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Mission Chains Update [April 27th]


r_Nives5
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the issue is why should we all have to build up to it , when most of us are way past week 10 in finishing missions. since when they first started most have been doing them weekly and seldom have missed . is what most of is not impressed with.

That player who were at week 4 should be terminated to week 10. We getting less stuff just to get 1 more freaking container.

The new system is a very good trade-off between staying where you are (full reward) and the added benefit associated with this new system (never lose your progress).

Now you can stop your chain anytime and you will not lose your progress! This is a huge improvement for everybody. Everybody is a winner.

You can go on holiday, have a break or internet issue - you would not be penalised anymore. If you skipped 4 days you would have to start back from week 1. How many players face this issue? Many!

Furthermore you have one additional Container on week 10 and week 1 already provides one container (instead of zero in the previous system). 

It looks like you lose a lot on the short term but on the long term you will get back everything and even more. So the news system is better than the old one, you only have to build up.

Edited by Viking4s
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Weird thing is, people are not impressed with the decision and see what they get once they are finished completing weekly chain but they still carry on playing no matter what. It's like either you carry on complaining or stop playing. 

 

Another thing is, devs did not explain us properly why they made this decision, if they would, I don't think people would be writing complains about it.

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I doubt that but getting less in future is highly possible :P

If you accumulate all the rewards over a year with both system and compare the results - you will see that the new one is better. A big part is due to the fact that you have more container in the end - you have more opportunity to get premium, gold box and ect...

(and lots of speed boost :ph34r: ).

Also if you include in this trial 2 breaks of 5 days, (one for exams weeks and another for an holiday break), the new system is even more favourable - it is maths.

 

Talking about future, if there is changes, my prediction is that it would be more likely done on the missions content. I won't be surprise if they do some changes, especially that everybody gave some interesting ideas for new missions.

Edited by Viking4s
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The reason why my suggestion is better is because battles lasts longer.

When you are responding to me, please quote me so I get a notification. And exactly as @cjlkajdsaldjaskjdasd said, teams that are getting rekt want the battle to end quickly. I think Issimo's solution would be perfect: it keeps the battle from ending too quickly if both teams are hyper-offensive, but ends it if one team is being destroyed.

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If you accumulate all the rewards over a year with both system and compare the results - you will see that the new one is better. A big part is due to the fact that you have more container in the end - you have more opportunity to get premium, gold box and ect...

(and lots of speed boost :ph34r: ).

Also if you include in this trial 2 breaks of 5 days, (one for exams weeks and another for an holiday break), the new system is even more favourable - it is maths.

 

Talking about future, if there is changes, my prediction is that it would be more likely done on the missions content. I won't be surprise if they do some changes, especially that everybody gave some interesting ideas for new missions.

I don't have any complain about new mission chain. I do like the idea that we can take a break and continue our mission from where we left. What I am trying to say is that tanki Devs can reduce weekly reward in future with no good reason like they did many time in past with other updates recently with 10 min battle. They reduce 1/3 of time and and deduct haft of capture/killing limit which result in very short game play..

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The new system is a very good trade-off between staying where you are (full reward) and the added benefit associated with this new system (never lose your progress).

Now you can stop your chain anytime and you will not lose your progress! This is a huge improvement for everybody. Everybody is a winner.

You can go on holiday, have a break or internet issue - you would not be penalized anymore. If you skipped 4 days you would have to start back from week 1. How many players face this issue? Many!

Furthermore you have one additional Container on week 10 and week 1 already provides one container (instead of zero in the previous system). 

It looks like you lose a lot on the short term but on the long term you will get back everything and even more. So the news system is better than the old one, you only have to build up.

sir this mission system has been here in the past and back then it was worth going back to battles daily or when you had time to do them . now with the table scrapes for the ones who still do missions.others can't be bothered spending time doing them cause of the lack of funds they generate now.. why would someone like myself who has been playing this game from way back before 2014 continue to play ...give us one good reason to stay . once MM system comes into effect watch how many end up leaving .. just wait and see.. then where will this game be ..

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I don't have any complain about new mission chain. I do like the idea that we can take a break and continue our mission from where we left. What I am trying to say is that tanki Devs can reduce weekly reward in future with no good reason like they did many time in past with other updates recently with 10 min battle. They reduce 1/3 of time and and deduct haft of capture/killing limit which result in very short game play..

The reason might not be good to you but it serves a purpose. Yes they can reduce it again, but so far they have keep it to a higher level than June last year (before the 3 times rewards increase). They could have reduced it back to the normal level but they didn't, that's a good sign.

The 10 minutes battles has been explained in the last Live Stream, 2 day's ago. If you missed it, he explained that it was to fit the mobile players habits. TO wants to appeal to that new growing platform, they should match those players expectation if they want to be successful. For us, the old players, it would be a question of taking our marks again. If you look at other game, 10 minutes is a standard (e.g. war robot), worse sometime you even die on the first minute of the game (e.g. Fornite). I do find it difficult to adjust (a timer would help a lot to announce the one minute left of the game), but soon everybody will start from the start, so it would be a full intensive 10 minutes.

