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What Is Your Opinion About the Current State of Tanki Online?


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Thoughts on the current state of Tanki Online  

622 members have voted

  1. 1. What is your opinion about the current state of Tanki Online?

    • Love It
      54
    • Satisfied
      132
    • On Edge
      265
    • Hate It
      169
  2. 2. Which turret(s) is/are the best in this current meta? (Performance and Effectiveness based off of Standard MM Battles) Please do not put your favorite turret.

    • Firebird
      74
    • Freeze
      65
    • Isida
      27
    • Hammer
      82
    • Twins
      31
    • Ricochet
      60
    • Smoky
      59
    • Striker
      66
    • Vulcan
      137
    • Thunder
      54
    • Railgun
      82
    • Magnum
      96
    • Gauss
      161
    • Shaft
      77
    • Tesla
      94
    • Scorpion
      48
  3. 3. Which Hull(s) is/are the best in this current meta? (Performance and Effectiveness based off of Standard MM Battles) Please do not put your favorite Hull.

    • Wasp
      37
    • Hornet
      75
    • Viking
      148
    • Hunter
      48
    • Dictator
      38
    • Ares
      64
    • Titan
      47
    • Mammoth
      22
    • Hopper
      133
    • Crusader
      55
    • Paladin
      105


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My friends and I have been having issues with being bored while playing tanki online. I think tanki should consider adding storms and other natural disasters should occur during battle. This could include thunderstorms, tornadoes, hurricanes, tsunamis, sandstorms, blizzards, volcanic eruptions, floods, dense fog, ice storms, hailstorms, and wind storms. These will be referred to as "events" several times in this post.

I think about a minute before an event occurs, a message should appear in Blue font that an watch has been issued. Since watches don't mean that the storm will for sure happen, there should be a 1 in 2 (50%) chance that the event actually occurs. For example: A severe thunderstorm watch has been issued

A watch is issued before a warning, so when the event will actually occur, a message should show up about 20 seconds before the event saying that a warning was issued. The warning should be in black (or red) text. For example: A tornado warning has been issued!

If the watch is cancelled, a message should show up in green text and say that the watch has been cancelled. For example: The watch has been cancelled!

 

A severe thunderstorm storm should decrease the visibility of all tanks by 50% due to the heavy rain. The wind of the storm should have a fixed direction and push tanks with a medium force. It occasionally should also shoot lightning at tanks dealing 10,000 damage and players with lifeguard drone should have their armor pierced, jammered, supplies disabled, and ignited when struck by lightning. Players under shelter should be saved from the lightning.

A tornado should spawn and pick up tanks causing them to self-destruct and have a strong wind force near the tornado and weaker wind force farther away from the tornado

A hurricane should have a strong wind force and push tanks away, rain decreases visibility by 75%, lighting occurs more often, and the map floods in 12 feet of water for 30 seconds after the hurricane. Tanks that drown self-destruct.

A tsunami should be visible right after the warning is issued and the water pressure causes all tanks to self-destruct then floods the map with 10 feet of water and all drowned tanks also self-destruct. The only way to survive would be to hide behind a wall on high grounds.

A sandstorm should only occur on desert maps, it will decrease visibility by 80% and have medium force winds. 

A blizzard should decrease visibility by 60%, have medium force winds, and cause tanks to drive slower for 30 seconds due to several inches of snow.

A volcanic eruption should launch burning rocks all over the map dealing 2,000 damage and igniting tanks then flood the map with 5 feet of lava 30 seconds after the event starts. The lava would then drain 30 seconds later.

A flood should decrease visibility by 80% due to heavy rain for 20 seconds then the map floods with 20 feet of water for 40 seconds.

Dense for should decrease visibility by 90% for a minute.

An ice storm should make the map very slippery for 1 minute.

A hailstorm should deal 100 damage per second for all tanks exposed and decrease visibility by 20%.

A wind storm should have a strong wind force harm tanks for 1 minute.

 

All these disaster last for 1 minute then every thing is back to normal. I think the more devastating events should have a less probability of even getting a watch. This would make gameplay much more interesting.

