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What would make the HTML5 version awesome FOR YOU?


theFiringHand
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(apologies in advance for not proofing this, but I do not have the time I once had to post in the forums, but I felt this was important and should be addressed, even if without too much attention to detail).

 

To those asking for feedback,

HTML5 and Tanki and your question is far more complex than you pose.  Your assumption is the interface is somehow faulty or lacks shine or quality.  While this might be good feedback, the the underlying issue that most of you at Alternativa cannot accept nor truly overcome is the reality of the product as it exists now.  It's as painfully obvious as asking the simple question "who is still clinging to the HTML5 browser?"

This is a simple question and its answer is equally simple.  The older players mostly.  Okay, so creatures of habit perhaps, maybe its easier to stay with what you know?  Many will point to the simple answers that speak to typical things, but I fear you are wrong, and instead of making broad sweeping statements for everyone, I will speak to my experience alone, and then draw to draw parallels.

Simply put, HTML5 is more of the end of what was once good.  There was a time when the game felt like armor, blood, sweat, and if not tears, effort.  The nuance of so many types of game play, different sized and leveled maps, possible player counts per map, this all created a sense of uniqueness to each platform and it's role that was learned, and became part of the players signature, how they played, what they played, and why they played.  You made drugs basically necessary at higher levels, and if I were to make a new account and play down there, I can't imagine it takes long for newer players to adopt this either.  You have taken away all the sharp edges to all the more specific role units, such as shaft, isidia, and to some extent short range turrets in general.  They are less effective, more burdensome, and must suffer the slings and stones of match making often when they're not well suited to the maps the players are presented.  Drones have been added, an effective force multipler to PAY to increase the use of drugs, again, making the game far more about inventory than platform, as most turrets are now nearing general parity at mid rnore combat.

I will not turn this into what's wrong in specific, but from twins and ricos engaging at the farthest mid ranges effectively, to the drones that help reduce smart cool down, Tanki feels

 

Quote

NOTHING

 

like it did before.

It really is that simple, and the new interface takes away that last remaining sense of grit and harshness of what the game once presented, and makes it cute, shiny, and more like looking at a Rocket League garage than a game of armored combat.  You have learned nothing from the failure of Tanki X.  What could have been a spectacular success was turned into some cartoon foolishness with very little flexibility, too small maps, and gimmicks all through out.  IT failed because it did not deliver what a game of armored combat should, the sense of heavy metal slinging firepower around.  The new HTML5 feels not unlike that either.  Simple and clean lines, the menu and interface feels like cheap email apps, rather than iron and dirt and gunpowder.  At no time during HTML5 game play do you feel the sense that you once got from the flash based version,  ever.  It's like a simulation of a simulation.  Too surreal.

The new Tanki we play today is certainly pay2win, and that's okay, but it's gone too far now, making any winning having the requisite of purchasing.  Any team with a well funded pair of druggers a against a team the does not use them is almost guaranteed to win if the players are good as using team mates as fodder, and the times when when this was not the truth was the Flash client heyday.

So I said no tiraids into whats wrong, just what I see and feel when I play.  And this is about the HTML5 vs Flash platforms.  Ultimately, the Flash platform has two things that keep people tied to it.  Those are as follow:

  1. It looks more military, heavier, more armor'ish, more war like, more combative, more of everything a game of combat such as this should look and feel like.
  2. The part that might even be more important, like in the 1980s, Coke vs New Coke, its imagery and visual presence reminds us and keeps us around in memory of something that was once great and some sense of hope it could be that way again.  It reminds of us of something that used to be much better and feels like, if we squint and suspend reality, might still be found if we just keep trying to play and find a way, it'll be found there.  Take away the last vestiges of that, and many of us are left with nothing left to even draw us to the game.

 

So before you ask what's wrong with the HTML5 platform, ask yourself what's right with the Flash platform, and I think you'll see why we still hang on to it, instead of the paltry, boring, uninspiring, and hardly armor HTML5 interface you have had us so long waiting for, that ended up being nothing more but some sort of mobile phone app looking user interface.

I should close with saying many apologies to all those who worked hard on this, I'm sure many were just doing what they were told, but for those who were in a place to guide the direction of the game, you need to reexamine your goals, your audience, and what the game is about, or soon you're going to have a mess like Tanki X on your hands.

