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Episode 169 of the V-LOG is live!


r_Nives5
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i get your point, and it's valide, but the very dedictaed mults like that are very rare compared to the gold events mults, and since Tanki still not even aware of the problem gold events make, i think you gonna have to wait a LOT longer before the developers see the issue you address.

 

the same thing for getting paints we don't want from containers & rename pass problem...

I think they are more common than you think, I see them on battles hiding and when I get close to them, like checking their nicknames, they start moving. Or when clearly defending is needed, these players are not there. But it's hard to know for sure who is a noob or a mult.

 

I think the gold mults will also be doing pick up supply missions now, I mean, why not? 4 containers and supplies for 7 daily missions at their own multing pace.

Edited by r_Issimo2
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I think they are more common than you think, I see them on battles hiding and when I get close to them, like checking their nicknames, they start moving. Or when clearly defending is needed, these players are not there.

You talk like they're afraid of you lol. It's only about timing, you literally have 0% idea what they are doing hiding, probably texting somebody or changing graphics or any controls of their keyboard. 

 

Also, it is their choice to defend or not, myself I don't defend, does that make me a mult? You honestly judge so much but you don't realise that, all the posts that you submit are almost non-sense that came from your imagination. 

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1. Getting one more container is totally bogus. The reason for this is for tanki to force people to buy more.

What has got my attention is how many players dislike the idea of the containers, before containers where even here we played just fine  -_- 

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I think before containers and maps like monte-carlo or esperanda was removed that's when the issues began. Tanki started taking away from us something we loved. 

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You talk like they're afraid of you lol. It's only about timing, you literally have 0% idea what they are doing hiding, probably texting somebody or changing graphics or any controls of their keyboard. 

 

Also, it is their choice to defend or not, myself I don't defend, does that make me a mult? You honestly judge so much but you don't realise that, all the posts that you submit are almost non-sense that came from your imagination. 

I'm not saying they are afraid of me, sometimes I don't even attack these mults when they are on the other team. Why do you think they are hiding, not attacking you and when they see you they move away? I say either they are multing for your team or they are doing pick up supply missions.

 

I said sometimes everyone needs to defend. But yes, it's their choice to not defend and not help if they don't want to, and I understand that there are a lot of noobs and little kids too.

10 Minute Battles?

 

1. If  the purpose of tanki is to provide entertainment and we can't find a decent game now as it is because we can't make our own non-pro games and you have been asked and asked and asked to provide more battles with a wider variety of maps how is this going to increase our entertainment? . 

2. If a game is a bad game (quitters, cheaters, mults, players who won't play) 10 minutes is too long but if a game is good (2 teams that are really battling and enjoying themselves) 1 hour is not long enough. So your only solution to that is 10 minute games? Why not if 3 people quit, the timer to end the game starts instead of waiting until 6 people quit. Or if one team is 4 ahead after 3 minutes the game is a blowout and ends then?

 

10 week mission chains

 

1. Getting one more container is totally bogus. The reason for this is for tanki to force people to buy more. 

Try the test server, with 8 minutes battles, is not that bad I think.

 

I agree with many other things you said.

 

Players quit when they see that the other team is doing well and your team doesn't. Why would they stay with the noobs and maybe mults to be spawn killed later? Why stay when the better players have already left? Then mostly noobs join the losing team and make things worse. There are no incentives to join the losing team, unless you do it with friends and maybe planting mults too. Then add Overdrives to that recipe for one sided battles.

 

Battles like 10 vs 6 players, 9 vs 5 and 7 vs 4, should end sooner, and maybe those that stayed should get the rewards of those that left.

Edited by r_Issimo2

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I'm not saying they are afraid of me, sometimes I don't even attack these mults when they are on the other team. Why do you think they are hiding, not attacking you and when they see you they move away? I say either they are multing for your team or they are doing pick up supply missions.

 

I said sometimes everyone needs to defend. But yes, it's their choice to not defend and not help if they don't want to, and I understand that there are a lot of noobs and little kids too.

Problem solved. 

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I'm not saying they are afraid of me, sometimes I don't even attack these mults when they are on the other team. Why do you think they are hiding, not attacking you and when they see you they move away? I say either they are multing for your team or they are doing pick up supply missions.

 

I said sometimes everyone needs to defend. But yes, it's their choice to not defend and not help if they don't want to, and I understand that there are a lot of noobs and little kids too.

Try the test server, with 8 minutes battles, is not that bad I think.

 

I agree with many other things you said.

 

Players quit when they see that the other team is doing well and your team doesn't. Why would they stay with the noobs and maybe mults to be spawn killed later? Why stay when the better players have already left? Then mostly noobs join the losing team and make things worse. There are no incentives to join the losing team, unless you do it with friends and maybe planting mults too. Then add Overdrives to that recipe for one sided battles.