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On 1/18/2022 at 12:52 AM, BruhBruhThingThing said:

Players like that person and myself call those years the good times of tanki simply because we haven't experienced the game any earlier than that period.

I mean sure for me, 2018 wasn't perfect, could've been better. But it sure was heck of alot better than it is now by miles.

Yeah 70 percent of players hate the game now!  TO does nothing but make the game worse with every update.  Who has seen a flying tank?  If they wanted flying objects they should have added helicopters not hovering tanks its disgusting!!!!

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On 1/30/2022 at 5:49 PM, ghost-guns said:

I wonder how many times the buyers will win 7-0 before they get bored and quit the game? Flawed business model.

Honestly it's not a bad point. I enjoy losing sometimes. It makes the feeling of victory so much better. Fighting for wins and kills is definitely more enjoyable.

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@ghost-guns 

Interesting that you mentioned flawed business model because I was thinking the same thing.

But then I thought about it a bit more and think they actually do want people to quit.

I don’t have that much knowledge about online gaming but I assume the newbies are more motivated to purchase and get better and build up their gear.

Legends more than likely nearly have everything at this stage so spending less but there is a cost to having them on the server which over time probably has a negative return keeping them around.

So winning 7 – 0 or losing 7-0 will take the enjoyment out of it and get you to leave, probably why there is no map variety, used to be so many maps. Madness & Noise were cool maps – Noise especially missed.

My two cents on why Tanki is where it is right now, Tanki X. Ignored Tanki Online players and their concerns, didn’t care about issues people were having until after Tanki X bombed but by then it was too late , all those huge numbers that used to play had already got fed up and left.

It feels like Tanki Online has been on life support ever since, it lost its soul after that. It is when it became a Casino as opposed to a Sport. You used to get a Team vibe back then but now it is a paladin flying at you flashing green like something out of ghostbusters robbing your flag.

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12 hours ago, Dayzed said:

@ghost-guns 

Interesting that you mentioned flawed business model because I was thinking the same thing.

But then I thought about it a bit more and think they actually do want people to quit.

I don’t have that much knowledge about online gaming but I assume the newbies are more motivated to purchase and get better and build up their gear.

Legends more than likely nearly have everything at this stage so spending less but there is a cost to having them on the server which over time probably has a negative return keeping them around.

So winning 7 – 0 or losing 7-0 will take the enjoyment out of it and get you to leave, probably why there is no map variety, used to be so many maps. Madness & Noise were cool maps – Noise especially missed.

My two cents on why Tanki is where it is right now, Tanki X. Ignored Tanki Online players and their concerns, didn’t care about issues people were having until after Tanki X bombed but by then it was too late , all those huge numbers that used to play had already got fed up and left.

It feels like Tanki Online has been on life support ever since, it lost its soul after that. It is when it became a Casino as opposed to a Sport. You used to get a Team vibe back then but now it is a paladin flying at you flashing green like something out of ghostbusters robbing your flag.

Hazel (lead dev) expects the old players to get bored and quit, he said so himself in one of the older V-LOGs, and he wants that so that new players can join and spend money on the game.

Notice how most of the updates from 2020 onwards have been focused on “improving the experience” for newer players, for example, the update that removed the option to micro-upgrade if you had already unlocked the next modification. No one asked for an update like that however Hazel pushed it through with the excuse that it would “simplify the upgrading process for new players” (not a direct quote).

Also, virtually all of the interface changes were done to cater to new players, a younger audience - possibly mobile-oriented players - who are more likely to buy stuff in the Shop before they realise just how unbalanced the game is and leave.

So in the end, you have a game that has lost its soul just as you said. From a nice arcade game where you can hop on for some fun when you feel like it, to a brainless gacha experience where battles are simply “who can better utilise the more broken augment/drone/overdrive”.

Edited by LambSauce
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40 minutes ago, LambSauce said:

No one asked for an update like that however Hazel pushed it through with the excuse that it would “simplify the upgrading process for new players” (my words, not his).

You mean his words and not yours.

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3 hours ago, LambSauce said:

Hazel (lead dev) expects the old players to get bored and quit, he said so himself in one of the older V-LOGs, and he wants that so that new players can join and spend money on the game.

