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Mission Chains Update [April 27th]


r_Nives5
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5 Flag CTF and 5 Touchdown RGB should be bumped to maybe 7. Those battles aren’t even lasting 5 minutes much less 10.

 

There are exceptions. A very few even match games end in a standstill or maybe a very low score but again those are extremely rare.

 

Yes funds are low but play a few battles and you make that up. I’m actually liking the 10 minutes bc once you complete a mission and want to bail you don’t usually have to wait long to collect what battle fund there is. I’ve actually finished battles I might not have before, so I’m overall pretty happy with the 10 min.

 

But I have to ask. Will the next version of MM “hide” our mission fulfillment indicators during battle? Remember that last time MM was tested missions could not be checked during battle. I was not a fan.

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You don't think holding onto a flag - not capping the last flag (to end the battle) is a negative?

(leave gold dropping out of current equation - diff situation)

I think it is, but what can we do about it? or if we should do something about it?

 

Maybe something like making flags selfdestruct after if not captured in a certain time.

Edited by r_Issimo2

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Flags should be locked until every single member of each teams finally joins in so nobody could take the flag and cap it when teams are not even.  

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Will matchmaking take MUs into account? :/

what do you mean

 

Flags should be locked until every single member of each teams finally joins in so nobody could take the flag and cap it when teams are not even.  

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****ing update, short length battle, and more little score, very difficult to win if you lose first. Noob game, the more update, the worse game. Please, bring Tanki return 2013.

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Will matchmaking take MUs into account? :/

I don't think so. How would the system calculate all our equipments MUs? Would it take into account a Freeze M0.1 for a Legend account?

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I don't think so. How would the system calculate all our equipments MUs? Would it take into account a Freeze M0.1 for a Legend account?

Maybe everything that has been used in the past 48 hours? I dunno, I'm sure there are better ways, but MUs are a serious problem.

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Let players post their feedback in peace, good or bad the feedbacks may not even be read by devs, there's no need to insult anyone just because you don't like what they say.

 

Understand that there are many kids and teens here, and that this is just a game. 

 

I'm not going to say grow up or anything, because I don't want to be offensive myself. So just chill.

Edited by r_Issimo2

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in away he has it right, think about it to now play we have to spend crystals which they want us to waste them on , and most higher ranks can't be bother doing missions , why should we when we get peanuts now from them . you get more crystals in pro battles which within three or four battles or less you make them back .

 

I suspect my "most higher ranks" you mean "13y1ord". Pro battles genreate bigger battle funds maybe.  But that is still less than basic battle fund payout + mission payout in the same amount of time.  So the players who "can't be bothered" are just hamstringing themselves.  No one is forcing them to.

 

Besides if Pro funds grow faster that is only because players play in mindless grinder mode: spawn, drive to the center of the map, die, and repeat. Basic games have lower funds because players are playing an actual game not circumventing actual game play.

 

That's the exact opposite of fun for me.  I do n't care if I earn 10,000x the funds the point to playing a game is to enjoy the time spent.

 

 

@LittleWillie is spot on here. non-PRO and missions is surely a match for PRO grinder maps in terms of crystal earnings, even if there's a difference it's negligible. It takes more time to earn those crystals in PRO and you can lose PRO team battles and get peanut rewards. Whereas, in non-PRO you can achieve most mission types and get nice crystal mission rewards even if you lose, often in the space of 2x 10 minute battles.

 

At a low estimate just to show how missions are not “peanuts”, say we get an average 1 crystal mission every day with 1k reward average.

That's 365 missions a year = 365k crystals a year from missions.

 

((The rewards from missions are way higher average than that cos legends get rewards ranging from +/-800 to 4k+ cry missions..)) Right now I have 3 crystal missions open..2 missions with 1470 cry reward & 1 mission with 1050 cry reward...So that's nearly 4k in one day. My other lower rank account has had decent cry missions for the last 2 days too.

 

Then consider mission chains crystals once at week 10 rewards...8400 a week for 52 weeks = 437k cry.

