Jump to content
EN
Play

Forum

Supplies experiment #2 this weekend


theFiringHand
 Share

Recommended Posts

Why? What is the purpose of this? What do they hope to achieve that improves over the old system?

You of all people should know how much hate there is between the so called 'druggers' and 'non-druggers'..;p

So what Tanki hopes to achieve is to have a system that works better for every player (or most at least) and for Tanki itself.

  • Like 7

Share this post


Link to post
Share on other sites

It is hysterical how the only people saying anything positive about this experiment are Tanki administrators or Tanki lackeys of some sort.

 

 

"In our continuous quest to find the right formula for the mechanics of supplies"

 

You already have the right formula...at least for players.  To SELL more supplies, you need to find a way to get people to burn up their supplies even more quickly so a bigger percentage will have to pay real money to resupply.  Answer: shorten the duration and shorten the cooldown times...bigger use of supplies.

 

Thank you for leaving the Pro battles alone...at least for now.  My fear is that whatever change you decide for supplies will further degrade the game in it's consistent downward slide with all the updating and changes of late. 

 

                          STOP THE CHANGES

I knew this game was about making money, but I think either way for gameplay OR money, this is a bad idea. With the degrading of supplies, less people are even going to think about buying them, and for the people who do buy them, they didn't get their money's worth. Think about it.

  • Like 1

Share this post


Link to post
Share on other sites

You of all people should know how much hate there is between the so called 'druggers' and 'non-druggers'..;p

So what Tanki hopes to achieve is to have a system that works better for every player (or most at least) and for Tanki itself.

I mean in a specific context. What specific change in this new system will make supplies-

 

a) more tactical

 

b) weaker

 

c) stronger

 

d) easier to burn through

 

I don't see what advantage this gives to either the druggers OR the non-druggers. 

Share this post


Link to post
Share on other sites

 

 

I mean in a specific context. What specific change in this new system will make supplies-

 

a) more tactical

 

B) weaker

 

c) stronger

 

d) easier to burn through

 

I don't see what advantage this gives to either the druggers OR the non-druggers. 

 

 

Yeah that I cannot answer, perhaps we will get a clearer picture tomorrow if we can see it 'in action'.

Share this post


Link to post
Share on other sites

They??? Gold Box is not they. Gold Box is important part of game.. It is important... !!

It's not. It's a bonus feature. It can be removed just like crystal boxes and nothing changes in the general gameplay.

Share this post


Link to post
Share on other sites

They??? Gold Box is not they. Gold Box is important part of game.. It is important... !!

But remember that every player is in the same boat when it comes to having active supplies when a gold drops. It won't only be trickier for you, but for everyone else in the game also. Some will be better at figuring out when exactly to use which supply to have the best shot at taking the gold.

  • Like 1

Share this post


Link to post
Share on other sites

All I can theorize atm is that going out of your way to pick up supplies (while going to the flag or running away or whatever) will not be worth it. And that's a negative in terms of tactical and strategic gameplay.

Share this post


Link to post
Share on other sites

I'm wondering... Why doesn't Tanki remove supplies altogether from the game? And perhaps refund the same worth of crystals?

And then introduce an update where every hull has it's set of unique abilities which can be unlocked via mastery?

This system is very interesting in TX, why not add it here?

Would be great to see skill win regular battles instead of cash.

  • Like 3

Share this post


Link to post
Share on other sites

Hey everyone,

 

It's useless speculating about whether the experiment will be a good or bad thing. Please reserve your judgement until AFTER you've actually tested the experimental parameters for a few hours.

 

As for those of you claiming that "supplies are perfect as they are", there are at least as many players saying the exact opposite.

  • Like 7

Share this post


Link to post
Share on other sites

All I can theorize atm is that going out of your way to pick up supplies (while going to the flag or running away or whatever) will not be worth it. And that's a negative in terms of tactical and strategic gameplay.

 

It's useless speculating about whether the experiment will be a good or bad thing. 

