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


TheCongoSpider
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Thoughts on the current state of Tanki Online  

619 members have voted

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

    • Love It
      54
    • Satisfied
      131
    • On Edge
      263
    • 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
      73
    • Freeze
      65
    • Isida
      26
    • Hammer
      83
    • Twins
      31
    • Ricochet
      59
    • Smoky
      59
    • Striker
      66
    • Vulcan
      137
    • Thunder
      53
    • Railgun
      81
    • Magnum
      96
    • Gauss
      162
    • Shaft
      77
    • Tesla
      94
    • Scorpion
      49
  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
      46
    • Dictator
      38
    • Ares
      64
    • Titan
      47
    • Mammoth
      22
    • Hopper
      131
    • Crusader
      55
    • Paladin
      106


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On 5/6/2025 at 5:01 AM, Wry said:

Which is a good thing for an online competitive game no?

I play on a phone. The only reason these numbers are so low is because they extended it to PC players. PC players get a slightly QoL improvement short term while mobile players receive a huge QoL downgrade. 

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On 5/6/2025 at 12:41 PM, TheCongoSpider said:

I play on a phone. The only reason these numbers are so low is because they extended it to PC players. PC players get a slightly QoL improvement short term while mobile players receive a huge QoL downgrade. 

And that is how things should be. In every aspect of the game phone as a platform should never be superior or equal to PC. Before the auto-aim changes, phone players get to have a top notch aim with other features such as auto trigger or shoot while being "relaxed" and they did dominate the seen aim wise specially in XP. Why phone players get to have these advantages over PC the superior platform? The main advantage of playing on phone is accessibility and simplicity other than this It is unfair.

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Posted (edited)

The greatest predictor of future behavior is past behavior.

Like, are you arguing with me for the sake of arguing? Or are you trying to play devil's advocate to see if you can win an undefendable position?

Are you forgetting that I have over ten years of tanki history on my side to prove what will happen with classic?

Same owners. Same devs. Same game. Same players.

What can you possibly think will be different with that cacophony of creatures?

 

On 4/28/2025 at 1:35 AM, Maf said:

IIf devs "will be able to" use friendly monetisation, it does not mean they will. I also didn't state my own opinion on what I think they will or will not do. I simply explained how their options changed now that the early access sales went much better than expected.

Of course they won't use friendly monetization. What possible evidence in the past ten years of tanki history leads you to that conclusion?

In fact, I'm stating here--for all to read--that they will be even MORE efficient with UNfriendly monetization now that they've had a practice run of the original tanki. The survey they took, the current successes and failures of leaching money from players, the psychology of the game itself... of COURSE they will try and maximize profits. It's literally what they are trying to do right now.

 

Note the difference:

'Oh, are we losing players? Increase the prices of things in the shop to compensate.'

versus...

'Uh oh. are we losing players? Better use player-friendly pricing to get them back...'

 

On 4/28/2025 at 8:59 AM, POWER-OF-ONE said:

He never suggested/inferred that, quite the opposite actually. That by the way is my opinion, I could be wrong, but I doubt it.

You were correct.

 

My original prediction still stands.

 

Edited by Jeers4U
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Posted (edited)
On 5/5/2025 at 6:51 PM, TheCongoSpider said:

It is too much. I'm busier now but I still have time to play, but the same thing that happened last year is creeping in this year. I want to play but knowing what I have to go through turns me off of playing.

Is it because the game--for lack of a better word--is garbage?

 

You invested the time to learn all the turrets and the hulls and protections.

You invested the time to learn how all the updates will affect each tank's performance.

You invested the time and energy to develop strategies and tactics to make you unbeatable on the field of battle.

This was all part of the game before and you still invested

 

What has changed...?

 

For me, beyond everything I have posted about...

It's bots whose turret is aimed 45 degrees away from you, they fire, and score a critical hit and you die.

It's not lag.

It's not a hardware issue. 

It isn't anything but dubious programming to nudge you in the direction of making a purchase.

 

Edited by Jeers4U
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On 5/6/2025 at 5:41 AM, TheCongoSpider said:

I play on a phone. The only reason these numbers are so low is because they extended it to PC players. PC players get a slightly QoL improvement short term while mobile players receive a huge QoL downgrade. 

