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Let's discuss the other Overdrives devs want to implement


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Well, a lot of players have been begging for devs to add new hulls, but up until the addition of overdrive there was no reason to add any new hulls, because a new hull would be either too similar to one of the existing hulls, or it would have ridiculous stats, like insane speed and terrible handling. Either way, there's no point adding new hulls right now. But once every hull will gets its own unique overdrive, it will be possible to make hulls very different, with the main defining characteristics being not just the class (light/medium/heavy) but also the kind of overdrive it has.

 

And I think it will make the game a LOT more interesting since we suddenly get these brand new game mechanics that will totally diversify gameplay and create new tactics.

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Basically what Maf said above sums my opinion up.

 

Giving hulls different Overdrives will also decease the amount of hulls on drugs during battles. For some that should be pleasing to hear...

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Well, a lot of players have been begging for devs to add new hulls, but up until the addition of overdrive there was no reason to add any new hulls, because a new hull would be either too similar to one of the existing hulls, or it would have ridiculous stats, like insane speed and terrible handling. Either way, there's no point adding new hulls right now. But once every hull will gets its own unique overdrive, it will be possible to make hulls very different, with the main defining characteristics being not just the class (light/medium/heavy) but also the kind of overdrive it has.

 

And I think it will make the game a LOT more interesting since we suddenly get these brand new game mechanics that will totally diversify gameplay and create new tactics.

- Just because some want new hulls, should not mean that Tanki has to add new hulls or something that makes hulls feel different.

 

- Hulls will be different with Overdrives that could be used for any hull. So it will be like luck to have one Overdrive and not another.

 

- It would be as "interesting" if we would get the 7 Overdrives in our garages and equip any of them to any of our tanks. Not that I want that either.

 

I think what makes Tanki a fun game, still, is it's simplicity. You drive a virtual tank, turn your turret and shoot, that is why even little kids like it. Overdrives will add unnecessary complexity.

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- Just because some want new hulls, should not mean that Tanki has to add new hulls or something that makes hulls feel different.

 

So in other words, "developers should ignore players' requests even if over 50% are asking for something that can actually be done" ?

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As long as no overdrive can activate all five supplies at once afterwards.

 

But first, Viking needs to lose its speed and get back it's weight and pushing power.

Edited by DieselPlatinum

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So in other words, "developers should ignore players' requests even if over 50% are asking for something that can actually be done" ?

First, you can't say that it's "over 50% asking for something" because we don't know that's case for people that want new hulls or Overdrives. To me it's just a few that repeat the same questions during livestreams and here in the forum, just like the new-XP questions, probably because they already have full garage. I think they are a minority.

 

But even if it was "over 50%", some requests need to be ignored even it could be done, and they already do ignore many popular requests, for good or bad.

 

Overdrives can exist as an option or format in Custom Battles for those players that want a new thing in Tanki, or could be the standard for the mobile version letting people choose which Overdrive to use with whatever tank they have, because it will be better than pressing 12345, but it should not be added to Standard Battles, because it will affect regular players negatively.

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Look dude, some of us are relatively new to the game, while some have been playing for years. Those who have been playing for years have been playing with the seven current hulls, for YEARS. A lot of those older players, including me, want some new hulls or at least something attached to them to make them new again.

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Well, as you know, I'm in charge of the Ideas section, and I can tell you with considerable certainty that the ideas to add new hulls or make the current hulls more diverse are some of the most commonly suggested. So with that in mind, I don't see why devs shouldn't listen to that suggestion and add something that diversifies the current hulls AND adds a new mechanic that can be used to create new, unique hulls. Yes, it's true that the overdrive makes the game more complicated and impacts one of the game's main selling points (simplicity), but I think that the benefits greatly outweigh the drawbacks here.

 

 

Those who have been playing for years have been playing with the seven current hulls, for YEARS.