This will at least be true, I'm not taking sides or saying the experiment is good or bad, but using the stats to support a specific claim that IMO is a negative.

 

And yes, there are many players saying supplies are NOT perfect as they are, but that does not mean they want supplies to move in THIS direction.  However, it's nice that they are even conducting experiments. The more experiments, the better. :)

Share this post


Link to post
Share on other sites

You already have the right formula...at least for players

I disagree. Let's assume we have two groups of players in Tanki - "buyers" and "non-buyers". The buyers (and a few smart free players who save up) are the ones with practically infinite supplies, while the non-buyers are those without supplies. So what happens is that in normal battles with supplies, non-buyers suffer because they use supplies as much as they can to win but lose because of non-buyers on their team, while non-buyers suffer because they get dominated by buyers in the opposite team. The only exception for buyers is DM mode, but even there it simply gets boring because the opponents without supplies are too easy to defeat.

 

The game needs a major change in supplies. Non-buyers already have the option to get a PRO pass and play battles without supplies, but buyers need something for supplies too. Specifically, something that would allow buyers to enter battles with supplies on, knowing that every single player on their team will use supplies to their full potential in order to win.

 

This experiment won't exactly provide such a solution to the problem, but it's still making progress in the right direction: making supplies more balanced while still keeping them fun.

  • Like 6

Share this post


Link to post
Share on other sites

...using the stats to support a specific claim that IMO is a negative.

The stats are just numbers. Looking at the numbers won't help you get a feel for how the thing will work. You need to try it out.

Share this post


Link to post
Share on other sites

ok guys a few things..

 

First like Cooper said this system is to try and cut back on players who are heavy druggers and to try to make the game / battles more on a even scale.. which as most players know a drugger will figure out the  system to make it work ,..so they can keep full filled with drugs.. there is always ways around things.. give it time for someone will to do it..

 

also Maf  i fully agree a drugger will always be a drugger and in DM battles or even other battles ..they have been getting less and less fun to battle..

 

now ..Mr.Debono .. your telling us to reserve our judgement calls until we try them out .. that's fine ... but why are we being the test bunnies, when this should have been tested out first in the test servers with a selection of pro druggers and get there feed back on it....

Share this post


Link to post
Share on other sites

lol... press speed boost bit after siren and somebody else gonna take it...

Not really as becauase now the sign is visible at any distance, it's relatively quite easier to find the spot than before. :)

And now let's stop assuming stuff before trying it out, as I can surely be wrong.

Edited by newrohan

Share this post


Link to post
Share on other sites

ok guys a few things..

 

First like Cooper said this system is to try and cut back on players who are heavy druggers and to try to make the game / battles more on a even scale.. which as most players know a drugger will figure out the  system to make it work ,..so they can keep full filled with drugs.. there is always ways around things.. give it time for someone will to do it..

 

also Maf  i fully agree a drugger will always be a drugger and in DM battles or even other battles ..they have been getting less and less fun to battle..

 

now ..Mr.Debono .. your telling us to reserve our judgement calls until we try them out .. that's fine ... but why are we being the test bunnies, when this should have been tested out first in the test servers with a selection of pro druggers and get there feed back on it....

They want to reduce the gap between druggers and non-druggers. You can't measure the effect if you only test it with druggers.

Share this post


Link to post
Share on other sites

It makes no sense to add more updates why? since 2015-2016 the updates destoyed the game.In 2016 they added much Pay2Win from over 100k players tanki got only 40-50k players everyday even on nowadays,there point is to destroy this game by those tactics they just working on the New Tanki 'Tanki X' and they take high risks they dont even know how much players will play Tanki X,they destroy TO and ruin theyr career,after TO landed to gamescom in 2014 there were hopes that this game will get famous,but now they destroy the game and will end with NOTHING in the hands,anyways this update isnt good.

 

Those updates are even more tired then i am myself.

 

55% quit this game because the Updates.

 

you work on supplie updates? why dont fix the bugs? glitches etc.

Edited by Maf
Please don't post many times in a row. Edit your post if you want to add something.

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...