Jump to content
EN
Play

Forum

Wishes and Predictions


 Share

Recommended Posts

I predict overdrives will be the last straw for the last of the long time hardcore players that will cause them to finally leave the game.

Share this post


Link to post
Share on other sites

- We'll have Drones that shorten MU duration.

- We'll have Drones that double the effect of drones (of drones of drones..)

- We'll have Supplies that counter the effect of Drones

- You'll be able to microupgrade the goldbox supply\

- We'll be able to microupgrade our batteries so they last longer

- We'll be able to microupgrade the power supply of our drones so they are more energy efficient

- We'll be able to customize our skybox

- Standard supplies will all be microupgradable so they last longer, make you faster, make you deal more damage and up your armor

- XP passes will be available in the shop so people can rank up for real money

- All legacy skins released in containers

- More limited edition paints that are not limited edition

- Invisibility drone

- Drones that clone yourself as distraction for the enemy

- King of the hill mode

- Mobile version will support controllers

- Mobile version will support PRO battles

- Glowing paints in containers

- Headlights can turn on or off in night mode

- Graffiti on tanks (coolest stuff in containers)

- limited edition graffiti that isn't limited edition

- different engine sounds for hulls

- Exhaust smoke (also different colors available in containers)

And you will get charged for each and everyone.

Share this post


Link to post
Share on other sites

i predict tanki will realize how dire the situation has become and will start listening to players

Dream on. Don't you read the posts of the mods. Pony Tail Boy and the Devs make no mistakes. They are all wise and the community is only populated by clueless nubes. They claim success even though the number of players continues to drop.

Share this post


Link to post
Share on other sites

We'll get about 10 Tankoins in each Blue Container.

 

Edit: We'll get 5 Tankoins in each Blue Container.

Edited by lssimo

Share this post


Link to post
Share on other sites

Ares will either be completely broken mechanically at launch or dropped entirely due to how hard it would be to implement hover physics. 

I still don't understand how that hull will be able to navigate. The V-Log didn't give me a clear enough picture of that.

Share this post


Link to post
Share on other sites

I still don't understand how that hull will be able to navigate. The V-Log didn't give me a clear enough picture of that.

I think it just doesn't turn at all and glides around at a fixed direction.

Share this post


Link to post
Share on other sites

I think I recall hearing in one of the vlogs about it that it would turn with turret controls and strafe with the usual tank movement keys.

So any turret on Ares will be fixed like a stock Magnum?

Share this post


Link to post
Share on other sites

So any turret on Ares will be fixed like a stock Magnum?

 

Then it should be the first hull available instead of Hunter, so newbies can not turn their turrets, even if they wanted to.

Edited by lssimo

Share this post


Link to post
Share on other sites

So that means it'll supposedly turn with the turret, why'd they bother making it that way though?

 

I think devs said it was to please mobile players, but I don't believe that's a very convincing reason.

Share this post


Link to post
Share on other sites

Tanki will not wise up to prevent or counter the continued decline in player numbers.  As the game deteriorates, they will lay the blame on "competitive market", "natural life expectancy of a video game", anything but the actual reson for the horrendous decline which is poorly conceived update after poorly conceived update for several years.

Share this post


Link to post
Share on other sites

Tanki will not wise up to prevent or counter the continued decline in player numbers.  As the game deteriorates, they will lay the blame on "competitive market", "natural life expectancy of a video game", anything but the actual reson for the horrendous decline which is poorly conceived update after poorly conceived update for several years.

The reality is nobody will ever know how the game would have gone if they didn't implement these 'poorly conceived updates'. 

 

Nor will anyone know how the game would have gone if it had not been for a 'competitive market' or 'natural life expectancy of a video game'.

 

I would consider the most qualified people to make updates to be those who have kept the game viable in every way including financially for the past 10 years. But maybe thats just me.

Share this post


Link to post
Share on other sites

The reality is nobody will ever know how the game would have gone if they didn't implement these 'poorly conceived updates'. 

 

Nor will anyone know how the game would have gone if it had not been for a 'competitive market' or 'natural life expectancy of a video game'.