 

So 802,000 crystals from missions and chains (at a very low estimate)...You could get the last MU's and speed-ups for a few of M4's with that...JK;).......seriously though, 6 M3 modules in a 50% sale.

 

Not to mention supplies & 208 containers intake from missions and chains. Overall, rewards now are very generous from Tanki....way more generous than when I was a noob ranking up.

 

However, there is truth in the argument that some PRO grind battles are highly lucrative if you mult win constantly.

Let players post their feedback in peace, good or bad the feedbacks may not even be read by devs, there's no need to insult anyone just because you don't like what they say.

 

Understand that there are many kids and teens here, and that this is just a game. 

 

I'm not going to say grow up or anything, because I don't want to be offensive myself. So just chill.

A. What insult?

B. It's a forum.... So what's the problem with discussion among forumers?

Edited by TaffyTank
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actually i kinda hate those 10 mins battles and some already mentions points,

 

but

 

with today's double battle funds
i kinda like the update which i hated;
 

reasons:
 

1. 10 mins battle, make it quicker and faster, and we get a decent amount of crystals, [ compare to normal days]

2. generated amounts of todays[2xbattle funds] makes gold drops faster
3. saturated battles are easily/fast ended, unlike before we need to wait 15 mins [ to bare all those heavy druggers farming poor teams]
 

draws;
1. still need to wait for 10 weeks tobe able to collect rewards of the 4th containers [ thats way togo]
2. drugs/supplies are ending faster in non pro battles, tanki should increase the rewards of the amount of supplies of daily missions,
 

suggestions
 

i suggest to keep the double battle funds as to normal battles funds, that keeps the battle interesting and worthy to play.
with the introduction of matchmaking system, there will be lower complains towards  poor battles and 10 mins battles.

**hopefully matchmaking systems allows only player with a 3 ranks differences in that specific battle, that will make both team quite evenly matched**

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Really? Everything shows to be the opposite: missions are for non-PRO only, special events are in non-PRO only, PRO pass costs crystals . . . the devs do not care for PRO battles nor do they want the majority of players to play there.

For somebody who is actually quite bright you need to look further into what I'm saying. Missions are in non pro yes because when they were in pro battles players made private battles and finished missions in 5 minutes kills flag caps cp bounces etc etc it was easy. Now they are in non pro on mainly large maps 1 you need to drug to do missions faster ( use them quicker, so you might then buy more in the shop). Special event for the same reason, Pro pass is set at a level so that its expensive enough for players to wince a bit  but get it then play longer to get Perceived value for money ( If you stay in game longer tanki are hoping you will buy in the shop with a greater desire to win more) They hope by staying longer on the game you will spend money everything is designed to hook you in gently.

 

1. I dont mind tanki making money its a business, people need to eat.

2. I have supported tanki by buying

3. you can have a free experience with shorter battles but tanki want you to get the pro pass for all of the above reasons so you stay longer in game.

 

However 10 minute battles have ruined non pro battles and now they are not satisfactory at all, if you have cheats in battle they make more of a difference to the out come and Mods have less chance to catch them

 

Even this helps tanki because if you have mults in your team  you are likely to drug more to compensate, ( Use more drugs, and use more frequently, so you may buy from the shop  to keep winning).

 

Everything is designed to make you think they are generous, in many instances they seem that way,  for me 10 minute battles are a step to far it has had the opposite affect  on me  I will play less, drug less, spend less in the shop because I know how they are thinking, and why its been done

 

 

OH forgot to say .. WHERE have all the gold boxes gone even with double funds golds are hardly droping now in 10 minute battles

 

Good luck in your pro battles LG 

Edited by LiquidGold
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sir back before Cedric joined we used to have daily missions plus blue crystal box's , then the blue crystals were joined into missions, which we were suppose to be getting more . but then they changed the system again this time it seems like were going backwards on how much rewards we now get. its like were getting those missions from the past with out the extra blue crystals added on .. I hope this makes more sense last posting i was not awake ...lol

 

for pro battles most players stay battling with friends and have good balanced games . for me like i said before  , most players are now only here to keep our accounts open and not here enjoying the battles seeing so much as changed and have been going down hill ..