Those who have been playing for years need to stop this insanity and move on to other games (or get a life) <_>(yes, myself included)
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Well, as you know, I'm in charge of the Ideas section, and I can tell you with considerable certainty that the ideas to add new hulls or make the current hulls more diverse are some of the most commonly suggested. So with that in mind, I don't see why devs shouldn't listen to that suggestion and add something that diversifies the current hulls AND adds a new mechanic that can be used to create new, unique hulls. Yes, it's true that the overdrive makes the game more complicated and impacts one of the game's main selling points (simplicity), but I think that the benefits greatly outweigh the drawbacks here.

So far, overdrive has only made battles more one-sided. Adding new overdrive doesn't seem likely to do otherwise.

 

Besides, I've got my doubts that more Overdrives will make the game more diverse. Even expecting all of them to be balanced, probably not all of them will be equally useful. There is, therefore, the danger that players will gravitate toward one or two hulls and make the game even less diversified.

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So far, overdrive has only made battles more one-sided. Adding new overdrive doesn't seem likely to do otherwise.

 

Besides, I've got my doubts that more Overdrives will make the game more diverse. Even expecting all of them to be balanced, probably not all of them will be equally useful. There is, therefore, the danger that players will gravitate toward one or two hulls and make the game even less diversified.

I'm pretty sure devs will find a balance. For example, if an overdrive is less powerful than another, then it will take less time to recharge and you can use it more often during the battle.

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I'm pretty sure devs will find a balance. For example, if an overdrive is less powerful than another, then it will take less time to recharge and you can use it more often during the battle.

It's not balance that concerns me. It's usability.

 

Let's take the current overdrive and the supply-deactivating one as an example. They are equally powerful. They both have the same effect, but in opposite ways. One can get a lot of tanks on drugs, the other can get them off drugs.

 

However, the first one is much more useful. How often are you going to get surrounded by enemies full on supplies? Probably not as often as you'll be surrounded by allies that can use supplies. The former, then, seems easier to use.

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It's not balance that concerns me. It's usability.

 

Let's take the current overdrive and the supply-deactivating one as an example. They are equally powerful. They both have the same effect, but in opposite ways. One can get a lot of tanks on drugs, the other can get them off drugs.

 

However, the first one is much more useful. How often are you going to get surrounded by enemies full on supplies? Probably not as often as you'll be surrounded by allies that can use supplies. The former, then, seems easier to use.

...so, the deactivating overdrive will probably recharge much faster so that you can use it more often, and not wait for the perfect moment every time (when you're surrounded by enemy druggers)

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I think what makes Tanki a fun game, still, is it's simplicity. You drive a virtual tank, turn your turret and shoot, that is why even little kids like it. Overdrives will add unnecessary complexity.

Do you actually believe thats all there is to it?

Edited by Pyre

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...so, the deactivating overdrive will probably recharge much faster so that you can use it more often, and not wait for the perfect moment every time (when you're surrounded by enemy druggers)

...which will make it more powerful than the other one and therefore unbalanced.

 

But even then, players will probably still prefer the other one because it helps attack rather than defend, you can use it effectively in more situations, and it boosts your teammates' power.

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Look dude, some of us are relatively new to the game, while some have been playing for years. Those who have been playing for years have been playing with the seven current hulls, for YEARS. A lot of those older players, including me, want some new hulls or at least something attached to them to make them new again.

I understand that, but I don't think Overdrive is the answer. There could be better options and better ideas, here's one I just thought of yesterday when I was using a close turret: I flipped my tank and said to myself "there should be an alteration that adds plates to the sides of hulls in a way that makes tanks harder to flip on it's side".

 

Training Plates:

 

training.jpg

 

- Prevents tanks from flipping

- Adds 5% protection to the hull only.

- Adds 5% weight

- Reduces 10% speed

 

 

...but I think that the benefits greatly outweigh the drawbacks here.

We'll have to agree to disagree. :)

 

Do you actually believe thats all there is to it?

One of the reasons I play this game is because I saw someone playing and enjoying the game, but the game looked simple, easy, I didn't saw flashing lights, big explosions, or anything fancy, only Rail and Isida looked very different, it was inviting. If I would have seen flashing lights and big explosions I might have said "that's just another game".

 

Maybe Hazel is right when he says that Tanki is not a game. If that's the case, I don't want Tanki to become a game.

