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Development Plans — 2018


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In the V-LOG #158, the developers shared some important information with the community - the development plans they have for this year. Ranging from minimal balance changes to shifting the game to a whole new software, a.k.a HTML5, here's what they planned for us for the year ahead.



«Rugby» Mode:

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Type: Battle Modes
Estimated Release Date: January 15th - 29th

General Information:
«Rugby» is an objective-based game mode where the aim is to grab a prop, which, in this case, is a ball, and bring it to a capture point located in the enemy base. Similarly, the enemy has to do the same thing - bring the ball and drive through a capture point located in your base. The ball itself is positioned at a generally neutral area in the map, directly in the center between the bases. For instance, in Highland, this zone would probably be located in the middle, right next to the concrete blocks. In Rio, this could be either of the left or the right side of the map, where the two roads connect each base.

One more thing that will come into play is passing. Note that you still have the ability to drop the ball after you pick it up. Dropping the ball will actually make it land farther from you. You could potentially use this mechanic to pass the ball back and forth between two attacking teammates, and then finally capture it by driving through the capture point.

Oh, wouldn't it be so epic to see people fighting for the ball in the middle, just like a Gold Box?

Possible Changes/Updates:
According to the development plan, this mode is due to release somewhere next week, but there are still no statistics or advanced information being shared yet, like how many points does a capture give you, what's in it for other tanks that helped you capture the ball and so on.

One thing that intrigues me is that Rugby is similar, if not the exact same as Uplink, a game mode featured many times in the Call of Duty series. So, in the future, we could expect some changes based off of Uplink in the future, which can be condensed to the following:

  • Instead of a whole, solid round, each round consists a intermission. Basically, both the teams switch bases in the middle of the battle.
  • Person carrying the ball loses the ability to shoot, but can still use supplies, drop mines and etc. In return, he/she gains faster movement speed and more health.
  • Remember that the developers delayed the release so they could add in a passing element to the mode? Well, you can try to "pass" the ball straight into the capture point and capture it that way.
  • Capturing the ball through the aforementioned way earns you half the points then it would if you'd actually drive through the point with the ball yourself.
  • Scoring a goal through a rebound pass is possible. Similarly, you can pass the ball to your teammate by a rebound as well. It is almost like a Ricochet projectile, but with lesser speed of course.
  • Throwing the ball outside of the map, or leaving it idle for a specific amount of time resets it to its general position in the middle of the map.
  • Messages in the GUI, like for example, "Tanker has lost the ball", "Tanker has taken the ball", "Tanker has captured the ball" along with messages to let you know the position of the ball, such as "The ball has been returned".
  • You can see the person carrying the ball through the map, almost like they has been outlined in white. Similarly, you can see the ball through the map as well.



New Set of Missions:



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Type: Daily Missions
Estimated Release Date: February, 2018

General Information:
Developers plan on adding two new sets of missions into the game, related to the new modes - Assault and Rugby. These will be as follows:

  • Catch a flag in «Assault» mode: 0/X
  • Score a goal in «Rugby» mode: 0/X

This will not only keep the new modes from dying out every one in a while, but also balance the number of players rotating between each map available for these modes at an equal level.



Containers:



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Type: Shop, New Additions, Containers
Estimated Release Date: February, 2018

General Information:
Basically, new items will be added into Containers as part of the development plan. Currently, the only things being added right now are the XTs, so for turrets; Firebird XT, Vulcan XT, Thunder XT and Railgun XT and for hulls; Wasp XT, Hornet XT, Viking XT and Mammoth XT will start dropping in Containers. It'd be pretty safe to say that these will be of the legendary (golden color code) rarity, having an extremely rare chance of dropping.

Other than XTs, the developers are also planning to add in "more/additional items", which as of yet, is pretty much impossible to predict. Who knows, maybe some new paints, emotes, skins or decals?



XT Equipment:



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Type: Garage, Equipping Changes
Estimated Release Date: February-March, 2018

General Information:
Converting XTs into skins for standard turrets and hulls has been on the list for a very long time, and it wouldn't be wrong to say that this is one of the most-wanted updates from the community. Currently, you can't do much with these items, including having alterations or sales on them.

Once again, there is nothing much more to say because of the limited information shared, but one of the potential ways this could work is that a button would appear in the tab of turret/hull that has an XT, and from there, you would be able to buy the XT and use it instead of the standard design with the micro-upgrades and alterations.



Matchmaking System:

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Type: Lobby, Battles, Creating/Joining Battles and Parties, Balance, Skill-Based Ranking
Estimated Release Date: March-July, 2018

General Information:
First of all, let's take a look at the definition of a matchmaking system:


A Matchmaking System is a system which processes incoming data of connecting players together for online play sessions.

Playlists are automatically-managed streams of online play sessions that players can join and leave at will. A set of predefined rules is used to determine the configuration of each session without the need for human input. Games will normally offer a choice of themed playlists (e.g. teams or solo) to suit different tastes or moods. Since playlists are handled by servers controlled by the game's developer it is possible for them to be changed over time. When a player selects a playlist they join a pool of other people who have made the same choice. The playlist server then either connects them to an existing session or creates a new one.

Parties/Groups of players who are treated as a single entity by matchmaking systems. A party can skip from session to session without its players becoming separated from each other. The concept is particularly well-suited to playlists, which can automatically handle the logistics of finding or creating play sessions with enough room for the whole group.

