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Bigger rewards for completing mission chains this summer!


theFiringHand
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are you kidding me!? I just received my reward for this week today at UTC 2:30 and it wasn't tripled! so should i not have completed it too early in the day?? why wasn't this tripeling done at server restart?

 

missions are updated at server restart so it should be fair to start the tripeling at the same time as well!

Hi, I've checked with the devs. The update wasn't launched at the 02:00 UTC server restarts but later on during the day. Unfortunately you claimed your rewards prior to the update being implemented, so you'll need to finish another chain in order to get the new, bigger rewards.

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i am not allowed to use computer in summer <_< ,but guess what? this game is too good to follow rules!!!


That's why I'm still playing Tanki at 2:22 am in the morning :D

 

 

Yep. But they've killed off everything in their player base except the players who like pressing buttons to make the lights flash and sparkle. Shiny! So Overdrive swill soon become permanent I'll wager a Coke on it.

 

Just did my mission minimums. I'd have a good battle be playing and smiling. Then 2 or 3 Overdrive blowouts. Hence the mission minimums.


Just because Space mode stayed doesn't mean Overdrive will. Do you know how frustrating it is to be attacking an enemy and suddenly they hit shift which makes them almost invincible!?!

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Honestly, my idea for the overdrive would have worked way better than its current state.

I do not recall the details but I reckon you are probably right. :)

 

Just because Space mode stayed doesn't mean Overdrive will. Do you know how frustrating it is to be attacking an enemy and suddenly they hit shift which makes them almost invincible!?!

Well of course you are right it is not certain Overdrive will stay. But that is my honest prediction. The devs seem to be lurching from concept to concept in a fevered attempt to make this game seem 'new' again to its player base. As for do I know how frustrating that is, the answer is "yes". :)

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I do not recall the details but I reckon you are probably right. :)

 

Well of course you are right it is not certain Overdrive will stay. But that is my honest prediction. The devs seem to be lurching from concept to concept in a fevered attempt to make this game seem 'new' again to its player base. As for do I know how frustrating that is, the answer is "yes". :)

In matchmaking, teams will be random, and full (10).

So a team of full noobs is unlikely.

 

We dislike zero supply only because it magnifies the impact of having bad players (like wasp magnums) in your team.

 

With random teams, I think it is good.

 

Not that I really like to play non-pro, but it makes my missions easier, so I would like this to stay when matchmaking comes in.

Edited by CooperO
Profanity removed.

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Nice that you increase the mission rewards;

sad that I still have to play normal battles to complete them.

 

There are reasons, why a very large portion of the battles on the servers are pro..

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In matchmaking, teams will be random, and full (10).

So a team of full noobs is unlikely.

 

We dislike zero supply only because it magnifies the impact of having bad players (like wasp magnums) in your team.

 

With random teams, I think it is good.

 

Not that I really like to play non-pro, but it makes my missions easier, so I would like this to stay when matchmaking comes in.

Can't wait for 10 vs 10 in Sandbox :D  :lol:  :blink:    What is current default in normal... 4 vs 4?

 

I disagree - Overdrive will still suk.  It ALL depends on how hard you want to drug - team doing the most wins since they will reach overdrive first.

Devs have increased supply usage with this implementation.

 

For me that's not a battle...

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In matchmaking, teams will be random, and full (10).

So a team of full noobs is unlikely.

 

We dislike zero supply only because it magnifies the impact of having bad players (like wasp magnums) in your team.

 

With random teams, I think it is good.

 

Not that I really like to play non-pro, but it makes my missions easier, so I would like this to stay when matchmaking comes in.

Hmm. Well that is an angle I'd not thought of myself. Not sure that's how it'll work out but it is an interesting possibility.

 

However I've heard a lot about this "matchmaking" system and it just seems like more Tanki vaporware. Like the m0 alterations which were supposed to just change colors. Or the m3 alterations which were to be so super kool they Could Not Be Spoken Of. 

 

In short I will believe the matchmaking system will one day exist only after it actually does exist.

 

 

 

Can't wait for 10 vs 10 in Sandbox :D  :lol:  :blink:    What is current default in normal... 4 vs 4?

 

I disagree - Overdrive will still suk.  It ALL depends on how hard you want to drug - team doing the most wins since they will reach overdrive first.

Devs have increased supply usage with this implementation.

 

For me that's not a battle...

I assume Sandbox will be removeds from the basic cycle.

 

Which reminds me... I saw a Gravity map in Basic play last night. Hmm.

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@wolverine:

have you read this one on the overdrive mode? It's worth a read..

Oh i read that and agree 100%. says exactly how I feel.

 

Not sure how the Devs thought this would be good for the game.  It has back-fired big-time.  It's not fun at all.

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Overdrive activation isn't as cool as the activation for zero supply was. Overall reduction in the drug timers means you got to buy more drugs as you will be using it way more than before

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true, it backfires. It is a positive feedback loop, a self-reinforcing part in a system; and so the system tends to tip over.