So you guys pay an action game to play on a small screen... 

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On 5/7/2025 at 8:47 PM, Jeers4U said:

 

It's not lag.

It's not a hardware issue. 

It isn't anything but dubious programming to nudge you in the direction of making a purchase.

 

This one I do not know. There is lag everywhere, not only during the battle.

Selecting a Pro Battle, you click, and two seconds later it shows someone else got your place.

Go to Garage even during or outside a battle, takes forever.

Click on the Forum to join a Topic, takes more than forever. Save a message on the Forum, same.

I doubt payments are lagging, but I would not know ?

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On 5/8/2025 at 4:35 AM, Jeers4U said:

Of course they won't use friendly monetization. What possible evidence in the past ten years of tanki history leads you to that conclusion?

The difference here is that you're pointing to the development history of Tanki Online and saying that TC will be the same, and I'm saying that TC will be different because it's a completely separate new game, so instead of comparing it to Tanki Online, I'm comparing it to other "classic" implementations like WoW Classic, OSRS or Lineage II Classic.

My belief that Tanki Classic will not be P2W is based on three inputs:
- The developers said so, and they never outright lie[1];
- Opex suggesting that TC may have a cheap but required subscription (P2P);
- The fact that initial interest from players was much higher than expected.

Moreover, having an OG version of the game without P2W features and other hardcore monetisation stuff that players hate so much allows devs to double-down on monetisation in Tanki Online, because anyone complaining about it can just be told "why don't you go play Tanki Classic then?"[2].

Until more details are revealed, it's pointless to speculate about this. You have your opinion and I have mine, so we'll see who ends up being right.

 

[1] I know you'll disagree on this, so let's not open that can of worms. I won't say "devs always tell the whole truth" either, because it's complicated.

[2] I'm familiar with the three games mentioned, but not so much with their monetisation strategies. But if this response from ChatGPT is correct, then all three games insensified their monetisation strategy in the main game once the classic version was released. And it worked out for them financially:
 

Spoiler

Theory
Developers under pressure over aggressive free‑to‑play monetization may release a “classic” branch with minimal or no pay‑to‑win (P2W) features. That gives disgruntled players a safety valve—“if you don’t like our cash shop, go play Classic”—while freeing the main branch to double‑down on microtransactions.


World of Warcraft
Blizzard rolled out Classic in August 2019 with only cosmetic store items and no P2W services; Retail, by contrast, continued to expand its shop. The number of microtransactions in Retail has steadily increased post‑Classic, including high‑priced cosmetics (e.g. a $90 mount) and convenience services (character transfers, boosts) (Reddit, Polygon). Financial reports show microtransactions became a backbone of Blizzard’s revenue—61% of Activision Blizzard’s 2021 income—and grew year‑over‑year after Classic’s launch (Reddit). Blizzard’s Q4 2022 results attribute a 90% year‑over‑year segment revenue jump in part to “in‑game transactions” across Warcraft, showing no retreat in Retail monetization even after Classic proved successful (SEC).


RuneScape
When Old School RuneScape (OSRS) launched in 2013 as a low‑MTX “classic” alternative, RuneScape 3 (RS3) intensified its microtransaction model—Treasure Hunter keys, Solomon’s Store cosmetics, Bonds—citing the need to “support, develop and grow the game” (Wikipedia). RS3’s cash shop remained the primary revenue driver, while OSRS retained player goodwill with only bonds for membership. Jagex’s CEO admitted that promising no further MTX would mean “not making all the money”—underscoring that OSRS placates critics while RS3 pursues heavier monetization (Reddit).


Lineage II
NCSoft’s Live/Main branch has always been free‑to‑play with a cash shop. The 2018 release of Lineage II Classic also included an in‑game store, yet the Live branch did not dial back monetization. Players report Live servers remain “fully cash dependent,” with no shift toward fairness after Classic’s arrival (Massively Overpowered, Reddit). Classic serves a niche audience; Live continues P2W practices unabated.