 

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15 minutes ago, FogOfWar_XXX said:

Any team with a well funded pair of druggers a against a team the does not use them is almost guaranteed to win

I agree with a lot of what you say in your post but - not really this part.

Unless you use up all your supplies trying to complete the (optional) Challenge most players should have a decent amount of supplies from completing missions weekly.

Will they have as many as buyers early on?  NO.  But they have some and if used wisely can be competitive.  Supplies are currently one of the LEAST of the problems with TO.   Well, except for batteries... much harder to come by.

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19 minutes ago, wolverine848 said:

I agree with a lot of what you say in your post but - not really this part.

Unless you use up all your supplies trying to complete the (optional) Challenge most players should have a decent amount of supplies from completing missions weekly.

Will they have as many as buyers early on?  NO.  But they have some and if used wisely can be competitive.  Supplies are currently one of the LEAST of the problems with TO.   Well, except for batteries... much harder to come by.

 

And if there are those that take exception to that, I'll humbly accept that there are those that see it differently, and I will say again that I'm not trying to turn this into a drug/no drugs conversation, but to point out that they have intrinsically changed game play to the point now that how the game is played and how it feels to play is part and parcel to the sense of nostalgia, whether or not you like or dislike it.

Edited by FogOfWar_XXX
correction in diction and sentence structure.
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For me it is much easier to play in the flash client instead of html 5 and there a few reasons:

1) I'm not used to the looks of it, I like the look that I've been familiar with for over 6 years.

2) The camera behaves differently than the flash client which is something that really ruins the gameplay.

3) The new sounds of the hulls are another thing that I personally dislike.

4) In html 5 there's a ton of things in the battle interface that are simply blocking your view, for example the radar.

5) The important battle notifications are displayed on the left instead of the middle and I find that really discomforting.

After dissing the html 5 let's have a few words about the flash client because even tho it's the best way to play tanki, it has some major issues, such as:

1) Crashing of the client (not only) mid-game out of nowhere.

or

2) Inability to complete special missions.

If someone from above reads this I'd like them to consider fixing some of the addressed issues.

Best regards

Knedlik_s_Omackou 

 

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9 hours ago, FogOfWar_XXX said:

 

And if there are those that take exception to that, I'll humbly accept that there are those that see it differently, and I will say again that I'm not trying to turn this into a drug/no drugs conversation, but to point out that they have intrinsically changed game play to the point now that how the game is played and how it feels to play is part and parcel to the sense of nostalgia, whether or not you like or dislike it.

I was commenting on your win/lose statement wrt supplies, not nostalgia/feel.

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Wow.. tanki team always exceeds my expectations. This HTML 5 version is useless on a different level. can't even enter the battle. These is just a blank screen. And even without battle, look how much memory it is consuming. Even that rejected web html 5 version is far more acceptable than this junk. The day tanki discontinued flash version, I will say goodbye to this game. I have made some awesome memories via this game and I want to leave it on good note. End of a golden era is near. Shame, but it is evolution. End result of evolution = End of everything

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19 hours ago, vaitaprocaralho said:

issues using hml5:

CANT create group if i have at least  20 friends online

Cant change paints for 3 months

You can individually search the players name and then invite them to the group

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At least make the look and feel the same like Flash . Windows 8 tried to change their look , how was that coming in ? Improving a game , does not mean you have to throw away what doesn't need to be thrown away . That is the bare minimum in my opinion to make me go there . I did go in again today , did not play , but unfortunate i was thrown in a game due to pressing something which was at least very unclear to say the least . HTML5 layout sucks . And make the movements like they do in Flash ( speed isnt the same ) .

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For it to ever get beyond the loading screen.

My Premium expired at 0320 so tried going in and claiming on an old win7 computer. It never let me in.

Edited by Nicola_M

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You want us to play on HTML5, but the game does not even load after server update.

Tried it on flash and it loaded in seconds.

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5 minutes ago, Nicola_M said:

For it to ever get beyond the loading screen.

Premium exBeen trying for 20 minutes on an old win7 computer and it's not letting me in to collect the daily rewa

came here to post the same thing LOL

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Just now, wolverine848 said:

came here to post the same thing LOL

Did you lose your points too?  I've got to spend money on another premium to claim them.  Pissed off is how I feel right now.

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1 minute ago, Nicola_M said:

Did you lose your points too?  I've got to spend money on another premium to claim them.  Pissed off is how I feel right now.