That's the disturbing part. New players will think this is a nice jolly game because the devs have done such a good job hiding the truth from them. Some of them will at some point spend their money in this game and then get their items nerfed.

Its a vicious cycle of devs overbuffing an item, players flocking to that item, the devs nerfing that item to the ground later and overbuffing something else, players flocking to it, etc.

What we - the players that know this truth - should do is tell any new player we come across this truth. And after that, let them decide if they still want to play this game.

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4 hours ago, LambSauce said:

Also, virtually all of the interface changes were done to cater to new players, a younger audience - possibly mobile-oriented players - who are more likely to buy stuff in the Shop before they realise just how unbalanced the game is and leave.

What I can't understand is the Auto-Selfdestruction. It's very important for new players, but for Legends? Why we have always to turn it off when we play in new browser/device or when we clean browser date, etc..  I think it's way better if they made the toggle always active (when you turn it off it will never back), I think this will lessen the angry from Legends alot. I don't know why they don't implement such a code.

By the way, the game had way more players in 2012-2015 than know, sometimes they reach 90K+ online. With no any of the assistant updates we had now, from hovering hulls to auto-sd.

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53 minutes ago, BruhBruhThingThing said:

That's the disturbing part. New players will think this is a nice jolly game because the devs have done such a good job hiding the truth from them. Some of them will at some point spend their money in this game and then get their items nerfed.

Its a vicious cycle of devs overbuffing an item, players flocking to that item, the devs nerfing that item to the ground later and overbuffing something else, players flocking to it, etc.

What we - the players that know this truth - should do is tell any new player we come across this truth. And after that, let them decide if they still want to play this game.

hhahha there arent even joining new players. the most players that play now,  already played tanki 2 years or longer. and about newbies they are bored  to compete vs high ranks wich gets matchmaked with low ranks. the whole state and system of tanki online at the moment isnt a good advertisment for new players. the most of the newcomers leaving tanki or barely play.

Edited by Poeiaah
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13 minutes ago, Poeiaah said:

hhahha there arent even joining new players. the most players that play now,  already played tanki 2 years or longer. and about newbies they are bored  to compete vs high ranks wich gets matchmaked with low ranks. the whole state and system of tanki online at the moment isnt a good advertisment for new players. the most of the newcomers leaving tanki or barely play.

Exactly.

Hazel’s sacrifice of older players for new ones has failed so far, as there are barely any new players joining the game and I doubt there will be any time soon.

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33 minutes ago, Poeiaah said:

the most of the newcomers leaving tanki or barely play.

Yes, so the current new experience boost is a very wise decision from Tanki.  The journey to legend is too long.  To be honest, not only nowadays, but even in the past, I published my invitation link in many youtube videos, and all of who entered (around 11 players) haven't passed WOs ranks, except a friend of mine.   But now I think people tend to even more get quickly bored and leave.

Edited by asem.harbi

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18 minutes ago, asem.harbi said:

Yes, so the current new experience boost is a very wise decision from Tanki.  The journey to legend is too long. 

Back in the day, it took ages to reach the Marshal Rank (which was the top one). Now, imo, the road to Legend is way too fast. 

Low rank gameplay is the best and most relaxing, with few p2w augments and overpowered equipment.

By ranking up too fast, players are going to be facing 9999 p2w tankers with full status augments, while they are stuck in the 7k GS (or even less if they have purchased a lot of equipment) and no drones.

What would such players do? A: quit the game; B: create a new account to start again at low ranks, C: buy to try and compete against OP tankers, just to discover that even paying is useless.

Most of them will quit, and luckly only a few will waste money in this sinkhole of a game. 

Edited by 2shots2kills
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2 minutes ago, 2shots2kills said:

Back in the day, it took ages to reach the Marshal Rank (which was the top one). Now, imo, the road to Legend is way too fast. 

Low rank gameplay is the best and most relaxing, with few p2w augments and overpowered players. By ranking up too fast, players are going to be facing 9999 p2w tankers with full status augments, while they are stuck in the 7k GS (or even less if they have bought a lot of equipment) and no drones.

