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Increase experience gain in battles


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So, Tanki is a MAJOR grind in the long run...so to move things along at a bit more of a likable pace, I promote some possible fixes.

 

- Change experience gain from destroying tanks to 50, rather than 10. If multiple players damage and destroy this tank within a set time of about 10 seconds, they split the experience evenly. If after 10 seconds from taking damage this tank has not been destroyed and another player finishes off the remaining health, they gain experience equal to half the amount of health the destroyed tanker had remaining.

 

- Healing teammates should reward tankers with experience equal to the amount of health that was healed. If healed by multiple, experience is divided equally, making a 1:1 ratio, versus a 0.5:1 ratio for destroying a player.

 

- Sharing Overdrives should give a player 20 experience per player that had overdrive shared with them, at a max of 100. This way it cannot be farmed.

 

- Capture points should give small amounts of experience every few seconds instead of all at once once the point in captured. Staying on a point makes you a sitting duck, might as well get your  worth out of it in case you get killed. The end amount of gained experience should remain the same.

 

- Carrying a flag should give very small amounts of experience the longer it is held onto past a set amount of time. There are those cases were both team has either team's flag as the flag holder has to sit away from battle until the flag is returned. If after three minutes the flag is still carried by the same tanker, every 5 seconds the player should receive 5 experience.

 

- Destroying tanks in Team Death Match should give a slightly higher experience gain. 75 instead of 50. There's no points or flags to capture for those juicy numbers, so a small increase to experience for destroying tanks should be fair enough.

 

Us old players know how to deal with the grind, however, newcomers will probably stay longer if they don't feel they don't have to devote their life to this game in order to get anywhere.

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Declined

 

You don't want to be getting more EXP, since it reduces your EXP/crystal ratio, meaning that you earn less crystals for every rank you gain. This in turn means that it will be harder to afford all the upgrades as you unlock them, and you will struggle to compete against players, who purchase crystals.

 

This isn't much of a problem at low ranks, since the amount of experience between ranks is quite low, so the ranking progress is much faster.

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What about giving double XP and double crystals so XP/crystal ratio would stay the same?

That just kills the economy.

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you can rank up really quickly if you always have premium, the best possible equipment and more drugs than you can ever use... as for you punching bags you're not here to rank up, you're just here to get punched over and over again. you wanna rank quickly then you gotta pay

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Tanki updated the system to get more crystal per exp.

So now you will get more Crystals to buy and improve your equipment and be more levelled with other tankers or would have more equipment to play with or buy drones or alteration.

The cons is that your progress are slowed and it will take more time to reach legend and finish the story mode.

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Yea they don't accept anything to increase rewards, Increasing xp wouldn't turn out so great, as said, they would decrease battle funds, increase requirements for ranks, and give you less crystals for rank ups. They already barely give you a weeks earnings when you rank, we don't need anything else like that happening. 

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So, Tanki is a MAJOR grind in the long run...so to move things along at a bit more of a likable pace, I promote some possible fixes.

 

 

 

- Change experience gain from destroying tanks to 50, rather than 10. If multiple players damage and destroy this tank within a set time of about 10 seconds, they split the experience evenly. If after 10 seconds from taking damage this tank has not been destroyed and another player finishes off the remaining health, they gain experience equal to half the amount of health the destroyed tanker had remaining.

 

- Healing teammates should reward tankers with experience equal to the amount of health that was healed. If healed by multiple, experience is divided equally, making a 1:1 ratio, versus a 0.5:1 ratio for destroying a player.

 

- Sharing Overdrives should give a player 20 experience per player that had overdrive shared with them, at a max of 100. This way it cannot be farmed.

 

- Capture points should give small amounts of experience every few seconds instead of all at once once the point in captured. Staying on a point makes you a sitting duck, might as well get your  worth out of it in case you get killed. The end amount of gained experience should remain the same.

 

- Carrying a flag should give very small amounts of experience the longer it is held onto past a set amount of time. There are those cases were both team has either team's flag as the flag holder has to sit away from battle until the flag is returned. If after three minutes the flag is still carried by the same tanker, every 5 seconds the player should receive 5 experience.

 

- Destroying tanks in Team Death Match should give a slightly higher experience gain. 75 instead of 50. There's no points or flags to capture for those juicy numbers, so a small increase to experience for destroying tanks should be fair enough.

 

Us old players know how to deal with the grind, however, newcomers will probably stay longer if they don't feel they don't have to devote their life to this game in order to get anywhere.

 

 

As MAF has already said - it is not to our benefit to increase the XP:crystals ratio.  You won't be able to upgrade equipment as easily as you rank up.

 

The One Idea I do agree with is when both Flags are held.  The flag-holders are "punished" in that they are unlikely to accumulate score while hiding with flag in base - they are not going to risk the loss of the flag.  So I agree that if both flags are held, each "holder" should receive a moderate score for pre-determined blocks of time.  The moment one flag is returned the score for holding stops.

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