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Economy  

56 members have voted

  1. 1. scale of 1-10

    • The economy rocks, no more updates needed
      8
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    • eh, it's okay
      13
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      1
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    • 8
      0
    • 9
      1
    • Needs major improvement
      13


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Pot, kettle, say hi to eachother and leave it at that. This topic is not about who has the best (or worst) grammar and spelling. So continue the actual discussing and stop nitpicking as it won't make the arguments any stronger.

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Ya that's probably true but they'd get over it, eventually

 The ones who're already dedicated to it would. New players would be intimidated, and the decision would adversely affect the game in the long run. Think about it, players quit when they're bored, most stay for sentimental value. When thats lost, the drop-off rates become higher (I agree with Maf, the pop-ups make the game seem cheap and unprofessional, as from personal experience, I've never managed to get attached to a game with them till date). If you combine this with the decreases in new players joining you'd have yourself a steady downward spiral that would bankrupt the game, ads or not. 

 

But perhaps, just MAYBE, an updated interface could blend the ads seamlessly into the game, as the current one would leave ads feeling misplaced like a sore spot. But I'm still against the idea of defacing the game with pop-ups and ads 

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Its not "you're" you clown as its (possessive adjective), before you correct someone get your crap straight! So you hypocrite go pound sand!

 

As i mentioned i have a life so i don't play daily and can't predict when i do play so no i dont buy pro pass's

 

Lol, nice garage thanks for making my point! ahahahahha

 

Again, i work a real job with travel and i'm sure the hell not logging in on the weekends.

Pro pass is worth it nontheless.

Also you NEED to go daily. But you dont have to play, just login 1day, complete mission, or do 3 at a time and collect them 1 by 1

 

Beware: server restart happens at 2:00 UTC+0, thats 'today' for tanki.

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Earning crystals is good these days, I think, but daily missions could be more generous with regards to supplies. I typically use 1 supply every 1-2 minutes. Before calling me a drugger you have to remember that everyone else in my battles is doing the same. I've tried playing when my supplies have run out and it is no fun. Instead of "earn 250 crystals in battles for 11x speed boost and 10x double damage" it should be more like x30 double damage.

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Before calling me a drugger you have to remember that everyone else in my battles is doing the same.

I guess that goes for everyone then? Because everyone in the battle is doing the same thing, using drugs. What makes hardcore druggers different from normal players? Each supply has the same timing and does the same damage. There is no such thing as hardcore druggers in the game anymore, it used to be back in 2012-2013 when you could activate all the supplies at the same time and they would last for a good minute. These days every single player has right to activate a supply. All these comments saying "you're a drugger" etc it's getting boring now, you all need to grow up and see from other perspective. 

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Its not "you're" you clown as its (possessive adjective), before you correct someone get your crap straight! So you hypocrite go pound sand!

 

As i mentioned i have a life so i don't play daily and can't predict when i do play so no i dont buy pro pass's

 

Lol, nice garage thanks for making my point! ahahahahha

 

Again, i work a real job with travel and i'm sure the hell not logging in on the weekends.

You have the means to become competitive in the game without buying.

 

It's up to you if you take advantage of them, or not...  the game will not adjust for every single players personal life choices.

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As i mentioned i have a life so i don't play daily and can't predict when i do play so no i dont buy pro pass's

Your profile shows otherwise. Regardless, even if you don't play very often you should still be able to easily cover the cost of a PRO pass within one month. It's your personal choice whether you are willing to play in drugfests as you describe non-PRO battles or have a better chance in PRO battles. Others have pointed out that the drawbacks of a PRO pass are minor, so the rest is up to you.

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Personally the economy is okay, but not perfect. Yes, buyers have an advantage but that is a necessary evil in most, if not all, popular free games.

For those who rated a 1, please visit the Google play store or the App store to see what true P2W looks like. (*cough* Pixel Gun 3d *cough*)

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I guess that goes for everyone then? Because everyone in the battle is doing the same thing, using drugs. What makes hardcore druggers different from normal players? Each supply has the same timing and does the same damage. There is no such thing as hardcore druggers in the game anymore, it used to be back in 2012-2013 when you could activate all the supplies at the same time and they would last for a good minute. These days every single player has right to activate a supply. All these comments saying "you're a drugger" etc it's getting boring now, you all need to grow up and see from other perspective.