 

I would consider the most qualified people to make updates to be those who have kept the game viable in every way including financially for the past 10 years. But maybe thats just me.

Sadly you are correct, we will never know, but I believe the thousands and thousands of posts on this very forum complaining, arguing against, and even begging to repeal toxic update after toxic update might give us some empirical data to draw a pretty good guess.  Another clue as to what has happened to Tanki is to look at player numbers after every single "major" game changing update...they drop like a rock (usually between a 25% to 40% plummit).

 

On the other hand, I believe Tanki is making more money now than they were back in the day when they had 130,000+ players on line at peak times.  The updates that have ruined the game to play have been implemented to increase income.  And that is hard to fault in a capitalistic culture.  But has Tanki gone for quick increase in bottom line at the expense of longevity?   I think the answer from all the empirical evidence avaiable to us is a resounding YES.  They trashed the game to turn a quick buck and will worry about the future in the future.

 

I would bet a lot of money that if Tanki rolled back to the time when they had a huge number of players or even got rid of MatchMaking and the gimmick equipment like drones, alterations. overdrives, etc along with returning daily missions to a reasonable level, their player base would start growing very very quickly....but we will never know.

Edited by Joeguy

Share this post


Link to post
Share on other sites

Sadly you are correct, we will never know, but I believe the thousands and thousands of posts on this very forum complaining, arguing against, and even begging to repeal toxic update after toxic update might give us some empirical data to draw a pretty good guess.  Another clue as to what has happened to Tanki is to look at player numbers after every single "major" game changing update...they drop like a rock (usually between a 25% to 40% plummit).

Lets take an opinionated look at Matchmaking since thats the big elephant in the room and can be considered a game changing update. 

 

The early implementations of MM were an absolute raging disaster, it so obviously created more problems than it solved compared to the battle list. There are 160 pages of pretty much all negative feedback, not to mention the chat spams.

 

Fast forward over a year to now and I would say the player sentiment towards MM has drastically improved, this could be because most players have accepted it as something that wont go away but I would argue it is because MM has improved massively over time, now it actually solves major problems the battle list had such as multing and ease of getting into a battle both of which I say have improved. Gone are the days of scrolling through a long list or creating a battle and waiting for it to fill up if ever, yes I realise that a good chunk of players still prefer a battle list but it cannot be denied that being able to enter a battle within 30 seconds is much less of a barrier to entry for new players. I would also argue that there is a silent majority that prefer MM over a battle list, I am in that camp and I observe that most complaints on the forum are repeats from the same players, though granted the forum is of limited scope, it will be interesting to see what chat mods have observed.

 


 

Alternativa Games as a company has over 90 employees, it would be ignorant to think that a company would intentionally 'trash the game to turn a quick buck' and not think about the future of their primary revenue source. The fact that they have shut down Tanki X and are focusing the team on Tanki Online instead of dismissing them is proof that they believe that the game has a good future and are investing man hours and salaries into it. 

 


 

In conclusion:

 

I see Alternativa as simply transforming their focus from an existing player base to a new potential player base by following practices that are considered standards in the rest of the industry; MM, HTML5, low barrier to entry and increased complexity they hope that they can improve first time user experience and begin advertising with good ROI thus creating a new lease of life. Whether that strategy works remains to be seen and will ultimately dictate if the game exists for another 10 years. Of course this is my personal speculation based on info given by devs during livestreams, I dont have access to any sort of official roadmaps or otherwise.

 

I see a 50/50 chance of the strategy working, Tanki has some clear cut P2W mechanics and the gaming community is becoming increasingly resistant to such mechanics, as ever it remains to be seen.

  • Like 1

Share this post


Link to post
Share on other sites

Lets take an opinionated look at Matchmaking since thats the big elephant in the room and can be considered a game changing update. 

 

The early implementations of MM were an absolute raging disaster, it so obviously created more problems than it solved compared to the battle list. There are 160 pages of pretty much all negative feedback, not to mention the chat spams.

