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Episode 225 of the V-LOG is live!


theFiringHand
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Pretty good episode. I'm interested on what changes will come to the turret and hull models. We'll just have to wait and see.

 

The paint patterns being smaller is kinda weird, but I'm sure it'll look better on paints with very large shapes (Pixel Heart and Soft Flowers) or seemingly random patterns (Graffiti and Kaleidoscope)

Really, it could have been anyone and if all 3 players that got it were from the RU community, it would just be a coincidence here.

It's more likely that most players were from the RU community, it has the largest player base.

Edited by GrayWolf8733

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forgot to add .. will these new gold box be coming back to the game to stay. and if so would you please remove the lower cheap gifts items . such as 1 tankion when you pay 10 .. it do's not balance out .. its a waste..of tankion's to spend on something .

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I only just recently found out and was wondering about the possible implications for TANKI ONLINE in the future.

The implications are that we now have more resources to make Tanki Online better and more successful. If you observe the huge amount of updates that we've rolled out over the past two years, it's a very clear indication that we're putting all of our effort into this, and I think it shows.

 

Of course, there are other projects we're working on, too, and we've learned from the mistakes we made with Tanki X.

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Wait a minute, those who were lucky enough to get 100k Tankoins from those containers will also get a limited-edition animated paint? Are these Kointainers still active? I have a few left in my garage.

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Wait a minute, those who were lucky enough to get 100k Tankoins from those containers will also get a limited-edition animated paint? Are these Kointainers still active? I have a few left in my garage.

The containers, I believe, would still be available if you didn't open all of them.

 

P.S congrats on getting 2nd place in the Goodbye Kasim meme contest

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I think there should be a setting with options to have the game welll detailed or not, specially for the client.

 

That would mean 2 models for each piece of equipment, and maybe maps and object too.

 

Simple and Detailed, for obvious reasons.

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I think there should be a setting with options to have the game welll detailed or not, specially for the client.

 

That would mean 2 models for each piece of equipment, and maybe maps and object too.

 

Simple and Detailed, for obvious reasons.

That would mean double the work every time a new piece of equipment came out. One in old style, one in new. If there is genuinely no performance hit as they hope there shouldnt be a need for this.

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That would mean double the work every time a new piece of equipment came out. One in old style, one in new. If there is genuinely no performance hit as they hope there shouldnt be a need for this.

 

I'm not saying old style, I'm saying new but very simple, for players with slow internet or slow computers.

 

Maybe when they are developing, they first do a simple design, so save that, and then continue with the detailed version. Same for maps, the basic one with no details, no trees and bushes, then all the fancy stuff as options: dust, trees, shadows, detailed objects, detailed equipment, and so on.

Edited by lssimo

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Wait a minute, those who were lucky enough to get 100k Tankoins from those containers will also get a limited-edition animated paint? Are these Kointainers still active? I have a few left in my garage.

You bought them, they're in your garage, so they're still active :-)

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New tank models look pretty cool! However, where there be an option to switch to the older models for older computers?

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New tank models look pretty cool! However, where there be an option to switch to the older models for older computers?

They did say that they would try to ensure there is no performance hit, which could be possible through HTML5 optimisations. So hopefully there won't be any need for that.

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Exactly how does it show?

It shows through the huge variety of updates that have been introduced to the game recently. Tankoins, HTML5, Team Juggernaut are only a glimpse of some of the new things that have been added. You can see all the game Updates here.

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It shows through the huge variety of updates that have been introduced to the game recently. Tankoins, HTML5, Team Juggernaut are only a glimpse of some of the new things that have been added. You can see all the game Updates here.

TKs are a stupid excuse to raise shop prices

HTML5 is good, but it takes a long time to get used to, just like the original interface (Flash)

Team Juggernaut is also bad, because I'm used to 1 JGR in a battle, and I also want to become the JGR as soon as the JGR dies.