What would such players do? A: quit the game; B: create a new account to start again at low ranks, C: buy to try and compete against OP tankers, just to discover that even paying is useless.

Most of them will quit, and luckly only a few will waste money in this sinkhole of a game. 

You described it perfectly.

I want to hear from Hazel himself how he can logically conclude that new players will flock to the game after all the changes he’s made.

Because he’s either lying through his teeth or incredibly deluded to think that.

Edited by LambSauce
Grammar
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17 hours ago, Dayzed said:

@ghost-guns 

Interesting that you mentioned flawed business model because I was thinking the same thing.

But then I thought about it a bit more and think they actually do want people to quit.

I don’t have that much knowledge about online gaming but I assume the newbies are more motivated to purchase and get better and build up their gear.

Legends more than likely nearly have everything at this stage so spending less but there is a cost to having them on the server which over time probably has a negative return keeping them around.

So winning 7 – 0 or losing 7-0 will take the enjoyment out of it and get you to leave, probably why there is no map variety, used to be so many maps. Madness & Noise were cool maps – Noise especially missed.

My two cents on why Tanki is where it is right now, Tanki X. Ignored Tanki Online players and their concerns, didn’t care about issues people were having until after Tanki X bombed but by then it was too late , all those huge numbers that used to play had already got fed up and left.

It feels like Tanki Online has been on life support ever since, it lost its soul after that. It is when it became a Casino as opposed to a Sport. You used to get a Team vibe back then but now it is a paladin flying at you flashing green like something out of ghostbusters robbing your flag.

There's no way TO wants fewer players in the base.  MM won't work without a certain threshold of regular players.

The fewer players there are, the wider the rank-spreads for MM need to be to populate battles.

If the newbies are regularly playing Legends, no matter how much $ they spend they won't be able to compete with established players dur to rank-limits on items.  They will get squashed and quit in frustration.

The incoming new players who stick around will not make up for those leaving.  Bad model.

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23 minutes ago, asem.harbi said:

Yes, so the current new experience boost is a very wise decision from Tanki.  The journey to legend is too long.  To be honest, not only nowadays, but even in the past, I published my invitation link in many youtube videos, and all of who entered (around 11 players) haven't passed WOs ranks, except a friend of mine.   But now I think people tend to even more get quickly bored and leave.

Disagree.

Ranking up fast, besides the issues already described above has another one...

Getting to mid-upper ranks quickly too soon is not good for keeping players around.

By "too soon" I mean in-game experience.  Players need to "learn the ropes" about all sorts of things.... maps, movement, tactics (though TO has done their best to kill this aspect).  If they have to play legends before they can even turn their turret, with mk6 items, they will get slaughtered.

In-game experience is very valuable.  Ranking up quickly means players will have a lot less in-game experience when they play tankers who have 1) better equipment and 2) a lot more in-game experience.

it was a terrible decision to have that increased exp.

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But current playerbase is a very small <10,000. The game isn't intensive with a lot of players in low ranks, with not a hot community nor a videos in youtube. So they got bored quickly. Back in then when I played in 2012, there was a LOT of battles in battle list, and the game was very known, it was a good incentive for me to continue. Now newbie find himself the only one who play.

In example in CoC, they increased the fund, and cutted upgrading time by half, for low townhalls. Because they want all of players to go to high townhalls quickly along with the updates, not standing on the low ones. 

48 minutes ago, LambSauce said:

I want to hear from Hazel himself how he can logically conclude that new players will flock to the game after all the changes he’s made.

If you mean the experience boost, basically he have the statistics and know how many players who continue and how many players who leave, before and after the experience boost.  The measurement is the hours played

Edited by asem.harbi

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What the ever living F**K are you doing tanki?

Are you really trying to kill the game? If so just turn off the servers!

Rank everyone up 3 times faster and then starve them of supplies from containers/ranking up/missions/challenges to make them spend money? Aren't you getting enough from the buff n buy cycle? Two OP hulls and turrets at a time now! 

Rank up? Here's 40, 000 cry to buy something nice. Now, rank up. Have 1000 crystals and go buy 3 batteries you lucky tanker.