 

Fast forward over a year to now and I would say the player sentiment towards MM has drastically improved, this could be because most players have accepted it as something that wont go away but I would argue it is because MM has improved massively over time, now it actually solves major problems the battle list had such as multing and ease of getting into a battle both of which I say have improved. Gone are the days of scrolling through a long list or creating a battle and waiting for it to fill up if ever, yes I realise that a good chunk of players still prefer a battle list but it cannot be denied that being able to enter a battle within 30 seconds is much less of a barrier to entry for new players. I would also argue that there is a silent majority that prefer MM over a battle list, I am in that camp and I observe that most complaints on the forum are repeats from the same players, though granted the forum is of limited scope, it will be interesting to see what chat mods have observed.

 


 

Alternativa Games as a company has over 90 employees, it would be ignorant to think that a company would intentionally 'trash the game to turn a quick buck' and not think about the future of their primary revenue source. The fact that they have shut down Tanki X and are focusing the team on Tanki Online instead of dismissing them is proof that they believe that the game has a good future and are investing man hours and salaries into it. 

 


 

In conclusion:

 

I see Alternativa as simply transforming their focus from an existing player base to a new potential player base by following practices that are considered standards in the rest of the industry; MM, HTML5, low barrier to entry and increased complexity they hope that they can improve first time user experience and begin advertising with good ROI thus creating a new lease of life. Whether that strategy works remains to be seen and will ultimately dictate if the game exists for another 10 years. Of course this is my personal speculation based on info given by devs during livestreams, I dont have access to any sort of official roadmaps or otherwise.

 

I see a 50/50 chance of the strategy working, Tanki has some clear cut P2W mechanics and the gaming community is becoming increasingly resistant to such mechanics, as ever it remains to be seen.

You are very a very good and articulate writer.  You make your points clearly and give credit to other points of view and I appreciate your perspective.  Normally I would be calling out lackey or party propaganda, but you seem to be coming from a sincere point of view.

 

I must disagree though.  I think there is more multing now than before.  It is not exactly the same type of multing since it is more passive rather than sabotage like the old days where a player would put an alt account into a game on the opposing side.  Now there are mission mults...lots andd lots of mission mults.   I very rarely see a game that doesn't have at least one or two passive, do-nothing players.  They may not be technically "mults" but they affect the team exactly the same way and there are more now than ever.  I see more games with five out of eight passive mission mults than I do battles with zero passive players (passive being based on multiple deaths and zero kills)

 

I have heard this "ease of getting into a battle" before.  I never had any trouble what so ever getting into a battle before MM.  In fact it was much much quicker since there was no MM queue, especially if you weren't too picky about the battle you joined.  With MM you have absolutely no control or choice in the map, the rank brackets, or the duration of the battle...and this feature was on the battle list also.  It was called "BattleButton".  Pressing the BattleButton was 99.999% just like MM is now except you rarely got as wide a rank spread with the "BattleButton" and there were no queues...it was almost instantaneous.

 

Regardless of how many employees (thet seem to turn over very quickly...bad sign) has the decisions on how to conduct business and the path to follow are handed down from on high...the management...a very few people in charge.  I doubt very much if AP is a democracy.  Based on how poorly TankiX fared, even though there were many warnings from players, it seems crazy to implement similar updates here in TO, but AP continues to steer TO in the TX direction.

 

You may have a good point about HTML5 and advertising to generate organic growth.  We old hard line players that loved a previous version of Tanki will and are fading away.  If Tanki gets HTML5 up and running smoothly with a complete (whats left) player base conversion to HTML5 and manages to attract new players they will do fine and all the sad and disappointed old guard players that supported Tanki throughout the last ten years or so won't matter at all.  If TO doesn't attract new players the game seems to be headed towards an inevitable end.  As it stands now, I see no attempt at all to generate new players.  The lower rank battles are about the same as higher rank battles, just with less equipment..an actual newbie doesn't stand a chance unless they are very very determined.

Edited by Joeguy
  • Like 2

Share this post


Link to post
Share on other sites

You are very a very good and articulate writer.  You make your points clearly and give credit to other points of view and I appreciate your perspective.  Normally I would be calling out lackey or party propaganda, but you seem to be coming from a sincere point of view.