Edited by Zekrom
Refrain from using profane abbreviations.
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It shows through the huge variety of updates that have been introduced to the game recently. Tankoins, HTML5, Team Juggernaut are only a glimpse of some of the new things that have been added. You can see all the game Updates here.

Yeah, sure, there are definitely a lot of updates that have been rolled uit lately, but my question was how it showed that those had a good influence on tanki,

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Yeah, sure, there are definitely a lot of updates that have been rolled uit lately, but my question was how it showed that those had a good influence on tanki,

Developers wouldn't add updates if they are "bad" for the game. The whole point of an update is to make the game better in some way or another. Are you thinking about an update in particular? 

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Developers wouldn't add updates if they are "bad" for the game. The whole point of an update is to make the game better in some way or another. Are you thinking about an update in particular? 

They can implement them poorly.  #matchmaker

 

Add Archipelago map to list.  It's absolutely horrible in CP and TDM.

Edited by wolverine848

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It's all about finding the perfect imbalance in game-design. You will find a lot of nice explanations on this subject online.

In order for a game-design to survive so long it needs to have a dynamic environment. Implementing new modes or options or even a Matchmaking system - all force the community of players to adjust their strategies. This keeps gameplay dynamic. Finding the perfect imbalance is a rather tricky task though, which comes with a lot of effort, fine tuning, tweaking etc etc.

The fact that there are a lot of changes in TO the last years, means the company believes the game is worth this effort.

And yes, it will FORCE the community to adjust (but what's new in life ;).

Sometimes for the better, sometimes the worst. But all in all I find the gameplay exciting because it gives me the feeling of having skill (or not). I am happy TO is putting so much effort in keeping the game dynamic and fun (and therefore also sometimes frustrating)

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It's all about finding the perfect imbalance in game-design. You will find a lot of nice explanations on this subject online.

In order for a game-design to survive so long it needs to have a dynamic environment. Implementing new modes or options or even a Matchmaking system - all force the community of players to adjust their strategies. This keeps gameplay dynamic. Finding the perfect imbalance is a rather tricky task though, which comes with a lot of effort, fine tuning, tweaking etc etc.

The fact that there are a lot of changes in TO the last years, means the company believes the game is worth this effort.

And yes, it will FORCE the community to adjust (but what's new in life ;).

Sometimes for the better, sometimes the worst. But all in all I find the gameplay exciting because it gives me the feeling of having skill (or not). I am happy TO is putting so much effort in keeping the game dynamic and fun (and therefore also sometimes frustrating)

Well said, its the case in many games that a core player base will dislike change which is perfectly natural. The unfortunate reality however is that if change doesn't happen in some capacity the game dies sooner.

 

Of course its infinitely debatable how one could go about making changes but ultimately its the developers who have to see the bigger picture a few years into the future and have a wider understanding of the overall picture.

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It's all about finding the perfect imbalance in game-design. You will find a lot of nice explanations on this subject online.

In order for a game-design to survive so long it needs to have a dynamic environment. Implementing new modes or options or even a Matchmaking system - all force the community of players to adjust their strategies. This keeps gameplay dynamic. Finding the perfect imbalance is a rather tricky task though, which comes with a lot of effort, fine tuning, tweaking etc etc.

The fact that there are a lot of changes in TO the last years, means the company believes the game is worth this effort.

And yes, it will FORCE the community to adjust (but what's new in life ;).

Sometimes for the better, sometimes the worst. But all in all I find the gameplay exciting because it gives me the feeling of having skill (or not). I am happy TO is putting so much effort in keeping the game dynamic and fun (and therefore also sometimes frustrating)

 

The numbers of players was going down and down lately, until the new mode was added which has increased the number of players a little bit. But the new mode is also starting to show the big flaws in the game and the mode itself.

 

Maybe some imbalance is good, but the imbalance Tanki gives us is a crude one, all Legends in one team and lower ranks in the other team looks really bad and looks like a cheap way of creating imbalance, if imbalance is even needed.

 

Many just quit imbalanced battles, and I do too in some battles, thus creating more issues for the weaker team.

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