So if everyone uses drugs, DA and DD are negated by each other, so they have no effect. So why are they still in game?

 

In my opinion, drugs should be removed from the game because this game is not about smashing number keys in the right order. Drugging must be so boring...

 

If drugs were removed, noob druggers would get totally destroyed by campers like me because drugging is their ONLY skill.

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I guess that goes for everyone then? Because everyone in the battle is doing the same thing, using drugs. What makes hardcore druggers different from normal players? Each supply has the same timing and does the same damage. There is no such thing as hardcore druggers in the game anymore, it used to be back in 2012-2013 when you could activate all the supplies at the same time and they would last for a good minute. These days every single player has right to activate a supply. All these comments saying "you're a drugger" etc it's getting boring now, you all need to grow up and see from other perspective. 

At upper levels?  I would agree. Supplies would be ~ ... it's how you use them that is key.

 

At lower and mid-levels?  Not so much. 

It takes a while to build a stash of supplies accumulated from missions, mission chain. Especially repair kits.

At these levels there are hardcore druggers - those who bought the large supply kits.  You can tell who they are in battle - those that hit DD immediately upon re-spawning and use an RK when not even half-damaged.  They have way more than peers and don't think 2x about using them.  When a WO3 has used 18k or more supplies - that's hardcore.

 

Personally the economy is okay, but not perfect. Yes, buyers have an advantage but that is a necessary evil in most, if not all, popular free games.

For those who rated a 1, please visit the Google play store or the App store to see what true P2W looks like. (*cough* Pixel Gun 3d *cough*)

Worst thing about the economy is how funds are divided in battle.  The formula leans waaaay too much on being on the winning team.

 

A player on winning team with score of 60 should not receive double the pay-out of top player on losing team who scored 150+.

Contributions to the battle should have more weight than it currently does.

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A player on winning team with score of 60 should not receive double the pay-out of top player on losing team who scored 150+.

Contributions to the battle should have more weight than it currently does.

I do agree on that, because the current system for handing out crystals is just brutal.

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I have drugged from WO4 till now and will keep drugging, i have 400 rk, 1.5k da, 1k dd, 1.3k sb, and 1.2k mines

I think we can all agree that the amount of crystal payout you get should be based only on score and not what team your on

I suggested it before but i never really ot attention and was not elevated.

 

Ive lost 90% of the battles i did in tanki in this week. Seriously.

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I think we can all agree that the amount of crystal payout you get should be based only on score and not what team your on

I don't agree, that is, if nothing else is changed but that. I think if payout is solely based on score, players won't have much incentive to attack (let alone try to win), because then they'll get destroyed more often and are likely to get less score. In TDM it would make sense, because there the objective is to destroy, but then again, that would basically turn the game mode into DM where you can't destroy or be destroyed by half the players in the battle.

For it to work in the other game modes, some adjustments have to be made to keep that incentive to take flags, cap points and score goals. Perhaps a different scoring system where more emphasis is put on capturing flags/points and scoring goals might work.

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I don't agree, that is, if nothing else is changed but that. I think if payout is solely based on score, players won't have much incentive to attack (let alone try to win), because then they'll get destroyed more often and are likely to get less score. In TDM it would make sense, because there the objective is to destroy, but then again, that would basically turn the game mode into DM where you can't destroy or be destroyed by half the players in the battle.

 

 

 

For it to work in the other game modes, some adjustments have to be made to keep that incentive to take flags, cap points and score goals. Perhaps a different scoring system where more emphasis is put on capturing flags/points and scoring goals might work.

Are you suggesting awarding even more score to the "capper" individually?

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Are you suggesting awarding even more score to the "capper" individually?

I'd call it brainstorming rather than suggesting..;p My point being that with the current scoring system and crystal payouts purely based on score (not taking into account if you're on the winning or losing team), team games might all end up being TDMs.

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Are you suggesting awarding even more score to the "capper" individually?

That seems to be the plan of the devs, judging by one of the latest (#168?) vlogs.

