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Why you should accept the fact that this game is dead and move on


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Ppl complaining about mathmaking:

 

First I will share my experience which must be as valid as everyone elses lol. Yes there are some bad battles, but many are very tough and close. The shorter time does mean most battles are meaningles, but at least we dont have the long battles like we used to, where half the team would leave and wed spend 10 minutes playing 5v10, getting spawn killed.

 

An argument: The reason that Battles sometimes are blowouts is that for some reason, some players just are terrible. There are many times Ill squirt into the enemy base with freeze wasp and realize none of the defenders are using supplies. 3-4 quick kills later, our team has scored a flag or two. Tdm battles tend to be closer tho, which is nice

I'm OK with math.  It's Matchmaking I have issues with.  B)

 

Matchmaker...

- 7 minutes battles give no chance for a flow.  Some ppl like short-and-sweet but many like 10 or even 15 minute battles.

- In short battles going to garage wastes valuable time - yet it's often necessary due to random maps

- Players that get loaded before others can practically cap a flag before there's any opposition. In short battles this has huge effect.

- Maps - to be specific - lack of choice.  There's many maps I don't see for 2 or 3 or 4 weeks.

- Some of the maps like Sandal and Sandbox are too small for 16 tanks. In Team-battles it's crowded. In DM - it's horrible.

- Rank spreads - too wide.  Does not matter if Teams are balanced - the lower-ranked tanks on each side are just punching bags

- waiting for battle ... often 2-3 minutes with multiple attempts.  The "esitmated waiting time" is not accurate at all.

 

That's a good start with how poorly matchMaker was implemented.

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1) Players that get loaded before others can practically cap a flag before there's any opposition. In short battles this has huge effect.

2) Maps - to be specific - lack of choice.  There's many maps I don't see for 2 or 3 or 4 weeks.

- Some of the maps like Sandal and Sandbox are too small for 16 tanks. In Team-battles it's crowded. In DM - it's horrible.

 

 

1) or get to a prime camping spot, and mine the entrance, or even mine crucial spawn points from the start.

 

2) well maybe not let us choose specific maps, but it would be nice to at least choose what map size (small, medium, or large) we want to play in.

 

Also we need more large maps like deathtrack and skylark.

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1) or get to a prime camping spot, and mine the entrance, or even mine crucial spawn points from the start. 

Well doing that isn't going to put your team ahead. And you can't properly mine the entrance without the Saboteur Drone because a mine takes 30 seconds to replenish and by that time, an enemy already burst through with at least two supplies active and challenges you. 

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Also we need more large maps like deathtrack and skylark.

Very much agreed. Those spread out the tanks and allow speed and longer range turrets to have a place. Otherwise just go heavy hull

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All of this is true. The game is so much worse nowadays, and that's not because of P2W.

 

PRO battles were killed by non-PRO. MM battles (both now and before matchmaking system was introduced) are completely pointless.

 

Also, now everybody hunts flags and rushes forward to get stars, instead of attacking together. There are no defenders, so the thrill of sneaking to the enemies base is completely gone -- now you just take drugs, rush forward and fight an enemy tank. Making careful pushes is impossible because drugs now last only 30 seconds.

Capturing a flag used to be a thing in a past. Now during the 7 mins of a battle the score often goes up to 5.

In 2014 each battle used to be exciting. Now nobody cares about winning or losing a 7 minute battle.

 

Basically, the game changed from an interesting tank game that involved positioning, strategy and teamwork into a simple arcade.

Kind-of a paradox -- new features such as overdrives made the game totally lack-lustre. It is now all about spamming shots at enemies and using overdrive.

 

I miss all the maps mentioned in the topic very much, as well as Kolhoz. It used to be so much fun to play as a guerilla there.

Anybody else has that awkward feeling that the game has no soul?

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The shorter battles do indeed imo make for less strategic battles. I dont necessarily mind since I just enjoy battling but it is hard to care about the game score. Usually, for example, if half of my team is multing, or getting wrecked, Id rather spend the final 3 mins attacking enemy tanks than dying trying to win a game 4v8. With longer games, each game means more, but it also means those blowout losses will last longer as well.