 

 

 

also since early 2017 I have not bought any drugs in shop or in garage , seeing they installed the over drive system which gives you  free drugs . there is no need to buy drugs .. yes i'm a drugger . how to  do it is power up with one drug such as shields  and then use pick up for the second such as double damage , once the power up is low for shields then  grab a pick up to keep it going  and when the second pick up is low the double damage then hit your drug button to activate it .. this way you are using two drugs at once every time . never with out a drug , even if your out its only for a short few seconds ....I do buy holiday bundles only..

 

also with this new 10 minute battles mostly in team battles the game is over in the first 5 minutes . once players see the score at 3 or more they can't be bothered in joining or the game is over before you know it. so change this back so we can get more enjoyable balanced games.. :angry: or better yet kill the team battle missions there not worth doing any more

Edited by Bydo
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The 10 minute battle time sucks, there needs to be 15, 20 and 30 minute battles. If not, like always there will be less tankers online. The older players, some will stay and say the heck with missions. :rolleyes:

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Special event for the same reason, Pro pass is set at a level so that its expensive enough for players to wince a bit  but get it then play longer to get Perceived value for money ( If you stay in game longer tanki are hoping you will buy in the shop with a greater desire to win more) They hope by staying longer on the game you will spend money everything is designed to hook you in gently.

PRO pass will be removed entirely once MM is released.

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PRO pass will be removed entirely once MM is released.

not sure on this cause it still in tanki X so they might change it to a new name and system this we still will need to wait on..

Edited by Bydo

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not sure on this cause it still in tanki X so they might change it to a new name and system this we still will need to wait on..

TX does not have a PRO pass and never did.

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TX does not have a PRO pass and never did.

your right in away, they add there pro pass / premium pass as in one system . which really its sort of the same as ours and soon ours will be changed to be added in as one or be removed all together.. wait and see .. this is tanki X system looks like for 7 days

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A. What insult?

B. It's a forum.... So what's the problem with discussion among forumers?

No much problem with having a discussion. But why start insulting others? Even if they are wrong or you think they wrong.

 

Besides, this income talk is very simple: Tanki just removed the advantage daily players could get from playing daily.

 

Now everyone that plays and does missions in regular battles will be earning similar chain rewards, buyers, non buyers, daily and casual players.

 

PRO battle players will only be getting battle rewards, no mistery there and we can use math to see how much a difference compared to regular battles. I haven't done the math, but I'm pretty sure if you want to stay competitive you have to do missions.

 

In other words giving 4 containers now would be the same as giving 10 or giving 1 to players that do missions. We think we're getting more, and we're getting more, but in reality we're getting the same. Except for those that want to play only PRO battles.

 

Yes, I'm repeating myself, not to be condescending, but just trying to make it clear for as many as possible, so we hopefully end this discussion and start others, like: What will be the impact of 4 containers to the game economy? How battles will be when most have thousands of supplies and upgraded equipments? How will Tanki be making money then?

 

As you see, when I was complaining in the beginning about battles being decided by 2 3 4 5 skills, I was talking about that. If many didn't understand me was because the feedback was to developers, if by any chance they were checking the feedbacks. Now I'm predicting more economy affecting updates, sooner or later, planned or needed.

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your right in away, they add there pro pass / premium pass as in one system . which really its sort of the same as ours and soon ours will be changed to be added in as one or be removed all together.. wait and see .. this is tanki X system looks like for 7 days

What? There was never any sort of PRO in any shape or form, because the TX equivalent of PRO battles are free to create by anyone, and they do not give you EXP or help your rating.

Edited by ThirdOnion

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No much problem with having a discussion. But why start insulting others? Even if they are wrong or you think they wrong.

 

Besides, this income talk is very simple: Tanki just removed the advantage daily players could get from playing daily.

 

Now everyone that plays and does missions in regular battles will be earning similar chain rewards, buyers, non buyers, daily and casual players.