Conclusion
In all three cases, classic versions offer a gentler monetization face to placate dissenters, while the main branches either maintain or intensify microtransaction strategies. The theory holds: “Classic” provides an outlet, enabling developers to pursue aggressive monetization in the flagship game.

 


 

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On 5/8/2025 at 1:47 AM, Jeers4U said:

Is it because the game--for lack of a better word--is garbage?

It hasn't been that "GOOD" since way back when.

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TCSOTO.

Were to begin.

I know, trashcans-hated, despised, not wanted.

Augments.

Hated, despised, not wanted.

Containers.

Constantly being nerfed to yield crap for about 100 openings before "FINALLY" getting that paint of your dreams.

Mobile players.

Mostly kids no-lifeing who forget what the outside world looks like and turn into zombies, which is orders of magnitude above the bots/plebs in battle. ?‍♂️ 1  ? 0.

MM

 I often wondered if MM could get any worse, cue the ?

Events.

Cash grab, simples.

Upcoming Tanki fund

? followed by ? when it doesn't get past level 10 of 500 and all you have to show for your gazillion tankoins spent is speed boosts and mines. But all is not lost. All you need to do is spend a wad of ? and all will be ? and a ? of ?.

Acting on players concerns regarding gameplay.

? devs. 

Devs replies.

? Can't see nothing wrong, not with our game.

? Say again couldn't make that out, oh well couldn't of been that important.

? Say nothing and maybe they will go away and play mine craft.

And now the obligatory 64.000 dollar question.

Will TO ever improve beyond bots, trashcans, augments, etc.

All of these really do exist ? ?‍♀️ ?‍♂️?  just saying.

 

  

 

 

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On 5/8/2025 at 3:51 AM, Maf said:

My belief that Tanki Classic will not be P2W is based on three inputs:
- Opex suggesting that TC may have a cheap but required subscription (P2P);

That is a contradiction. The game is free as long you pay...

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On 5/9/2025 at 2:22 AM, Gabe2607 said:

That is a contradiction. The game is free as long you pay...

I'm not quite sure what you mean. If developers decide to go for the mandatory subscription model, Tanki Classic will NOT be F2P (free to play) by definition.

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On 5/8/2025 at 3:51 AM, Maf said:

My belief that Tanki Classic will not be P2W is based on three inputs:

- Opex suggesting that TC may have a cheap but required subscription (P2P);
 

  Reveal hidden contents

Theory
Developers under pressure over aggressive free‑to‑play monetization may release a “classic” branch with minimal or no pay‑to‑win (P2W) features. That gives disgruntled players a safety valve—“if you don’t like our cash shop, go play Classic”—while freeing the main branch to double‑down on microtransactions.


World of Warcraft
Blizzard rolled out Classic in August 2019 with only cosmetic store items and no P2W services; Retail, by contrast, continued to expand its shop. The number of microtransactions in Retail has steadily increased post‑Classic, including high‑priced cosmetics (e.g. a $90 mount) and convenience services (character transfers, boosts) (Reddit, Polygon). Financial reports show microtransactions became a backbone of Blizzard’s revenue—61% of Activision Blizzard’s 2021 income—and grew year‑over‑year after Classic’s launch (Reddit). Blizzard’s Q4 2022 results attribute a 90% year‑over‑year segment revenue jump in part to “in‑game transactions” across Warcraft, showing no retreat in Retail monetization even after Classic proved successful (SEC).


RuneScape
When Old School RuneScape (OSRS) launched in 2013 as a low‑MTX “classic” alternative, RuneScape 3 (RS3) intensified its microtransaction model—Treasure Hunter keys, Solomon’s Store cosmetics, Bonds—citing the need to “support, develop and grow the game” (Wikipedia). RS3’s cash shop remained the primary revenue driver, while OSRS retained player goodwill with only bonds for membership. Jagex’s CEO admitted that promising no further MTX would mean “not making all the money”—underscoring that OSRS placates critics while RS3 pursues heavier monetization (Reddit).