Matchmaking in Tanki Online will be no different, with people being placed into balanced and equal maps, based on a skill-based rating and efficiency. One of the major things the developers are focusing on right now is a balancer, which will make sure that the whole battle consists of equally skilled players relatively of the same rank and experience. This will make battles even more interesting and at the same time, worthwhile to spend time in, as mults and saboteurs will no longer be able to get into your battles. All in all, a matchmaking system is a definite must for any game that wishes to improve skill-based ranking in it, and I'm pretty sure Tanki's right on it's way to nowhere but up from here regarding such a game mechanic.

Possible Changes/Updates:
One of the possible changes or updates that could have potential is ranked or competitive play, in which you're placed in leagues and build on your league and personal ratings by winning ranked matches. Losing matches could decrease your rating and demote your league. Seasons spanning four to six months could also be implemented, having seasonal rewards such as a title, a paint or a banner for each person in a specific league at the end of the season.



New Overdrives:

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Type: Supply, Hulls, New Feature
Estimated Release Date: March-July, 2018

General Information:
In a video blog published last year in September, the developers first announced the new Overdrives they had been planning for hulls. Since then, the release of these new features has been highly anticipated, with many people looking forward to finally seeing these in the game.

In a nutshell, every hull will have it's own Overdrive. Wasp will gain the ability to detonate a nuclear bomb, while Hornet will have x-ray vision and will be able to deal full damage to anyone, irrespective of the module they're using. Hunter and Dictator will have similar Overdrives, terminating the action of enemy's supplies and activating all supplies for teammates respectively. Viking will be able to deal two times the damage by having a faster firing rate for whichever turret it's being used with. Titan will be fitted with a force field generator that will protect it and nearby teammates from incoming shots and bullets. Last but not least, Mammoth will gain the ability to destroy anyone it touches, with the only downside being that it will become super slow.

For more information and images of the aforementioned Overdrives, please visit this article: Scrutinized: The All-New Overdrives!



So those were the major updates the developers have for us for this year. Along with working on these updates, HTML5 and Tanki's mobile version is also undergoing development with higher priority, and could potentially see a release in somewhere between June and September. More information will be shared closer to the date, so stay tuned for the next V-LOGs!

Well, what do you think? Which one of the updates you're extremely excited about? Which one did you not like that much as compared to others? If you have any opinions, suggestions or additions, feel free to comment below!

See you in the battlefield!




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Personally, I'd like them to complete existing unfinished updates before they add new stuff (the clan system for example).

 

They seem to have a very un-systematic way of moving along where updates are concerned.

 


 

Nice little summary @Hexed!

 

Though, are the estimated times your own calculations or are they official?

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I hope they don't mess up hull overdrives and matchmaking, not doing these 2 rightly could be catastrophic and could see a lot of people quitting. I hope I'm not one of them.......

 

Pumped up about the other additions tho, nice report hexxed :)

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Though, are the estimated times your own calculations or are they official?

The estimated times are calculated based off what, and the order of the things said in the VLOG. They said that Rugby would potentially release sometime next week, so you can guaranteed see it in action somewhere between January 15 to 29. Rest were calculated from the same logic, but I took into account the amount of work and how long it has already taken to pump out updates. I could pull off all estimates as correct here, or might be wrong on all ones, only time will tell...

 

Wow, this was quite fast. Good work!

:rolleyes:

 


 

Thank you all for the wonderful comments - giving me the motivation I need to write new articles faster and better. ^_^

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XT skins  hummm.. I don't think they will add them anytime soon

 

I hope they don't mess up hull overdrives and matchmaking, not doing these 2 rightly could be catastrophic and could see a lot of people quitting. I hope I'm not one of them.......

Pumped up about the other additions tho, nice report hexxed :)

The XT skin would be an efficient dampener versus bad update, so this mean they are likely to happen this year.

Also they would be material for more buzz/story for YouTubers, so free advertising for Alternativa.

Edited by Viking4s

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lol,all the new ideas idk if those came really from developers but those are copy cats from other online games.

Rank system-losing scores with losing battle and increase score by winning battles >> dota 2

League system>>  clash of clan

 

anyway those things will force players to win battles or make them desperate to win.which will increase supply use in general.so,at some points in the future free players will realize they don't have enough supply.so,some of them will start spending and a majority will leave the game.then the game will turn into f2p ( free to play ) but p2w( pay to win ).

 

cheers.

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I disagree. I don't want to lose my M4 XT  :lol: http://prntscr.com/i12t4u

To get some skin on http://prntscr.com/i12t84 ....

  

You would be compensated though. I remember something about compensation being mentioned when XT skins were first announced.

The introduction of the skin should take into account the mastery and the micro upgrades of the equipment with the highest level and set it as standard. Compensation then should be based on rhe second equipment with the lowest level.

So if your xt is m4, then the srandard become M4 and you can select either the standard mastery skin or the skin of the XT.

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Most excited for overdrives, because new things.

most unexcited for containers, because pay 2 win.

 

i know its xts, but in the process of trying to get xts, you will get so many other things

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XT skins will be add to the M2 and M1 or only for M3?

and Tanki will work on HTML5 version on PC!? or flash player version will stay

all i know is HTML games is always laggy in the weak Computers..


how much will the skins cost :huh:  :huh:  :huh:

500K i think or you can take it in the containers (golden container)

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