grindhouse games. But it makes the difference between grindhouse games and "average" games closer.

 

-----

 

Dusseldorf, Farm, Lost Temple Today:  Where are they? These and countless other maps are almost never seen since the introduction of the Battle Button. Go head and start a game in the Pro section. Watch a total of 4 players show up on Dussedorf, No one else shows up because everyone knows that game will be dull the payout wouldn't buy a single Mine even on sale. Futility indeed.

 

Dusseldorf, Farm, Lost Temple & Fame:  Let's say the same 4 people show up. But this is a rare map so the Fame component to the Battle Fund is much higher than the contribution from the old system. Yeah they payout will be pretty low still with only 4 players ... but it will but be enough to buy a mine or three even at full price.  And these four layers will get a shot of Fame to boot. But wait ... if that is true maybe just maybe more than 4 players show up. "There's a Dusseldorf map open today? Awlriiight I need a change of pace. And Jim has been giving me a hard time about how famous he is. Dusseldorf here I come".

 

Even so who wins that Dusseldorf game? The druggers win it.

 

==============

 

Druggers win all the time now and they'll win all the time with Fame. Druggers will still earn Crystals. But the player who druggs 100% of the time will just not be as famous as the drugger who drugs the 40% of the time when it mattes most.

 

Druggers tell me drugging takes a lot of skill because "cooldown management".  Well I don't honestly buy that but I will take them at their word. Knowing how to drug and still get famous would be an actual test of skill and judgment. And that is what druggers want too, right? 

 

Games exist because humans like to put skill against skill.  So look at this proposal as a way fot the skilled drugger and the skilled non-drugger both to prove their skills.

 

And some people will enjoy having a high Fame index even if they rank up slower than others. What is wrong with that? Heck maybe more peole would actually stick around to play Tanki if it rewarded a greater variety of players.

 

So please. I know this is a big change and it takes considerable imagination to cast aside habits ingrained under the current system All I ask is the readers try.

 

Thank you for reading all this.

Edited by LittleWillie
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We have something like "fame" now. It is Legend rank. I am a legend 8, if I am playing a legend 20 I know he is probably going to be better (more experienced, more equipment, more drugs, better protection) than me. If I look at people's legend rank that usually tells me at least a baseline for how good they will be in battle.

Did you read more than the title?

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As I said to you before, ;) I would like to see this implemented only for DM tournaments when they return.

 

The whole of Tanki is more military-based, like a war. Hence the sides, the ranks, etc.

 

But DM tournaments are gladiator-based, which would fit perfectly. They need a separate rating for themselves as well.

 

Now I know some of the biggest benefits would go out the window, especially the portion to reward players who stay with a losing side. But that can be done many ways. For that matter we could even bring in CTF tournaments like DM tournaments, for clans and such, using Fame as well.

 

Also, Tanki is well-liked (by some) for its simplicity....and this is not exactly simplicity.

 

However, it is a well thought-out and reasonable idea. :)

Edited by r_I_already_won0
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As I said to you before, ;) I would like to see this implemented only for DM tournaments when they return.

 

The whole of Tanki is more military-based, like a war. Hence the sides, the ranks, etc.

 

But DM tournaments are gladiator-based, which would fit perfectly. They need a separate rating for themselves as well.

 

Now I know some of the biggest benefits would go out the window, especially the portion to reward players who stay with a losing side. But that can be done many ways. For that matter we could even bring in CTF tournaments like DM tournaments, for clans and such, using Fame as well.

 

Also, Tanki is well-liked (by some) for its simplicity....and this is not exactly simplicity.

 

However, it is a well thought-out and reasonable idea. :)

If you don't like the "bloodsport" backstory then others are possible. For examle we are in a world where nations fight their wars in highly formalized battle between their professional armies. Instead of "sponsorship" status symbols you'd have "medals".  If a militry theme is more satisfying so be it. The example backstory itself is not a reason to implement or not implement the idea.