Lineage II
NCSoft’s Live/Main branch has always been free‑to‑play with a cash shop. The 2018 release of Lineage II Classic also included an in‑game store, yet the Live branch did not dial back monetization. Players report Live servers remain “fully cash dependent,” with no shift toward fairness after Classic’s arrival (Massively Overpowered, Reddit). Classic serves a niche audience; Live continues P2W practices unabated.


Conclusion
In all three cases, classic versions offer a gentler monetization face to placate dissenters, while the main branches either maintain or intensify microtransaction strategies. The theory holds: “Classic” provides an outlet, enabling developers to pursue aggressive monetization in the flagship game.

 

 

 

On 5/9/2025 at 1:44 AM, Maf said:

I'm not quite sure what you mean. If developers decide to go for the mandatory subscription model, Tanki Classic will NOT be F2P (free to play) by definition.

Was it a typo on the first message? 

will not be P2W vs will not be F2P...

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Posted (edited)
On 5/10/2025 at 3:55 AM, Gabe2607 said:

Was it a typo on the first message? 

will not be P2W vs will not be F2P...

No typo. F2P versus P2P is one thing, and P2W vs F2W is another. They are not mutually exclusive.

  • F2P = Free to play. The game can be accessed and played without any mandatory purchase or subscription. That's Tanki Online.
  • P2P = Pay to play. The game must be purchased or a subscription must be bought before you can play it. That's most console games and most games on Steam.
     
  • P2W = Pay to win. The game has in-game purchases (microtransactions), which allow users to buy powerful equipment which cannot be obtained (or is extremely difficult to obtain) without paying real money. That's also Tanki Online, with its augments, drones, grenades, supplies, etc.
  • F2W = Free to win. Everyone in the game plays with the same level of equipment, or has equal access to upgrades, which are only obtained by playing. That's Fortnite.

A multiplayer online game that's F2P is often also P2W, because it's very difficult to generate enough revenue by only selling cosmetic items that don't affect gamplay. Fortnite managed to avoid P2W thanks to its huge popularity and unique position in the market, but Tanki Online couldn't, so it always had P2W elements present to supplement the revenue from cosmetic items.

A game can also be P2P and  P2W. One infamous example of this is Star Wars Battlefront II, which cost $60 to purchase (so it's P2P), but still had lootboxes containing powerful rare gamplay items, generating a lot of negative reactions. It's entirely possible that Tanki Classic will be the same, but I have reason to believe that this won't be the case.

It's also worth noting that P2W is not an absolute value. It's a gradient, so some games are more P2W than others. Even Tanki Online itself had varying levels of P2W over time, changing from year to year.

So, as for Tanki Classic, there are four options:

  • F2P and P2W - You play it for free, but it will be just like "Old Tanki", where you run out of supplies and crystals, and get destroyed by players who bought top-tier equipment and thusands of supplies. This is less likely.
  • F2P and F2W - You play it for free and all equipment is easily accessible, only cosmetic items can be purchased with money. There might be an optional paid subscription tier that gives access to more features, but doesn't give an in-game advantage. It probably means that Tanki Classic would operate at a loss and will require funding from Tanki Online revenue in order to support it. This is less likely.
  • P2P and F2W - You must pay a monthly subscription to play Tanki Classic. Opex said that it will be much cheaper than Premium Account in TO, so something like $3 per month. This will generate enough revenue to support the TC game servers, so devs won't need to sell overpowered equipment and the game will be balanced. This is a likely outcome.
  • P2P and P2W - You must pay a monthly subscription to play, but the game will still have lootboxes with powerful items, so you will still find it hard to win unless you spend extra money on those items. This is a very unlikely, but still possible outcome.
Edited by Maf
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On 5/10/2025 at 1:35 PM, Maf said:

F2P versus P2P is one thing, and P2W vs F2W is another.

You're arguing the semantics of paying for tanki.

 

On 5/10/2025 at 5:25 AM, Gabe2607 said:

Was it a typo on the first message? 

will not be P2W vs will not be F2P...

You're arguing tanki will suck if you have to pay for it.

 

You're both correct.

 

On 5/6/2025 at 4:21 AM, TheCongoSpider said:

but all the negatives far outweigh whatever positive that brings.

bump.

still waiting for that reply, bro.