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That seems to be the plan of the devs, judging by one of the latest (#168?) vlogs.

UGH.

 

So campers might as well leave, or anyone with heavy hull for that matter.

 

And that isida helping (and often dying for) the flag carrier?  i hope the healing score for that run matches the flag-cap score.

 

You can't cap a flag if 1) you die on the way or 2) your flag is not at your base when you arrive.

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I'd call it brainstorming rather than suggesting..;p My point being that with the current scoring system and crystal payouts purely based on score (not taking into account if you're on the winning or losing team), team games might all end up being TDMs.

The matches are bad enough with players sabotaging their own team mates this would just make it worse.  The matches are also so lopsided already with players just looking for the easy game or players that bail out of games at the first glimpse they might lose.  

 

To me this has been the downfall of Tanki with 95% of the matches not being competitive and another 50% ending early due to unbalanced players.  There seems to be a extreme amount of users that enjoy non-competitive games or unbalanced games with the majority of players simply camping around spawn locations to up their K/D ratio. 

Edited by Badmonkey66

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I'd call it brainstorming rather than suggesting..;p My point being that with the current scoring system and crystal payouts purely based on score (not taking into account if you're on the winning or losing team), team games might all end up being TDMs.

For clarification...

 

Destroying a tank awards a score of... 10 points?

 

Capping a flag awards a score of ___ points?

 

(In my observations those who cap flags seem to outscore those doing the enemy destroying)

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To me this has been the downfall of Tanki with 95% of the matches not being competitive and another 50% ending early due to unbalanced players.

 

Yep, I'm not a fan of those kinds of battles either. I'd rather lose a challenging battle than winning an easy one, those are boring.  

For clarification...

 

Destroying a tank awards a score of... 10 points?

 

Capping a flag awards a score of ___ points?

 

(In my observations those who cap flags seem to outscore those doing the enemy destroying)

When they actually cap a few flags indeed, but when the defense is tough to break through, the attackers will just be some extra points for the opponent and they'll leave the battle nearly empty-handed. Especially when battles are getting shorter, I suspect less flags are capped in the same time (e.g. in three 10 min battles vs two 15 min battles). So yeah, I still think a different kind of scoring system is needed if fund distribution is purely based on score. I'm not saying giving more score for capturing flags is the way to go though, just that attacking should still be appealing if winning doesn't matter much (apart from simply the idea of winning).

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For clarification...

 

Destroying a tank awards a score of... 10 points?

 

Capping a flag awards a score of ___ points?

Provided that you were the only one taking, carrying and capturing the flag, capturing it gives you the same amount of points as if you were to destroy each enemy player once. So with 10 enemies present you would get 100 EXP for a capture. If your teammate(s) carried the flag and you captured it, then you get 50% of the score.

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At upper levels?  I would agree. Supplies would be ~ ... it's how you use them that is key.

 

At lower and mid-levels?  Not so much. 

It takes a while to build a stash of supplies accumulated from missions, mission chain. Especially repair kits.

 

It used to take awhile to build up drug stocks at lower levels but not any more with containers made part of the weekly bonus.  At low level the containers change MASSIVLY increases supply income.

 

Containers also award more RKs proportional to the other supplies than the other income sources.  There is now no reaon any player does not have ample supplies in every game they lay. Unless they play like 8 hours a day 7 days a week on one account.

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It used to take awhile to build up drug stocks at lower levels but not any more with containers made part of the weekly bonus.  At low level the containers change MASSIVLY increases supply income.

 

Containers also award more RKs proportional to the other supplies than the other income sources.  There is now no reaon any player does not have ample supplies in every game they lay. Unless they play like 8 hours a day 7 days a week on one account.

I agree , i nearly never drugged untill i was nearly marchal , After i had like a bucketload full of drugs so i started using them and the rewards made that i have now a supply which i can never finish . On my lower accounts , i drug because i got the drugs anyway , i not need to buy them , i got more then plenty in account , and any regular player will have them also .

This shows because drugging was a extra and you could play easily without , while nowadays , everybody is drugging . If you not use drugs now , you will not last very long . If you dont want drugging , theres now only 1 way and thats pro , which in fact is perfectly ok , economy wise .

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