 

The idea would be a failure if it applied to only one of the four modes.

 

As for simplicity this system is no more complicated than today's game.  Instead of the word "rating" the word "Fame" would be used.  But instead of having no meaning at all other than to generate a number, this function would be given a use in Tanki.

 

Right now the "Rating" is generated. Do you know the math behind it? Do you find yourself in battle deciding to shoot or not shoot because of implications to your "Rating"? I don't. I don't see how that changes with the word "Fame" used instead. In neither case do the players know the exact formula .. they just see the results.

 

The same goes for battle funds. I do not know during battle how many Crystals I'll have until the battle is over. Nothing would change about that.

 

(And as for simplicity Tanki is actually quite complex.  It has damage that varies across the shooting range but that is also distributed over a bell curve. And there are quirks like Smoky's critical shot that has a 20% chance of landing which goes up to 40^ then 60% until you do land one then it goes to zero percent for two shots then back to 20% and yeah that's not so simple really is it? Yet a 12 year old can grab a smoky and start shooting enemies in 2 minutes and she's having fun.)

 

Simplicity is not a a make-or-break either, iMO, because the math is done invisibly to the player. 

 

Sure... some players will like this more than others. Same goes for any change. The key is if the Tanki Company thinks a change will add popularity over the long haul. 

Edited by LittleWillie

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 (And as for simplicity Tanki is actually quite complex.  It has damage that varies across the shooting range but that is also distributed over a bell curve. And there are quirks like Smoky's critical shot that has a 20% chance of landing which goes up to 40^ then 60% until you do land one then it goes to zero percent for two shots then back to 20% and yeah that's not so simple really is it? Yet a 12 year old can grab a smoky and start shooting enemies in 2 minutes and she's having fun.)

So complex that anyone with a credit card can win 90% of their games.

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Yep ... so wouldn't it be nice to offer recognition to players who don't rely so much on the credit cards? That's what this suggestion attempts to do.

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By the way, forgot to mention something:

Tanki Needs a Backstory

 
Just who are we tankers anyway? Why are we fighting, who is supplying all this armor, and why are we fighting over these battlefields? Who's paying us all these "Crystals" anyway?
 
The game does not seem to reflect warfare so much as it seems to be a form of public entertainment. So for purposes of this presentation let's assume the old "Blood-Sport in a Dystopian Future" trope. You know the drill. Both the jaded rich and the oppressed masses seek diversion through violent staged battles. From Roman gladiators to movies like Rollerball and The Hunger Games the concept is well-known.
 
So let's assume that basic idea explains why there are all these tanks battling so often on all these enclosed maps. Unlike real battlefields, these maps have barriers on all four sides - just like an arena.
 
Now that we know Tanki is a professional  blood-sport we know it also has viewers, fans, sponsors, media ratings, player contracts and the like. This concept explains why matches are scored and where the money (Crystals) comes to pay the tankers.

 

There's actually two Russian novels written about Tanki, both of which describing how these tanks and battles came into existence. It is, indeed, set in a dystopian future, so you're really not far off. I talked about it in this topic. The idea is that the world is falling apart due to energy wars over this new rare source of fuel called "Energo", which exists in copious amounts on the moon and is extremely hard to mine. So the stuff that did get mined and ended up on Earth exists in the form of crystals and was being fought over. For some reason the war ended and a whole bunch of new generation tanks, which were being used in the war, are now collecting dust in old garages and scrapyards. But since the war destroyed much of popular culture and turned civilised cities into chaos, people started looking for new ways to entertain themselves and gain income, since many were in a desperate situation.

 

So then came the idea of using these old tanks to fight in closed arenas as a kind of "gladiator fight". The winner got energy crystals as reward and the losers went away to fix up their tanks. So yes, Roman gladiators, Hunger games, enclosed arenas, high stakes, etc. You were really close.

 

Although worth noting that this is just a book written by an independent author, who has nothing to do with AlternativaPlatform and development of Tanki. In reality, this game doesn't have any official lore and Hazel himself said that he finds the theory of gladiator battles hard to believe (he posted about it in the same topic that I linked above).