 

Battles like 10 vs 6 players, 9 vs 5 and 7 vs 4, should end sooner, and maybe those that stayed should get the rewards of those that left.

 good job'

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It's not that they don't want to, it's just that they are not far enough into the development to have a definitive release date.

Do u know when it will atleast be in test servers?

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I know I talked a lot. Now I only want to post an idea that I think is better than the planned update.

 


 

Alternative Mission Chains Idea

  • Instead of Weeks there could be Chains
  • Each Chain could have 10 steps/days
  • There could be 5 Chains in total, making it 50 steps/days
  • Players that complete Chain 1 get half the rewards (2 containers) as players that complete Chain 5 (4 containers) (everyone wins)
  • In Chain 1, when you don't play in 10 days you'll lose 1 step/day. Good for Casual players.
  • In Chain 2, when you don't play in 8 days you'll lose 1 step/day; In Chain 3 every 6 days; Chain 4 every 4; Chain 5 every 2 days. And these would give players the incentive to play every day, or at least every other day. But if they lose many steps/days, they don't lose a lot.
  • Then something like a good number of days of not playing to lose a whole Chain.
  • And to prevent abuse either remove pick up supply missions or add the idea I posted before where if you change a mission and don't claim a mission that day you lose 1 step/day from your Chain.


Edited by r_Issimo2
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I know I talked a lot. Now I only want to post an idea that I think is better than the planned update.

 


 

Alternative Mission Chains Idea

  • Instead of Weeks there could be Chains
  • Each Chain could have 10 steps/days
  • There could be 5 Chains in total, making it 50 steps/days
  • Players that complete Chain 1 get half the rewards (2 containers) as players that complete Chain 5 (4 containers) (everyone wins)
  • In Chain 1, when you don't play in 10 days you'll lose 1 step/day. Good for Casual players.
  • In Chain 2, when you don't play in 8 days you'll lose 1 step/day; In Chain 3 every 6 days; Chain 4 every 4; Chain 5 every 2 days. And these would give players the incentive to play every day, or at least every other day. But if they lose many steps/days, they don't lose a lot.
  • Then something like a good number of days of not playing to lose a whole Chain.
  • And to prevent abuse either remove pick up supply missions or add the idea I posted before where if you change a mission and don't claim a mission that day you lose 1 step/day from your Chain.


Good Idea :)

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I know I talked a lot. Now I only want to post an idea that I think is better than the planned update.

 


 

Alternative Mission Chains Idea

  • Instead of Weeks there could be Chains
  • Each Chain could have 10 steps/days
  • There could be 5 Chains in total, making it 50 steps/days
  • Players that complete Chain 1 get half the rewards (2 containers) as players that complete Chain 5 (4 containers) (everyone wins)
  • In Chain 1, when you don't play in 10 days you'll lose 1 step/day. Good for Casual players.
  • In Chain 2, when you don't play in 8 days you'll lose 1 step/day; In Chain 3 every 6 days; Chain 4 every 4; Chain 5 every 2 days. And these would give players the incentive to play every day, or at least every other day. But if they lose many steps/days, they don't lose a lot.
  • Then something like a good number of days of not playing to lose a whole Chain.
  • And to prevent abuse either remove pick up supply missions or add the idea I posted before where if you change a mission and don't claim a mission that day you lose 1 step/day from your Chain.

Gr8

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This is not a good update. I have finished week 4 since missions began, and now it takes 10 weeks. This is only good for the casual player. for the daily player, not so much. Match making is kinda like Tanki X which also is kinda lame. I hope it works better than it did a few months ago when they were testing it. Connecting to a battle took forever. My final gripe is 10 minutes is too short. 15 was perfect. I hardly ever complain, but TO missed the boat on this one. :angry:

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The new update are sucks why 10 mins battles ? That's so bad bad .

 

And the new mission update are bad too .

 

 

Undo them remove them , pls stop killing our game.

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Hello tankers!

Daily mission chains were added to the game a bit over two years ago.

We introduced them to reward players who complete missions regularly.

Nothing quite like transparency is there.

They were introduced to reward regular attendance. Just say it.

 

and figure out how to improve daily mission chains.

You already know the main rules of mission chains

Yes. Players will be rewarded for continuously completing certain tasks like collecting 7 double damage boxes for example.

It encourages some players to enter battles for the sole purpose of collecting boxes in order to claim some rewards. I call these players, "Mission Mults". With 15 minute battles, these mission mults are usually done sabotaging your side's efforts within 5 minutes. Not only do they not contribute, their presence on your side can be viewed as a blatant act of sabotage. Luckily, there are 10 minutes left to try to overcome that initial disadvantage.

 

Oh, but hang on...

Now, battles will be 10 minutes long, and this is to prepare for Matchmaking.

Regular non-pro battles will be the only place where missions can be completed so many players, especially those with multiple id's, will just be joining for the ultimate goal of getting those containers and sod any battles they just happen to disrupt in the process.

 

The box collection missions need to be scrapped immediately.

There are lots of ways to encourage regular attendance without detracting from a battle.