 

PRO battle players will only be getting battle rewards, no mistery there and we can use math to see how much a difference compared to regular battles. I haven't done the math, but I'm pretty sure if you want to stay competitive you have to do missions.

 

In other words giving 4 containers now would be the same as giving 10 or giving 1 to players that do missions. We think we're getting more, and we're getting more, but in reality we're getting the same. Except for those that want to play only PRO battles.

 

Yes, I'm repeating myself, not to be condescending, but just trying to make it clear for as many as possible, so we hopefully end this discussion and start others, like: What will be the impact of 4 containers to the game economy? How battles will be when most have thousands of supplies and upgraded equipments? How will Tanki be making money then?

 

As you see, when I was complaining in the beginning about battles being decided by 2 3 4 5 skills, I was talking about that. If many didn't understand me was because the feedback was to developers, if by any chance they were checking the feedbacks. Now I'm predicting more economy affecting updates, sooner or later, planned or needed.

 

 

It's irrelevant that Tanki removed an advantage of playing daily...it's more beneficial to them to not disadvantage their casual players, which is surely a big potential base of future buyers once they get into the game. Daily players gain a container a week eventually and get those chain rewards faster, which suits the daily missioners main aim of expanding their garage asap. That is why I do missions and I'm sure others have the same idea.

 

IMO, Tanki's unlikely to be bothered about having an extra bunch of OP non-buyers competing against their buyers, even the ones exploiting the lazy way to get OP gear that you highlight.

 

I'd say it could even be beneficial to Tanki in terms of selling shop items to buyers trying to surpass these stronger and sometimes OP non-buyers. In other words, they have to pay more to surpass established players if they don't have the patience to be F2P. It would only be a concern for Tanki if people didn't bother buying and instead tried the lazy daily mission exploit. It's highly unlikely that a buyer would try such a long-winded way of getting OP when they can just buy the gear and drugs to try to dominate instantly if they have cash to spend. So it's non-buyers that will use the exploit, thus it costs Tanki nothing.

 

Will the chain change discourage buyers from buying?

...., if you're gonna buy it makes sense to buy kits from the shop on sales days and use premium earned crystals to MU your gear on MU sales days with speedups. Once a buyer gets their gear mostly upgraded and runs out of crystals, do you think they'll resist buying to finish off the upgrade?.doubt it if they have the cash...Tanki dishing out a nice stash of crystals between every sale is incentive to buy a kit at every sale. The fact that there's a big variety of M1, 2, 3 level kits and protections to buy & MU means that Tanki can constantly rinse buyer wallets and crystal stashes on sales days.

 

About this chain system exploit being a disincentive to play. Making all your accounts OP for their rank and thus barely playing the game is a pretty dull way to play the exploit, there is a more entertaining way,.Which is to have multiple accounts, one of which you use solely to pass the time by playing normally, while you're making your other accounts OP for their rank....Anyway, by doing this, you're still playing the game and are an online user for whatever amount of time you have available to play, which suits Tanki fine. I'm actually doing this myself, so thanks for the heads up;))

 

P.S....You'd have to actually fight in battles with the accounts you're trying to make OP if the pointless collect missions were removed, but the exploit is still there even if collect missions were removed, just less OP....why Tanki persists with these missions is a mystery to me. Get rid.

Edited by TaffyTank
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What? There was never any sort of PRO in any shape or form, because the TX equivalent of PRO battles are free to create by anyone, and they do not give you EXP or help your rating.

Isn't Tanki-O supposed to have "Custom Battles" that basically replaces the Pro-battle pass, but is free?

 

Supposed to be able to earn xp & crystals in Custom Battles.

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There will be some lucky players that are placed in the beginning of a battle...after waiting in queue.  But as the losing team is determined, players will start to bail as they are right now...what will MM have to do with getting people to stay on the losing team?  The only difference is that now the game terminates as the losing side falls below a specific threshold.  In MM the system will just keep squirting in queued players to the slaughter.