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The shorter battles do indeed imo make for less strategic battles. I dont necessarily mind since I just enjoy battling but it is hard to care about the game score. Usually, for example, if half of my team is multing, or getting wrecked, Id rather spend the final 3 mins attacking enemy tanks than dying trying to win a game 4v8. With longer games, each game means more, but it also means those blowout losses will last longer as well.

They could bring back a modified "early battle termination".  Would have to look at team score when accounting for mults as the original just accounted for fewer tanks on one team.

 

Might not be easy, but a threshold difference would trigger it.  Of course this would be dependent on longer battles - not the current 7-min ones.

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One thing that is still fun in this game is PRO Serpuhov CTF with drops, no drugs. It is quite similair to 2014 gameplay, or should I say, as similair as it can get nowadays. Legends often play this. Unfortunately, however, new players will probably not get to know this awesome gamemode, since PRO battles are locked for them and they will probably never start to play on Serpuhov,

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All of this is true. The game is so much worse nowadays, and that's not because of P2W.

 

PRO battles were killed by non-PRO. MM battles (both now and before matchmaking system was introduced) are completely pointless.

 

Also, now everybody hunts flags and rushes forward to get stars, instead of attacking together. There are no defenders, so the thrill of sneaking to the enemies base is completely gone -- now you just take drugs, rush forward and fight an enemy tank. Making careful pushes is impossible because drugs now last only 30 seconds.

Capturing a flag used to be a thing in a past. Now during the 7 mins of a battle the score often goes up to 5.

In 2014 each battle used to be exciting. Now nobody cares about winning or losing a 7 minute battle.

 

Basically, the game changed from an interesting tank game that involved positioning, strategy and teamwork into a simple arcade.

Kind-of a paradox -- new features such as overdrives made the game totally lack-lustre. It is now all about spamming shots at enemies and using overdrive.

 

I miss all the maps mentioned in the topic very much, as well as Kolhoz. It used to be so much fun to play as a guerilla there.

Anybody else has that awkward feeling that the game has no soul?

AGREED! The devs claim that they're making it more interesting but in reality it's just... honestly I don't even know what Tanki is anymore. 

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One thing that is still fun in this game is PRO Serpuhov CTF with drops, no drugs. It is quite similair to 2014 gameplay, or should I say, as similair as it can get nowadays. Legends often play this. Unfortunately, however, new players will probably not get to know this awesome gamemode, since PRO battles are locked for them and they will probably never start to play on Serpuhov,

When you see them in the battle-list they are often full. 

 

It's a tease when I go to enter one and see the little wrench all lit up.  They might as well play MM and get more Tiers in Challenge done.

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What is special about superhov that makes it the only map ppl play a lot of nosupply battles on? Im excluding grind maps like polygon and island obviously. When i watch old videos, battles took place in a lot of cool maps that see no play today

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What is special about superhov that makes it the only map ppl play a lot of nosupply battles on? Im excluding grind maps like polygon and island obviously. When i watch old videos, battles took place in a lot of cool maps that see no play today

It offers excellent game-play.

 

- perfect size = a large medium map or small large map.  You don't waste too much time travelling

- Offers all types of terrain.  Long open spots for long-range turrets but lots of avenues for sneaking and ambushing

 

Is pretty balanced as well. I tend to favor red a bit more than blue - but - I'm never really disappointed playing on Blue either.

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When you see them in the battle-list they are often full.

 

It's a tease when I go to enter one and see the little wrench all lit up. They might as well play MM and get more Tiers in Challenge done.

Back in the day you'd have way more battles on the list + different servers.

It offers excellent game-play.

 

- perfect size = a large medium map or small large map. You don't waste too much time travelling

- Offers all types of terrain. Long open spots for long-range turrets but lots of avenues for sneaking and ambushing

 

Is pretty balanced as well. I tend to favor red a bit more than blue - but - I'm never really disappointed playing on Blue either.

Yes, especially without Magnums.

Rio, Esplanade and Kolhoz are also fun in that respect.

Noise got wrecked by Magnum.

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AGREED! The devs claim that they're making it more interesting but in reality it's just... honestly I don't even know what Tanki is anymore.

This is not TO anymore...

 

Yes, they add new features, yet the game involves less strategy anf tactic than it used to.