 

Will anyone own up to doing this?

 

 

edit:

I see some of you are already discussing this. Glad I'm not the only one not scared to speak up about the negative aspects of tanki decision making.

Edited by AbsoluteZero
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And the new mission update are bad

 

Well, it is not that bad. Once u reach 10th week, it's even better.

And NO MORE breaking mission chains any more, that's a huge advantage.

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I predict Juggernaut comes out on Tanki Birthday.

That would be a nice idea! 

Catching GB with it would be ez.  B)

Edited by Viking4s

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You talk like they're afraid of you lol. It's only about timing, you literally have 0% idea what they are doing hiding, probably texting somebody or changing graphics or any controls of their keyboard. 

 

Also, it is their choice to defend or not, myself I don't defend, does that make me a mult? You honestly judge so much but you don't realise that, all the posts that you submit are almost non-sense that came from your imagination. 

Word!

 

It would be nice if those of us at week 4 were put onto week 10 because the rewards are just the same. It's good that chain progress is frozen but we will miss out on a lot of rewards until we get to week 10.

Small beer. The amount lost will amount to bupkis in the short run.. In the long run you'll earn more than you do now.

 

one example... CTF.  As soon as one team is up 1 or 2 flags in a short battle it will become a pill-box laced with mines.  There will be a lot of those battles ending 2-0.  Good luck completing that mission.

 

As well, the first minute or so of many battles is the sorting and positioning - especially on larger maps.  1 or 2 minutes of that on 15 min battle is not impactful.  On a 10 minute battle = more impact.

 

You don't think more time is wasted trying to get into and complete 3 ten-minute battles vs two 15 minute battles?

 

Tanki-X has 10-minute battles.  Tactic and strategy don't exist.  Maybe that's ok with you. For me that's meh.

 
That happens now yet I complete missions. And I'll complete mission in 10 minute battles.
 
I did not know you were such a staunch opponent to change in the TO status quo. :P
Edited by LittleWillie
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edit:

I see some of you are already discussing this. Glad I'm not the only one not scared to speak up about the negative aspects of tanki decision making.

Somebody has to, right. 

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Word!

 

Small beer. The amount lost will amount to bupkis in the short run.. In the long run you'll earn more than you do now.

 

 
That happens now yet I complete missions. And I'll complete mission in 10 minute battles.
 
I did not know you were such a staunch opponent to change in the TO status quo. :P

 

I'm opposed to bad change.

 

So... 5 minute battles would be even better?

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Yes, for a change people may not quit blowouts and stick around to claim the end-of-battle rewards, and who knows, maybe even turn the tide of the battle sometimes.

So a mult on your team for 2 minutes (out of 5) will have an even more drastic effect.

You realize the shorter the battle the less chance you have of making the "turn-around", right.

As soon as other team gets ahead everyone on losing team will bail because they are all but guaranteed to lose.

 

Let's make it 3 minute battles - first cap wins! ;)

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Nothing quite like transparency is there.

They were introduced to reward regular attendance. Just say it.

 

Yes. Players will be rewarded for continuously completing certain tasks like collecting 7 double damage boxes for example.

It encourages some players to enter battles for the sole purpose of collecting boxes in order to claim some rewards. I call these players, "Mission Mults". With 15 minute battles, these mission mults are usually done sabotaging your side's efforts within 5 minutes. Not only do they not contribute, their presence on your side can be viewed as a blatant act of sabotage. Luckily, there are 10 minutes left to try to overcome that initial disadvantage.

 

Oh, but hang on...

Regular non-pro battles will be the only place where missions can be completed so many players, especially those with multiple id's, will just be joining for the ultimate goal of getting those containers and sod any battles they just happen to disrupt in the process.

 

The box collection missions need to be scrapped immediately.

There are lots of ways to encourage regular attendance without detracting from a battle.

 

Will anyone own up to doing this?

 

 

edit:

I see some of you are already discussing this. Glad I'm not the only one not scared to speak up about the negative aspects of tanki decision making.

Thanks for speaking up and telling it like it is. Many only think for their own benefit and don't see or care about the big picture, then when they encounter issues, like imbalances, are crying like babies.

 

If they still want to implement this update they should at least remove pick up supply missions. Instead there could be easy missions like:

 

- Destroy 10 tanks in TDM, or in any other mode that's not DM.

 

Removing pick up supply missions will also remove the need for Tanki to hide mission progress in MM.

Edited by r_Issimo2

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Still better than the current system.

Right now after enemy team caps a flag, half my team quits and then the good players on my team have to play 5 vs 9 for 15 minutes.

Not fun.

If teams don't even-up quickly (supposedly MM will facilitate this) why do they have to play 5 vs 9 for 15 minutes?

All it takes is one more person for mercy rule to kick in.

 

And really - 5 vs 9 should activate the rule as well.  The threshold is too high.

+4 on a team of 5 = 80% advantage.  That's just silly.

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