 

All that said.

I can't wait for classic to fail

 

CAN.

NOT.

WAIT.

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On 5/11/2025 at 2:13 AM, Jeers4U said:

All that said.

I can't wait for classic to fail

And here I was, foolishly thinking that we're having these cute discussions because we want the game to get better.

But I guess for you, seeing devs make mistakes and fail is a better outcome than having a nice game to play, just because then you can say "I told you so". Well then, let's see...

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Posted (edited)
On 5/10/2025 at 6:29 PM, Maf said:

And here I was, foolishly thinking that we're having these cute discussions because we want the game to get better.

But I guess for you, seeing devs make mistakes and fail is a better outcome than having a nice game to play, just because then you can say "I told you so". Well then, let's see...

Sorry if this hurts your feels, bro.

The most recent 'edition' of gauss should prove to you--beyond a shadow of any sane modicum of doubt--that the devs have ZERO interest in making the game better.

I keep trying to tell you that a better game is not the objective of tanki's owners, thus it is not the objective of ANY of the developers.

 

Money--and how to make more of it--is their objective.

I stopped trying to make the game better via constructive criticism YEARS ago, bro.

 

The only way tanki gets better is if it fails.

You know this.

You. know. this.

Edited by Jeers4U
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On 5/10/2025 at 4:05 AM, Maf said:

No typo. F2P versus P2P is one thing, and P2W vs F2W is another. They are not mutually exclusive.

If we look at details, Tanki Online is not even Pay to Win: plenty of users are paying and not winning.

"yeah, but that is the way these games are categorized"... I know, I know.

I just wish they would have been making money from advertising and cosmetics, so that the game could have been played by mature persons rather than immature teens. Tanki Online based on skills and strategy would have been Epic. 

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On 5/11/2025 at 2:34 AM, Jeers4U said:

The only way tanki gets better is if it fails.

You know this.

Now that's a contradiction if I've ever seen one. I have no idea what you're talking about.

On 5/11/2025 at 3:43 AM, Gabe2607 said:

If we look at details, Tanki Online is not even Pay to Win: plenty of users are paying and not winning.

It would be technically correct to say that Tanki Online is not P2W because every single gamplay-affecting item is available to obtain without paying. The caveat is that getting those items for free requires either an astronomical amount of gamplay hours, or astronomical luck. So for practical purposes, things like Tsar grenades, OP augments, and nuclear energies are P2W items which are used by paying players to gain an advantage in battles.

On 5/11/2025 at 3:43 AM, Gabe2607 said:

I just wish they would have been making money from advertising and cosmetics, so that the game could have been played by mature persons rather than immature teens. Tanki Online based on skills and strategy would have been Epic. 

Filling your game with ads is never a good idea. People tolerate ads on mobile, but on PC they are not an option for revenue. And to get enough from cosmetics alone, the game needs a massive audience - way more than TO ever had even at its peak. TO does have skill-based games in the form of limited time modes, some of which force everyone to play on the same level. But again, hopefully TC will be better in this regard.

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Is this making the game better by giving players "MORE" XP so they rank faster, which I have pointed out many, many, many, x infinity times only makes low to mid rank players weaker with each rank they achieve. 

SlHd63V.png

Pathetic really how anyone with a functioning brain defends anything these developers do as "improving the game". 

Only the thumbs up sheep would see this as a good idea.

Needless to say I will not be collecting on any of these.

This is another account that has now become unplayable because of all the unwanted XP I am being FORCED to acquire if I want to collect the containers.

Never gonna happen.

This is now 4 accounts that I will never return to because of this pathetic, useless, not wanted update.

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Posted (edited)
On 5/11/2025 at 3:48 AM, Maf said:

Now that's a contradiction if I've ever seen one. I have no idea what you're talking about.

If people get complacent and continue to buy things here at tanki, then the owners and developers have ZERO reason to change their strategy of money being more important than game experience.

If people stopped paying to play tanki, the owners (developers) will change their strategy to bring back players and (however briefly) change their strategy to have a better game experience versus making money.

Thus, in order for the game to get better (from a player perspective), it has to fail. Not rocket science, my dude.