I recently created a topic to make PRO battles better (adding an option to block Magnums) and make player-created battles the most important, but it was declined.

And I argued everything well enough...

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Im still not sure what ppl mostly complain about. The game is so much more friendly to f2p players than it used to be. In my clan we have at least 2 of them and they both have close to m4s before gismo and both have at least 6 m3s at marshal. With all the free crystals and drugs we get each week, its hard to see how free players cant compete. Even drones, when I equip, dont make much of a difference in my final battle score. And for some reason, every time someone mentions the state of tanki in a battle, it is always accompanied by swearing and then insulting other players which somewhat makes me wonder if some will just always complain no matter what

But it is also less fun. You cannot choose what map you play, battles are shorter, and overdrives make strategy meaningless, since you cannot know if an enemy has it or not.

Drugs have less active time and smart cooldowns are longer. What that means is that generally you will fight fully drugged enemies. Now you have to get all drugs and fight. After 30 seconds you are defenseless. Before you could sneak up, then drug one supply and attack. If you survived, you could take a second one.

This means that you could wait for the right moment to attack. Also with longer drug active time and smart cooldowns it is easier to gather a group of players to attack.

Defense, on the other hand, was also easier. This made for interesting battles were attackers constantly try to outplay defenders instead of just mindlessly rushing in.

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Welp because of recent celebrations we've been going over 20k, but I don't expect it to last.

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Some people say that tanki used to be about strategy and skill, but now it's not.

 

 

Well, did it take skill or strategy to instantly spam supplies before cool downs and smart cool downs were a thing? I don't think so, back then people would just mindlessly spam their first aids (what the repair kits were called at the time) so that they wouldn't die from a full onslaught. Also the boost supplies would last 3 whole minutes, think about it, that's almost half of an MM battle.

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I don't really understand why we may believe that the game is dead. Players aren't a true indication of a dead game. If Tanki had millions of non-buyers, then it would be called healthy but in reality be dead. On the other side, a couple thousand loyal buyers who bought a lot may make it seem as though the game is dead when it is not. Since we have no access to financial information pertaining to Tanki, we can't actually say whether or not it is "dead".

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I don't really understand why we may believe that the game is dead. Players aren't a true indication of a dead game. If Tanki had millions of non-buyers, then it would be called healthy but in reality be dead. On the other side, a couple thousand loyal buyers who bought a lot may make it seem as though the game is dead when it is not. Since we have no access to financial information pertaining to Tanki, we can't actually say whether or not it is "dead".

Because many are just ignorant in the fact that the server(s) need to be maintained. And that the maintenance requires money, same with the updates.

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I don't really understand why we may believe that the game is dead. Players aren't a true indication of a dead game. If Tanki had millions of non-buyers, then it would be called healthy but in reality be dead. On the other side, a couple thousand loyal buyers who bought a lot may make it seem as though the game is dead when it is not. Since we have no access to financial information pertaining to Tanki, we can't actually say whether or not it is "dead".

How long can that last with so little players? Developers do not listen to players, the game is way less fun as it used to be...

 

Also, why would buyers want to pay if their $100 XT's are given away in challenges when it has been stated in a V-LOG that they will only be available in the shop and containers?

Who would trust such a company?

 

(BTW I never bought XT's, I am just sharing my own observations)

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Because many are just ignorant in the fact that the server(s) need to be maintained. And that the maintenance requires money, same with the updates.

And these people, ignorant or not, are the customers.

Many people quit due to the game-breaking updates.

 

The game has to put up with them or die.

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Did I say "several YTers quitting at the same time"?

 

Noise was only popular because you can easily exploit it's flaws. Resulting in easy and fast crystals.

What? It didn't really generate they much crystals. The map is simply cosy and fun to play. Players generally like such maps. Serpuhov, Rio and Kolhoz -- popular maps back in the day -- all have some of this in them.

Noise offered unique and fun gameplay, until it got spoiled by Magnum. Generally reds have an advantage as Magnums, but even a balanced Magnum game is boring and nothing like Noise used to be.

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The Magnum comment is utter tosh. With a magnum you can shoot both up and down in noise and silence

More in Silence. In Noise the blue team Magnums are very limited. Regardless it killed Noise. So the comment is not utter tosh. It simply contains a mistake.

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