If humans design any kind of systems, they have the choice to make the feedback loops positive (self reincorcing) or negative (the opposite, but I could not find that word in the dictionary). A game needs both.. but Tanki has a lot of positive feedback loops, and almost no negative ones. So once a team gained domination status, the battle is done for; but still both teams have to wait for the end-criteria (enough flags, or all leave in frustration).

 

The only negative feedback loop they have is in the CP mode, where the points of the winning team grow slower, and can also be reduced if the loosing side holds the point long enough.

(this caused a lot of troubles in the start, as the negative feedback was too strong => never ending battles; but in the meanwhile it is really cool. Also the players learned to play 70 and 100 points CP, instead of 200+.

 

Tanki would need more of those.. but it is kind of hard to balance them.

I mean, if you are overpowered by others, it is kind of usefull to get out of this situation soon.. the psychology is tricky around this issues.

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true, it backfires. It is a positive feedback loop, a self-reinforcing part in a system; and so the system tends to tip over.

If humans design any kind of systems, they have the choice to make the feedback loops positive (self reincorcing) or negative (the opposite, but I could not find that word in the dictionary). A game needs both.. but Tanki has a lot of positive feedback loops, and almost no negative ones. So once a team gained domination status, the battle is done for; but still both teams have to wait for the end-criteria (enough flags, or all leave in frustration).

 

The only negative feedback loop they have is in the CP mode, where the points of the winning team grow slower, and can also be reduced if the loosing side holds the point long enough.

(this caused a lot of troubles in the start, as the negative feedback was too strong => never ending battles; but in the meanwhile it is really cool. Also the players learned to play 70 and 100 points CP, instead of 200+.

 

Tanki would need more of those.. but it is kind of hard to balance them.

I mean, if you are overpowered by others, it is kind of usefull to get out of this situation soon.. the psychology is tricky around this issues.

Well observed.  Now if the Overdrive effect counter increased every time the other team used a Supply then you would have the dampening effect you mention. (To cite just one mechanism.)

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Well if the rewards get bigger and bigger, then i might play everyday :P

And if the Pro-battles disappear (very few last night, if any) because of the mission-update I guess I'll be playing a LOT less. :(

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can the devs pls undo the mission update . i cant complete a single mission cuz of the druggers and buyers 

i could complete my missions in pro battles pls 

It's not a problem for me at all, The solution is you just play with low ranks.

 

But, Unfortunately I don't play anymore I just play from time to time I am just only on forum. Because The Space mode update made me only in Moon parkour.. Also Moon SIlence when it's back ... 

Edited by GeorgeOnsiAlfy
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this should be for a longer period of time its AWESOME !!!!  like maybe forever LOL

This bigger reward is a distraction from how they are promoting drugs in Battles. Making harder for non buyers. Pro battles being washed out etc

And off course they want to see players playing continuously as there has been a major decrease in players.

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This bigger reward is a distraction from how they are promoting drugs in Battles. Making harder for non buyers. Pro battles being washed out etc

And off course they want to see players playing continuously as there has been a major decrease in players.

The thing is once thy brought the update, no one was interested in doing the missions. So now they make an update saying "bigger rewards for the summer" just so that people will play and do the missions...

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true, it backfires. It is a positive feedback loop, a self-reinforcing part in a system; and so the system tends to tip over.

If humans design any kind of systems, they have the choice to make the feedback loops positive (self reincorcing) or negative (the opposite, but I could not find that word in the dictionary). A game needs both.. but Tanki has a lot of positive feedback loops, and almost no negative ones. So once a team gained domination status, the battle is done for; but still both teams have to wait for the end-criteria (enough flags, or all leave in frustration).

 

The only negative feedback loop they have is in the CP mode, where the points of the winning team grow slower, and can also be reduced if the loosing side holds the point long enough.

(this caused a lot of troubles in the start, as the negative feedback was too strong => never ending battles; but in the meanwhile it is really cool. Also the players learned to play 70 and 100 points CP, instead of 200+.

 

Tanki would need more of those.. but it is kind of hard to balance them.

I mean, if you are overpowered by others, it is kind of usefull to get out of this situation soon.. the psychology is tricky around this issues.

Overdrive backfires and now it is here to stay.  I refer to the survey where they say they are "thinking" about adding it to the game. Which means I give you 10:1 odds it will soon be made permanent.  

 

Tanki just cut to the chace. Implelent a new supply. Press it and every enemy tank in the game dies.

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Not playing solves many of the issues with the game, I believe. Maybe we all should learn from that guy.

well I had intended to finish all my drugs before I stopped playing... but I just logged in to find out my clanmate bought me 2 1500 supply kits in hopes that i would get over the fact that i did not get my triple! well I don't have time to use all my nealry-20000 supplies now! I'll just forget that and stop right now instead.

Edited by GuidoFawkes
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