Edited by D.a.n.t.e
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Well, a lot of players have been begging for devs to add new hulls, but up until the addition of overdrive there was no reason to add any new hulls, because a new hull would be either too similar to one of the existing hulls, or it would have ridiculous stats, like insane speed and terrible handling. Either way, there's no point adding new hulls right now. But once every hull will gets its own unique overdrive, it will be possible to make hulls very different, with the main defining characteristics being not just the class (light/medium/heavy) but also the kind of overdrive it has.

 

And I think it will make the game a LOT more interesting since we suddenly get these brand new game mechanics that will totally diversify gameplay and create new tactics.

But we aren't going to get to choose the OD for our current hull are we?

 

It will be luck of draw that the OD associated with our current hulls we find actually useful... so in the blink of an eye an m3+ hull could become obsolete vs a hull of same type... medium for example. You get the OD that does not seem nearly as useful as another gets, you feel like parking that hull.

 

What is the list of OD candidates?

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But we aren't going to get to choose the OD for our current hull are we?

 

It will be luck of draw that the OD associated with our current hulls we find actually useful... so in the blink of an eye an m3+ hull could become obsolete vs a hull of same type... medium for example. You get the OD that does not seem nearly as useful as another gets, you feel like parking that hull.

 

What is the list of OD candidates?

They should all be balanced, so I don't think it's gonna be a serious issue if you get an overdrive you didn't look forward to, and it's definitely not going to make your hull obsolete. Now, if you want a certain overdrive as a way to diversify your gameplay, you're gonna have to buy some crystals to get the hull associated with it  :ph34r:

 

To be honest, I think it's a rather fair way for devs to make players buy more crystals. It's a win-win situation: players get new game mechanics to play around with, while devs get the added revenue from players buying new hulls to get access to different overdrives. Again, it will only be good if all overdrives are equally powerful.

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They should all be balanced, so I don't think it's gonna be a serious issue if you get an overdrive you didn't look forward to, and it's definitely not going to make your hull obsolete. Now, if you want a certain overdrive as a way to diversify your gameplay, you're gonna have to buy some crystals to get the hull associated with it  :ph34r:

 

To be honest, I think it's a rather fair way for devs to make players buy more crystals. It's a win-win situation: players get new game mechanics to play around with, while devs get the added revenue from players buying new hulls to get access to different overdrives. Again, it will only be good if all overdrives are equally powerful.

You don't have to worry about that because you have all 7 hulls, but a lot of players have only one or two combos. 

 

And Tanki finding the right balance... What they will do is nerf some ODs in one update and buff in another, forcing players to get new equipment.

 

But there is something else, since they implemented the current Overdrive, I haven't seen the decline in player numbers stop or slowdown.

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But there is something else, since they implemented the current Overdrive, I haven't seen the decline in player numbers stop or slowdown

 ↓

 

Oh here we go again...

Tanki is losing players not because of "bad updates", but because they stopped advertising the game and attracting new players back in 2015. Now they're improving the game and making it more suitable for a large inflow of new players.

 

 

...

 

Also, many seems to misunderstand how everything works. This isn't just a case of "oh, I released an update and now people will stop leaving". Players are leaving naturally, not because of updates but because no normal person keeps playing the same game for over 8 years. Players get bored, or they find a better game, or they grow up and become busy with real life, or they get forced to sell their computer... doesn't matter. Point is that players leave regardless of updates and they constantly need to be replaced. And the reason why the overall number of players has been declining for the past 2 years is not because of bad updates, but because developers stopped attracting new players into this old, outdated game (because it's too expensive and not effective). So there's no new players to replace the old ones that leave, thus the overall number will obviously go down. Right now, they're working on a bunch of cool updates that will turn Tanki into a proper MMO, and once that happens they can once again start working on increasing the player count.

 

Hazel is personally responsible for the quality of gameplay updates (such as balance changes), and if any single update could be directly linked to a major loss of players, then he wouldn't last much longer as a game dev in tanki.

 

 

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I saw those posts before, it is like the response Hazel gave before when asked about players leaving. I don't think that's the case.

 

Players couldn't be leaving by the hundreds in a matter of few weeks.

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