If you had no idea of this concept, Im not sure what you tell you.

 

Remember the failed 16 v 16 in all maps?

You'd better believe they changed that one in a hurry because people stopped playing (and paying) so fast...

 

Edited by Jeers4U
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Full o crap miner campers. 10 vs 10 CTF, we got the flag in last 6 minutes. 4 players crap miner campers from enemy just left the battle.

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On 5/11/2025 at 3:48 AM, Maf said:

It would be technically correct to say that Tanki Online is not P2W because every single gamplay-affecting item is available to obtain without paying. The caveat is that getting those items for free requires either an astronomical amount of gamplay hours, or astronomical luck. So for practical purposes, things like Tsar grenades, OP augments, and nuclear energies are P2W items which are used by paying players to gain an advantage in battles.

Filling your game with ads is never a good idea. People tolerate ads on mobile, but on PC they are not an option for revenue. And to get enough from cosmetics alone, the game needs a massive audience - way more than TO ever had even at its peak. TO does have skill-based games in the form of limited time modes, some of which force everyone to play on the same level. But again, hopefully TC will be better in this regard.

Let's leave out the semantics of P2W/F2P/etc and skip to the other point.

I am playing since 22 years a game based solely on cosmetics. Forget about the pop-up ads. There are billboards and walls right now on scenarios: just put a brand there! And anyway ads can be at the garage or the forum lobby. Make a sponsored event. Put a sponsor on your tank in exchange of equipment. Simple marketing really...

Not sure why any grown up player would defend a game ripping off kids, because this is what has always been happening here: constant push toward a younger players base, strongly push them to buy the latest OP equipment, decrease over time the value of what has already been bought so that they will buy the next new toys.

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On 5/13/2025 at 2:40 AM, Gabe2607 said:

I am playing since 22 years a game based solely on cosmetics. Forget about the pop-up ads. There are billboards and walls right now on scenarios: just put a brand there! And anyway ads can be at the garage or the forum lobby. Make a sponsored event. Put a sponsor on your tank in exchange of equipment. Simple marketing really...

We've had the billboards discussion many times over the years. The reason they're not used for real ads is because no one actually pays attention to them in-game. It would be a terrible ROI for advertisers to pay to have their ads displayed that way. And I'm guessing that selling only cosmetics doesn't work in Tanki Online, because new skins are too slow to produce, while shot effects and paints aren't desirable enough to generate enough revenue.

On 5/13/2025 at 2:40 AM, Gabe2607 said:

Not sure why any grown up player would defend a game ripping off kids, because this is what has always been happening here: constant push toward a younger players base, strongly push them to buy the latest OP equipment, decrease over time the value of what has already been bought so that they will buy the next new toys.

Thing is, while I don't have insights into TO's financial situation and I can't guarantee for sure that owners aren't "greedy", the reason I disagree with that sentiment is because the game continues to exist after almost 16 years. If the owners were truly greedy, they would squeeze every last cent out of the project during its peak years (around 2014) and not focus on long-term development.

As for the prices, they're simply driven by sale numbers. Opex said it himself - the shop in TO is extremely overpriced, but prices are so high because people keep buying stuff anyway. And if sales are good, why would they lower the prices? 

 

The one thing I can absolutely critisize Tanki Online on is the use of containers (lootboxes). It's an extremely profitable reward mechanic that preys on humans' natural desire for reward. In a game played by children, it serves as an early introduction to gambling, which I think is highly unethical. That's one example where Alternativa clearly prioritised profits over ethics. But then again, so did most other online games.

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On 5/13/2025 at 6:57 AM, Maf said:

but prices are so high because people keep buying stuff anyway. And if sales are good, why would they lower the prices?

So... you DO know EXACTLY what I meant...

 

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On 5/13/2025 at 3:09 PM, Jeers4U said:

So... you DO know EXACTLY what I meant...

Perhaps, but are you saying that this is a sign of greed?

Alternativa is a for-profit company, and it operates like one. If you were running a grocery store and people kept coming and buying from your store despite other nearby stores having the same items for less, would you lower your prices anyway?

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