I'm not happy with the 5 flags limit, but I can see where it comes from, if the game is blown out then the party will quickly end, do you want to stay in the losing team until 10 flags are captured? 33% reduction should gives a 7 flags game, but in a blowout situation does 2 additional flags makes a big difference? The losing team is depleting, so each new capped flag rewards less and less the capper, and everybody got spawn killed. If the game is balanced, then only a few flags would be captured so 5 or 7 do not matter either. 

 

Edited by Viking4s
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I believe that week 10 would be more beneficial for all Legend players if the reward was 10,000 crystals. By having 10,000 crystals on week 10 for Legend players, that would not cause any harm to the game's economy.

 

Do you remember when you used to have X3 mission chains last year that reward you folks with 14,000 crystals?

 

That was another 4000 crystals plus than the 10,000 crystals for week 10 for Legend players that I am suggesting.

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The 10 week wait for the maximum bonus could be a way to prevent new accounts from becoming too OP in a short amount of time, especially with many pros constantly opening new accounts. It could also be a way to discourage those pro players from opening new accounts. And maybe even a way to make sure new players are not wasting the bigger rewards in buying all M0s or things like that.

To me there's little difference between what I got in Week 5 and what I'll get in Week 10, because I know everyone will be getting the same rewards for the same amount of weeks they do missions. No one is getting more and no one is getting less, casual or daily players, buyers or non buyers.

And not everyone will start a 10 minute battle when Matchmaking is implemented.

Edited by r_Issimo2
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If you accumulate all the rewards over a year with both system and compare the results - you will see that the new one is better. A big part is due to the fact that you have more container in the end - you have more opportunity to get premium, gold box and ect...

(and lots of speed boost :ph34r: ).

Also if you include in this trial 2 breaks of 5 days, (one for exams weeks and another for an holiday break), the new system is even more favourable - it is maths.

 

 

My only problem with comparing a year is that the game does not remain constant for that long. We only had containers as chain rewards for four and a half months before TO changed it. Who can say how long this new arrangement will last?

 

Edit- I’ve since seen you speak to the point that rewards are stil more generous than they were this time last year, and I agree. I still think it unwise to assume we can expect this new chain system to be long-lasting though, much less permanent.

 

Regarding 10 minute battles. I’m a fan. I wasn’t at first bc of the lower funds, but now I have to agree that I finish more battles even when my team is losing.

.

Edited by austen_pierce

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There is a bug that causes my daily missions to not show up when logging into the game.

It only shows up the first time you log in every day. If its a big deal (its not), post it in bugs/glitches report.

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My only problem with comparing a year is that the game does not remain constant for that long. We only had containers as chain rewards for four and a half months before TO changed it. Who can say how long this new arrangement will last?

 

Edit- I’ve since seen you speak to the point that rewards are stil more generous than they were this time last year, and I agree. I still think it unwise to assume we can expect this new chain system to be long-lasting though, much less permanent.

 

Regarding 10 minute battles. I’m a fan. I wasn’t at first bc of the lower funds, but now I have to agree that I finish more battles even when my team is losing.

Like you, I do not know what the future hold and the changes happened fast for sure. Nevertheless, what ever happen I will still complete one chain everyday at least.

On a good note, this kind of rewards have been in the game for a long long time, at least from 2011, so they are under a good star.

Edited by Viking4s

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Like you, I do not know what the future hold and the changes happened fast for sure. Nevertheless, what ever happen I will still complete one chain everyday at least.

On a good note, this kind of rewards have been in the game for a long long time, at least from 2011, so they are under a good star.

Yep - I’m grinding all four of my accounts toward week 10.

 

Speaking to permanence, I had set up a tracker based on the older four week chxain system. Each one of my alts would take turns opening 15 containers one week and then saving. With four accounts and three containers each week, I had a nice little rotation going, where every week, one account opened a set of 15, with one week set aside for all four accounts to rest.

 

This is not quite out the window, but definitely wrenched by the temporary reduction in weekly containers.

 

All things end, I guess. But yes, I’m still happy.

 

This also gives M4 Legends something to grind for, which is needed to retain high rank players. I see what hey did there.

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I still think it unwise to assume we can expect this new chain system to be long-lasting though, much less permanent.

Yeah, I find it very strange that developers agreed to such a generous system. I mean, it doesn't even follow the concept of "mission chains", where you have to keep a chain going in order to get higher rewards. I've seen similar concepts in plenty of other games and not one of them allows players to keep the chain if they don't play or at least log in every day.

 

If I were in charge, I would probably add a less convenient system at first (e.g. you lose 1 or 2 chain days for every day you miss), keep that for a few months, and if the economy allows it, make the system more generous later. That way you end up releasing two nice updates, which pleases the players. And if the economy doesn't allow it, then I'd keep it the way it is, without "unbreakable chains" and players would still be quite content.

 

But if devs decide that this is too much and the new system gives players too many rewards, reverting the "unbreakable chain" feature would generate tons of hate from players and likely result in a lot of people leaving. This seems much worse than not implementing this in the first place, so i don't understand why devs decided to take such a risk.

 

Anyway, I really hope the new system stays permanently. It does greatly help reduce the gap between buyers and free players.