Thank you, I must say the same about yourself as well. It isn't often that I go into such a long discussion, but I see from your own posts that you have a constructive approach hence I did end up replying with such a text wall.

 

 

I must disagree though.  I think there is more multing now than before.  It is not exactly the same type of multing since it is more passive rather than sabotage like the old days where a player would put an alt account into a game on the opposing side.  Now there are mission mults...lots andd lots of mission mults.   I very rarely see a game that doesn't have at least one or two passive, do-nothing players.  They may not be technically "mults" but they affect the team exactly the same way and there are more now than ever.  I see more games with five out of eight passive mission mults than I do battles with zero passive players (passive being based on multiple deaths and zero kills)

Good point, I suppose you could say mults are split into different groups; sabotage and passive as we could call it.

 

As you say sabotage mults have decreased with MM which was a primary objective stated by devs. Lets call it a tentative success.

 

Just like you I've also noticed an increase in passive mults in MM. But heres my point; I see it as a problem caused by missions, not MM.

 

 

I have heard this "ease of getting into a battle" before.  I never had any trouble what so ever getting into a battle before MM.  In fact it was much much quicker since there was no MM queue, especially if you weren't too picky about the battle you joined.  With MM you have absolutely no control or choice in the map, the rank brackets, or the duration of the battle...and this feature was on the battle list also.  It was called "BattleButton".  Pressing the BattleButton was 99.999% just like MM is now except you rarely got as wide a rank spread with the "BattleButton" and there were no queues...it was almost instantaneous.

My experience towards the last legs of the battle list was pretty much an exact opposite to the point where I did not play for nearly a year because of how annoying it was to 'jump in and play'. I did not want to scroll amongst XP/BP and parkour battles to find an actual battle, the Battle Button did not solve this either because all the battles it sent you to were also in the battle list which opened them to sabotage mults and players intentionally leaving and re-joining the winning team.

 

Part of that year I didnt play was during the first few months of MM where it made more problems than it solved and made it even more annoying to 'jump in and play' aka; barrier to entry.

 

Yes the vast majority of battles during my Tanki career were played in the battle list and it certainly worked well for what it was, but I dont think it has a place in a modernised game, maybe we just agree to disagree here. :P

 

 

Regardless of how many employees (thet seem to turn over very quickly...bad sign) has the decisions on how to conduct business and the path to follow are handed down from on high...the management...a very few people in charge.  I doubt very much if AP is a democracy.  Based on how poorly TankiX fared, even though there were many warnings from players, it seems crazy to implement similar updates here in TO, but AP continues to steer TO in the TX direction.

Curious how you know they turn over quickly? My impression was otherwise because of  v-logs, the hosts and people in the background have been the same for years. As for TX I think that was a flawed idea from the start, the original plan changed so many times between Tanki 2.0 being cancelled and TX coming out that game didnt seem to have a clear direction to begin with, but I dont want to discuss TX here, enough words with TO. :x

 

 

You may have a good point about HTML5 and advertising to generate organic growth.  We old hard line players that loved a previous version of Tanki will and are fading away.  If Tanki gets HTML5 up and running smoothly with a complete (whats left) player base conversion to HTML5 and manages to attract new players they will do fine and all the sad and disappointed old guard players that supported Tanki throughout the last ten years or so won't matter at all.  If TO doesn't attract new players the game seems to be headed towards an inevitable end.  As it stands now, I see no attempt at all to generate new players.  The lower rank battles are about the same as higher rank battles, just with less equipment..an actual newbie doesn't stand a chance unless they are very very determined.

Precisely my thoughts as well. However the reason you dont see any attempts to generate new players is because there are no such attempts. Developers are fully aware that as you mentioned actual newbies have a difficult if near impossible learning curve and have publicly mentioned that they do not intend to advertise the game whatsoever until such issues are solved. The main priority for now being HTML5 to solve all the crashes and errors that happen in Flash that would drive away newcomers.


There is an incredibly interesting and long article that revolves around the topics we are discussing,  have a read: http://en.tankiforum.com/index.php?showtopic=382033

  • Like 1

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...