I've been a legend for years. If you play in the top tier you'll be using supplies batteries and drones and plenty of them. As a really infrequent buyer I can't afford to play to my garage's max potential now that the "rewards" are so paltry. But hey, as long as the kids keep buying with Mummy's credit card, nothing's going to change.

New turrets new hulls but the old ones are being left behind. It's not worth playing Wasp anymore. The bomb is useless, a stunned Mammoth can get out of the blast zone! 2/3 of the turrets 1 shot it or kill it so fast it makes no difference. Whatever the 4UK you did to gravity makes it impossible to shoot on the move with it so you're a sitting duck and half the friggin' turrets can flip you upside down! 

Is tanki going to be phasing out the old light turrets?  

Matchmaking, floating tanks, no need to turn your turret, red outline around the enemy tank, all this has been imposed upon us so that 12 year olds can play tanki on their mobile phones, be bombarded by advertising and generate money. Then realise it's way too complicated to play on a 5 inch screen and give up.

I know that there are a few players who play well on the mobile version but I for one miss that ability to use stealth in the game by using cover. A sneaky player could equip Wasp/smokey and sneak around the map taking out the campers who would have no idea where the shots are coming from. Now all you have to do is wave your turrets around and it highlights enemy tanks so that it's easier to see them on a phone screen.

If only someone in charge would just raise their hand and say "yep that was us, we really screwed up this game. We can either just turn it off or go for a major do-over after a lengthy consultation period with the people that actually play the game. 

The way it's going now is like rolling a turd in glitter and calling it a jewel. It might look good on the outside but it's still a turd.

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On 2/3/2022 at 7:14 PM, 2shots2kills said:

Back in the day, it took ages to reach the Marshal Rank (which was the top one). Now, imo, the road to Legend is way too fast. 

Low rank gameplay is the best and most relaxing, with few p2w augments and overpowered equipment.

By ranking up too fast, players are going to be facing 9999 p2w tankers with full status augments, while they are stuck in the 7k GS (or even less if they have purchased a lot of equipment) and no drones.

What would such players do? A: quit the game; B: create a new account to start again at low ranks, C: buy to try and compete against OP tankers, just to discover that even paying is useless.

Most of them will quit, and luckly only a few will waste money in this sinkhole of a game. 

Flashbacks to little warrant officer 1 noob Isida - hornet healing Marshals and getting tons of scores

Because back then the formula worked differently, you'd get scores based on the rank of the player you just destroyed/Healed.

So a noob healing a marshal would grant sometimes even 50 scores for healing very few hitpoints. But a Marshal killing a lower level player would give like 2-3 scores, maybe less.

 

And yes, at least on lower ranks there's more variety, you see the most weird combos, in the Legends bracket it's filled with the most overpowered meta c-word equipment.

It doesn't show skill if to win a game you need to play something that gives you an advantage over everyone else, that's why i despise anyone who abuses the meta to win easily.

Edited by JustBlackWolf
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42 minutes ago, JustBlackWolf said:

So a noob healing a marshal would grat sometimes even 50 scores for healing very few hitpoints. But a Marshal killing a lower level players would give like 2-3 scores, maybe less.

 

Now everything is UNIFORMED

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3 hours ago, asem.harbi said:

But current playerbase is a very small <10,000. The game isn't intensive with a lot of players in low ranks, with not a hot community nor a videos in youtube. So they got bored quickly. Back in then when I played in 2012, there was a LOT of battles in battle list, and the game was very known, it was a good incentive for me to continue. Now newbie find himself the only one who play.

In example in CoC, they increased the fund, and cutted upgrading time by half, for low townhalls. Because they want all of players to go to high townhalls quickly along with the updates, not standing on the low ones. 

If you mean the experience boost, basically he have the statistics and know how many players who continue and how many players who leave, before and after the experience boost.  The measurement is the hours played

1) they won't have time to build up supplies - even now both my accounts are low on batteries because TO IS SO FRANKING CHEAP.

2) you don't think players will quit when they can't compete?  Ranking is not synonymous with being good.

Player base is "very small" partly because new players don't stick around.  The boost has been around for quite some time.  They are not leaving because progress is too slow.  They are leaving for other reasons.

Edited by wolverine848
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