Don't know - can't get into the game.  (but I use the HTML5 access because Flash stopped working for me)

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Hi there;

There is a major problem with HTML5 that needs to be fixed! While flash had a mega button that said 'Leave Group', in HTML5 you need to do some backwards maneuver to get to the hidden leave group key. Maybe make groups automatically disband if the creator has not been on for 5 minutes. But you need a large button so players can get back to battle quick!

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23 hours ago, Jay said:

You can individually search the players name and then invite them to the group

using crome hlm5 when there is at least 20 friends online, i go creat group, click in 1 or 2 players to do group, then i go down in list and search the botton tht says INVITE, the problem is tht the green botton dont exist( INVITE), is not there, so i cant invite. 

I just tryed again and wat u saying dont solve my problem cause the green botton not there, so cant INVITE for group, i  chose 2 players scrool down and no botton to get forward.

 

Edited by vaitaprocaralho

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I have begun playing on HTML5 a while ago and must say I like it more.

But of course it can be improved:

 

1. Having a stats table (Mk1-Mk7) like in the Flash version (but I suppose that's going to be added sooner or later, so no big deal ? )

2. Enabling us to see Spectator messages for Events (not sure whether this is implemented, that's why I list it).

2.1. Generally it would be nicer to get into maps in HTML5 faster. On the other side, Flash will be disabled at the end of this year, so it might more sense to play on Flash until 2021 in order to get into Event Maps fast. So after 2021 everyone would be on HTML5 and (technically) have the same entry chances

 

3. A minor thing, but: Twins has its Fire Rate shown in the HTML5 version upon entering the Garage. That's why I personally would like to see the Fire Rate increase between its micro-upgrades, instead of showing the constant 25% weak damage. Ricochet's Fire Rate increase can be seen, for example, as well.

4. Not sure whether this is justified, but I think that in HTML5 my Shaft Scope behaves differently. It feels like "drifting off" instead of "looking straight" when going into sniping mode. But I'll have to verify this, so maybe consider that, but not really ?

5. As others might have pointed out, having the possibility to see Modules & Alterations of the tanker in front of you via R or V is useful, too. 

6. Since we're used to Flash a lot and always want to keep a portion of it, I'd prefer the same micro-upgrade colors: White for stock, green for MU'ed and yellow for fully upgraded. It feels better than only having one color 

 

I think that's it for now ?

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Can't see the forest for the trees.

The HTML5 interface fails at ergonomic design. Users come to play - not appreciate garage aesthetics and background technology. The objective of an interface is to stay functionally coherent while seeming invisible to a user. To a PC gamer like me, it tries too hard at standing out when it should blend in. It's competing for attention within the game instead of melting in & just being there with the purpose of aiding a user make decisions. It's a pain to navigate & I can't readily see/find the information important to me thanks to layout, obscurity & visibility(distracting) issues.

 

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Hey, on Flash client when you leave a pro battle, you are taken back to the battle list, but on HTML5 you are taken all the way back to the main game lobby. This makes a huge hassle for trying to join battles. It especially would wreck TOF Tandem (where you need to leave and rejoin battles quickly) and would also make you have to receive an invite every time you left a private battle and wanted to join again. I know that all of the eSports community is hanging on to the Flash, so it's not a serious problem yet. But I know that tanki will get rid of flash in the near future, and I just want them to fix this before they do. Thanks!

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Hey, please bring back the old viewing for alterations in HTML5... It was so much simpler to just press 'R' or 'V' and see GS and alt hovering over the tank, that way you would know "Oh, the hammer-viking has slugger and is full m4" Right now, you have to look at the persons name, then press 'tab' (which causes lag) and then spend a bunch of time searching for the persons name in battle list, then seeing the alt and GS. With the old system, you could press V while playing normally, but with this new way it is virtually impossible to see a person's perimeters while still playing. You have to wait till you die.

Please implement this! It would be really simple, and I know many players have the same opinion as I do.

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14 hours ago, Virtue said:

 

13 hours ago, Virtue said:

 

Topics merged

Agreed with both. It should also show your own protections and alteration at the bottom (or corner) of the screen like in Flash, since I find myself often checking what I'm protected from at that moment (because I change modules a lot).

 

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The Pass in Tanki online (FlashPlayer) i can't buy it with tankicoins , even in the HTML5 I Can buy the pass with tankicoins , And this is an Positive something.

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