This is just one of the many horrible outcomes of MM.  It will not be fun to be pushed into an ongoing game on the losing team...and this will happen frequently...like all the time frequently.   Completely full 10 minute battles all the time...just hope you get the winning team.

Thanks for sharing your concerns. First I must say that we do not know the shape and structure of the final MM, for the moment we can only make assumption from the test ran last year, where only a couple of feature of the MM where tested, and the recent change in the game play (10 minutes).

 

Keep in mind that TO has tried a couple of things. I'm not sure that you noticed them however they might help to improve the final MM system.

I just listed below the ones I have noticed, feel free to add more if you noticed more. 

* every tanker start at the same time and it is a fully filled battle -> more balanced game

* new set of team every new game (everybody leave at the end) -> more balanced game (no team will start with a wining mix of tanker from the previous battle)

* if you leave the game you cannot enter another game unless it is a different battle mode (tankers are sent back to the game they tried to escape from) -> it gives a second chance to the tanker to stay and fight for a come back. Nobody like it, however I think it is a mind set and everybody will play along. There is other options from different game, maybe TO will look at them.

* new players are added when they leave the game in the middle

* however no further player are added x minutes before the end to fill in the gaps (I don't remember what was the timing but it was more a than 2 minutes, maybe more) 

* early battle termination (that's not new, but it will terminate very quickly unbalanced battle where one team has significantly more tank than the other team)

 

They all have pros and cons, but with the right combination and the right set up they should give a better option of what we currently experienced.

 

During the MM test, 90% of the time I was sent to a new game and very rarely sent to a battle in action (maybe I was lucky), that would represent one tanker out of 10. With a balanced start, 10 minutes battles and early termination, that would probably leave a 4-6 windows where the system will send reinforcement.

 

What is missing is a real matching of skills and equipment during the battle creation, I don't know if this is in the making by the dev but it is a clear and strong expectation from every tankers. If this part is indeed implemented, don't you think that it would delay the point of no return of the team and wipe out all your concerns listed in your post?

Do you have any idea that would help to make MM better?

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Thanks for sharing your concerns. First I must say that we do not know the shape and structure of the final MM, for the moment we can only make assumption from the test ran last year, where only a couple of feature of the MM where tested, and the recent change in the game play (10 minutes).

 

Keep in mind that TO has tried a couple of things. I'm not sure that you noticed them however they might help to improve the final MM system.

I just listed below the ones I have noticed, feel free to add more if you noticed more. 

* every tanker start at the same time and it is a fully filled battle -> more balanced game

* new set of team every new game (everybody leave at the end) -> more balanced game (no team will start with a wining mix of tanker from the previous battle)

* if you leave the game you cannot enter another game unless it is a different battle mode (tankers are sent back to the game they tried to escape from) -> it gives a second chance to the tanker to stay and fight for a come back. Nobody like it, however I think it is a mind set and everybody will play along. There is other options from different game, maybe TO will look at them.

* new players are added when they leave the game in the middle

* however no further player are added x minutes before the end to fill in the gaps (I don't remember what was the timing but it was more a than 2 minutes, maybe more) 

* early battle termination (that's not new, but it will terminate very quickly unbalanced battle where one team has significantly more tank than the other team)

 

They all have pros and cons, but with the right combination and the right set up they should give a better option of what we currently experienced.

 

During the MM test, 90% of the time I was sent to a new game and very rarely sent to a battle in action (maybe I was lucky), that would represent one tanker out of 10. With a balanced start, 10 minutes battles and early termination, that would probably leave a 4-6 windows where the system will send reinforcement.

 

What is missing is a real matching of skills and equipment during the battle creation, I don't know if this is in the making by the dev but it is a clear and strong expectation from every tankers. If this part is indeed implemented, don't you think that it would delay the point of no return of the team and wipe out all your concerns listed in your post?

 

 

 

Do you have any idea that would help to make MM better?

Not allowing "battle groups" to play against a team of random players would be a start.  Those battles always end up in a slaughter...

Edited by wolverine848
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