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Thanks Mafioso I did not know that. But as I said it is a common plot type. As far as "hard to believe" ... Gulliver's Travels is hard to believe too but centuries later they're making movies based on it. We're after fun not realism. :)

 

Well a gladiator fight does make sense. Whats with the floating arena, destruction in the background and "combat zone, NO ESCAPE" graffiti everywhere?

Yeah also them advertising billboards on the battlefield. I don't think there were many billboards littering the battlefields of Bialystok/Minsk, Stalingrad, or Kursk.  ^_^

 

I have errands to run but I will ;layer on some detail to try to communicate my ideas a little more clearly.

Edited by LittleWillie

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Well a gladiator fight does make sense. Whats with the floating arena, destruction in the background and "combat zone, NO ESCAPE" graffiti everywhere?

I don't think you're really supposed to make sense of all that. It's a game and you don't need to lose sleep over the possible history. :P

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I personally don't like this idea. Besides Tanki being an arcade game, nice and simply without a story, I think this post and others are following a trend of trying to achieve game balance by limiting the power of a powerful player and increasing the power of a weaker player. By powerful and weaker player I don't mean more or less skill, I mean performance in battle, supplies or no supplies, skill or no skill. I don't like this trend. I see topics that suggest nerfing supplies, introducing complex ratings systems to determine how good a player is, and other ideas to mathematically "balance" the game, to remove what is perceived as unfairness. Apparently EXP and crystals are to be gained this way, and not the current way, players should only be able to use this many supplies in a certain amount of time, etc. Remember that "fairness" is subjective, and so is skill. Tanki's economy is objective: every player earns what he earns, the method itself does not matter. This does not need to change.

 

But I can understand where these suggestions are coming from. Of course it is frustrating to earn a measly amount of crystals even though you did great in a battle, but your team lost. Of course it is frustrating to get destroyed by higher-ranking druggers you can't retaliate against. Instead of introducing limits, however, I think the difference between loser and winner should decrease. For example, as another player has suggested, crystals in team battles could be earned at a flat rate, with the winning team having a multiplier or bonus. Thus the losing team would actually earn a decent amount of crystals, though not as much as the winning team. Right now the difference between crystals earned by the winning and losing team is too big. Another idea comes from WoT: if your team lost, but you did exceptionally well (say you were first and earned 1000 EXP while the player who was second earned 500), you would get a bonus to compensate for how well you played. Like Hazel-Rah said, buffs are better than nerfs, so I suggest a buff to increase losing team earnings rather than nerf winning team earnings. What LittleWillie wrote is far too complex, we should keep it simple. EXP dictates crystals earned, and nothing else.

Edited by ThirdOnion
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Firstly

 

OK Precious we're paying attention to you. Who's a big boy? Yes you are. Yes you are!

Funniest flippant reply i have read for quite some time - LOL.

 

Secondly.

 

Personally i like the idea (even though 'FAME' to me would not necessarily be a motivating factor (im a little older than your average bear)) and im not sure some people are seeing the amount of reasoning and thought that has gone into generating it.

 

It would certainly take some working out and a whole heapa testing but it certainly suggests some nice ideas.

 

Congrats

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I personally don't like this idea. Besides Tanki being an arcade game, nice and simply without a story, I think this post and others are following a trend of trying to achieve game balance by limiting the power of a powerful player and increasing the power of a weaker player. By powerful and we

 

...

 

Like Hazel-Rah said, buffs are better than nerfs, so I suggest a buff to increase losing team earnings rather than nerf winning team earnings. What LittleWillie wrote is far too complex, we should keep it simple. EXP dictates crystals earned, and nothing else.

No one is being weakened. Players are being offered another choice, another set of tactics to use in order to garner rewards.

 

There are real issues to Tanki that could be improved. Some people try to think of ways to make matters better. Other people feel that once something is a certain way it should never change.