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Yeah, I find it very strange that developers agreed to such a generous system. I mean, it doesn't even follow the concept of "mission chains", where you have to keep a chain going in order to get higher rewards. I've seen similar concepts in plenty of other games and not one of them allows players to keep the chain if they don't play or at least log in every day.

 

If I were in charge, I would probably add a less convenient system at first (e.g. you lose 1 or 2 chain days for every day you miss), keep that for a few months, and if the economy allows it, make the system more generous later. That way you end up releasing two nice updates, which pleases the players. And if the economy doesn't allow it, then I'd keep it the way it is, without "unbreakable chains" and players would still be quite content.

 

But if devs decide that this is too much and the new system gives players too many rewards, reverting the "unbreakable chain" feature would generate tons of hate from players and likely result in a lot of people leaving. This seems much worse than not implementing this in the first place, so i don't understand why devs decided to take such a risk.

 

Anyway, I really hope the new system stays permanently. It does greatly help reduce the gap between buyers and free players.

The "unbreakable chains" can be changed whenever it's needed. All Tanki could do is something like keep Chain level progress but require to play daily, once a week, or whatever, to keep keep the chain step, otherwise you'd lose one step. And to compensate those that went away for weeks after completing some steps of a chain Tanki could give the full rewards of that Week to everyone with one step or more.

 

About the gap, free players could have even better garages than many buyers in the past just for playing daily. Now that everyone get's the same chain rewards buyers will be able to increase the gap as they want. But the big rewards allows free players, casual and frequent, to be competitive if they manage their finances well.

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The "unbreakable chains" can be changed whenever it's needed. All Tanki could do is something like keep Chain level progress but require to play daily, once a week, or whatever, to keep keep the chain step, otherwise you'd lose one step. And to compensate those that went away for weeks after completing some steps of a chain Tanki could give the full rewards of that Week to everyone with one step or more.

But how are they going to explain it? "Sorry guys, we decided that we've been too nice to you with the mission chains, so we're releasing this update to make your life more difficult". No matter what they say, such a change will cause a wave of negativity. It would be much better if it was avoided completely by not being too generous in the first place, i.e. gradually increasing rewards and improving convenience only when it's clear that such a change will not negatively impact the economy. People won't complain about comfort and convenience being taken away from them if they never had it in the first place.

 

I'm not saying that devs should stop being so nice, but I feel like they are being a bit TOO nice and are wasting an opportunity to gradually release multiple small improvements and please players multiple times.

 

Anyway, let's just hope the new missions system stays permanently...

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But how are they going to explain it? "Sorry guys, we decided that we've been too nice to you with the mission chains, so we're releasing this update to make your life more difficult". No matter what they say, such a change will cause a wave of negativity. It would be much better if it was avoided completely by not being too generous in the first place, i.e. gradually increasing rewards and improving convenience only when it's clear that such a change will not negatively impact the economy. People won't complain about comfort and convenience being taken away from them if they never had it in the first place.

 

I'm not saying that devs should stop being so nice, but I feel like they are being a bit TOO nice and are wasting an opportunity to gradually release multiple small improvements and please players multiple times.

 

Anyway, let's just hope the new missions system stays permanently...

I think they are fine, since tanki is pay 2 win literally and non buyers, needs containers and drugs faster and easier so...Tanki isn’t being “too” nice their trying to balance the game out for buyers and non buyers Edited by Mr.Charm

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I think they are fine, since tanki is pay 2 win literally and non buyers, needs containers and drugs faster and easier so...Tanki isn’t being “too” nice their trying to balance the game out for buyers and non buyers

I definitely agree with you there. Considering the amount of supplies being used in battles, and the whole idea of supplies being purchasable consumables, which provide a source of additional power, allowing players to easily gain more supplies (and crystals to buy supplies) whenever they log in and play the game definitely helps balance the game and reduce the P2W aspect of it.

 

I think the term "too nice" isn't as appropriate here. I just feel like devs should have done something different, since making mission chains unbreakable almost ruins the while idea of mission chains, since now once you reach week 10, it just becomes a constant weekly reward that you collect if you play regularly. Not that I'm complaining  :P

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But how are they going to explain it? "Sorry guys, we decided that we've been too nice to you with the mission chains, so we're releasing this update to make your life more difficult". No matter what they say, such a change will cause a wave of negativity. It would be much better if it was avoided completely by not being too generous in the first place, i.e. gradually increasing rewards and improving convenience only when it's clear that such a change will not negatively impact the economy. People won't complain about comfort and convenience being taken away from them if they never had it in the first place.

 

I'm not saying that devs should stop being so nice, but I feel like they are being a bit TOO nice and are wasting an opportunity to gradually release multiple small improvements and please players multiple times.

 

Anyway, let's just hope the new missions system stays permanently...

I'm not saying a player that doesn't play for weeks should be put back to Week 1, I'm saying the player would only lose the steps of that Week. If a player has reached Week 10, then that player should stay in Week 10 forever.

 

Those that had one or more steps of a Week would get compensated with a full Week reward when they come back, but then they'd also learn that if they want chain rewards they would have to play frequently from then on.

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