 

Firstly

 

Funniest flippant reply i have read for quite some time - LOL.

 

Secondly.

 

Personally i like the idea (even though 'FAME' to me would not necessarily be a motivating factor (im a little older than your average bear)) and im not sure some people are seeing the amount of reasoning and thought that has gone into generating it.

 

It would certainly take some working out and a whole heapa testing but it certainly suggests some nice ideas.

 

Congrats

Thanks for the nice comments. 

 

I too am zero percent motivated by the arbitrary "Ranking" we have now. I probably would not be more motivated if it were re-named to "Fame". But I know some players would. The real change motivator though is to give a player a reason to playy out a losing game. It is a challenge to fight, say, 4 on 6. But if doing so gives me a chance at some sort of reward . . .   :)

 

I would be happy to see a reason to stick around in an interesting but losing battle. But the same concept applies to ddrug use. Why not give players a reason to try that style, to seek that challenge? The game would be more dicerse for everyone. 

 

Saturday night I was having so much fun. Was playing Wasp/Vulcan on Desert CP. Excapt for one specific attack on a defensive strong point I wasn't drugging much. Soon stopped drugging at all. Was still doing well zooming around and blazing away. One game ends, next one starts.

 

I am still charging zooming blazing away no drug use except for map pickups. ... dying but taking them down with me. I spawned, typed COWABUNGA and charged again. Soon a teammate and I were throwing the cowabungas, geronimos, yeea-hahs, have at yous and so forth. We lost by like a 4:1 ratio but still had fun. the team fought hard all game even on a losing effort.

 

That does not happen much now. These proposed changes aim to make that exact thing more common. But as you mentioned there are layers to the proposals.I didn't expect rapid widespread acceptance :) My main hope is some concepts resonate with the devs. 

 

 

Replace flamethrower with minigun and here you have SkittleWillie last Saturday:

https://youtu.be/Tnod9vtB4xA

Edited by LittleWillie
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Why don't you walk around Compton with a photo of the ex-President made to look like an animal and gather opinions of racism directly? Why don't you ask some black men abut the implications of calling one of them "boy". 

 

I didn't post that BS. I am not the one "ruining" this topic by posting racist content completely out of context. You have a lot to learn. Get hiding.

So littlewillie are you suggesting that only black men get offended by calling them "boy"? Does this trigger you? If so maybe you are the real racist.

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So littlewillie are you suggesting that only black men get offended by calling them "boy"? Does this trigger you? If so maybe you are the real racist.

Leave it railgun, please.

 

Anyway LittleWillie would you consider large rewards for a certain amount of fame? Because this proposal would work better the more people are motivated. Right now a lot of people don't care about rating and it might be the same for fame.

Edited by r_I_already_won0

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So littlewillie are you suggesting that only black men get offended by calling them "boy"? Does this trigger you? If so maybe you are the real racist.

Could you be a bigger child of privilege? Are you aware of any history prior to 2008? I doubt it. There's a real world out there and some ugly history. Black American never had the luxury to pretend it does not exist. I hope you learn something about it before your time has passed. Good bye.

 

Leave it railgun, please.

 

Anyway LittleWillie would you consider large rewards for a certain amount of fame? Because this proposal would work better the more people are motivated. Right now a lot of people don't care about rating and it might be the same for fame.

I put forth this suggestion good faith and now I am done with it. I knew all along there was about 0.01% chance anything like this would happen. I just hoped maybe a lightbulb might go ff over some Tanki employee's head.

 

But seriously, **** Tanki. The level of stubborn that company has is breathtaking.

 

Good faith with Tanki is futile. I'm done with acting so nice all the time. :rolleyes:

Edited by LittleWillie

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I edit this post, i actually see that i go Off-Topic, and i remove all of my posts here, i apologize for changing the topic here.*

Thank you.

 

Now I will go about removing my harsh comments about the post you've so honorably removed.

 

Again, my thanbks for thinking things through.

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