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What would make the HTML5 version awesome FOR YOU?


theFiringHand
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Add secondary hotkeys (numeric keyboard) for Supplies, on Flash I´ve been using numeric keyboard also, this is just annoying now that I have to use only one hotkey
Add option that if I want to enable sorting on final screen after battle, it probably takes so much calculating for PC and it makes it so much slower
Add option if I want 3D main menu, it also makes PCs slower, so many calculations for PC

Give us old interface of the game if we want to use it, HTML5 is so opaque for me and for many old players

Edited by ImEnde

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Hello moderator folk!

Might it be time to shut this thread down since it is fairly dated? 

I'd love to see a new "HTML is awesome, but needs...."  thread that is moderated, or at least have a compiled list of ideas, requests, glitches, omissions, etc on the first post that is updated once a week or so.  This would make it so there wouldn't be as many redundant posts and potential posters could see if their beef is already on the list.  It would be OK to do it with this thread, but it would be a daunting task and also much of the input here is outdated.  Many things have already been fixed or improved in HTML, but a good concise list of problems that still need t be addressed might be a great tool for devs and a great help for players.  Nothing like seeing the thing that you want fixed on an organized list that you are sure the devs will in fact see.

I'd volunteer to compile the list from a new thread and keep it updated if you guys shut this thread down.  I'd just start the new thread now, but someone would merge it into this oblivion thread, so I need your approval first.

 

 

Edited by Joeguy

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3 hours ago, Joeguy said:

 

This thread is indeed moderated, we pass the developers a list of "ideas, requests, glitches, omissions" and so on every week.

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html5 client made want to try the game again for a bit. Its pretty good.

 

 

but the game itself is bad so i only spend a couple minutes on it.

 

fix the p2w

Edited by HichigoShiiro

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3 hours ago, Spy said:

This thread is indeed moderated, we pass the developers a list of "ideas, requests, glitches, omissions" and so on every week.

OK...what about a compiled list of suggestions, glitches, irritations, and other things that need to be addressed in HTML?  This thread will do fine, but there are 31 pages of posts so far.  How is anyone supposed to tell what has been mentioned already.

I understand that the mods turn over a list of submissions compiled from this thread to the devs every week...great....how do we, the players, know what gets submitted to them...what's been posted about so far and what has not yet been posted?

I only suggested a new thread to simplify a comprehensive  compiled list...I'd even keep track of it and do the compiling.  But this thread is fine as long as it could get some way of telling what been said already.

 

 

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21 hours ago, Joeguy said:

OK...what about a compiled list of suggestions, glitches, irritations, and other things that need to be addressed in HTML?  This thread will do fine, but there are 31 pages of posts so far.  How is anyone supposed to tell what has been mentioned already.

I understand that the mods turn over a list of submissions compiled from this thread to the devs every week...great....how do we, the players, know what gets submitted to them...what's been posted about so far and what has not yet been posted?

I only suggested a new thread to simplify a comprehensive  compiled list...I'd even keep track of it and do the compiling.  But this thread is fine as long as it could get some way of telling what been said already.

I'll discuss the matter with the rest of our team, I like the idea

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Hi,

I'd like to see a simple, but still nice-to-have feature: A button that mutes the Client.

On the Browser, that's no problem, since you can simply mute the Tab / Window. On the Client, however, I have to shift all settings to zero if I want to listen to music on my PC (s. spoiler) If there was a Mute Button, that would be cool ?

 

 

unknown.png  

 

Edited by T879
Spoiler

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Great job on making the lobby interface faster.  Previously it was mini-torture to click between Garage, Missions, Showcase, and Containers..it took forever especially if you needed to go between them a number of times.  It was one of the biggest problems with HTML over the very fast Flash.

Now, after after yesterday, the waiting between functions is minimal (OK, lag still happens to slow it down sometimes, but hey).  What a pleasant improvement!  It makes 95% of the lobby problems just disappear...poof!  It's a different lobby than Flash, but now it's just a matter of getting used to it as opposed to the lobby being highly inferior.

Now add Mission access from within battles and HTML will have become a viable substitute for Flash.  Good work devs!

 

 

Edited by Joeguy
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On 10/15/2020 at 8:40 PM, T879 said:

 

The first setting (Master Volume) should mute everything.

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For people that log out after playing, it would be nice if Tanki kept your preferred game settings saved.  I have to change them every time I log in....

And Shaft is still unusable in HTML....after all these months or year since HTML began....

 

 

Edited by StopChasingMe

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Besides Shaft becoming more convenient to use, I'd also like to see the damage counter to last for slightly longer. In HTML5 when sniping someone you can hardly see how much damage you did. In Flash you can see the number quite clearly:

 

unknown.png

 

Edited by T879
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On 10/18/2020 at 11:04 AM, T879 said:

Besides Shaft becoming more convenient to use, I'd also like to see the damage counter to last for slightly longer. In HTML5 when sniping someone you can hardly see how much damage you did. In Flash you can see the number quite clearly:

 

 

  Reveal hidden contents

 

unknown.png

 

 

 

Often I am not sure if I even hit the person and have to look to the kill feed for conformation.

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The rate for product kits in crystals should be 50x more

also parkouring in html is impossible so it would be the best if yall fixed that.

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im huge fan of old flash desighn and i loved that old table which tells you what your thing(turret, hull etc) will be at the end of upgrades. Now you can only look into one minor upgrade ahead.  

Edited by artyomich
lod -> old
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15 minutes ago, destroyer21873 said:

What if you add esplanade to match making for ctf and ruby modes

I have many good memories with that map but I hardly think its an ideal design for Matchmaking. 

Its very stagnant in game play and doesnt offer much excitement. 

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Recoil in html5 is pushing the tank, but in flash its impact. Just go in moon mode and try to use the gun tanki is forcing users to pay twice for. Youll see the difference

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I was collecting some game files and I had to "play" the game a little bit, like a few hours, and DAYUM the physics are absolute garbage.

0:06 Where is the twins even aiming at?
0:30 Why Vulcan has nearly 0 recoil, and again, where the twins is aiming?
0:35 i shot the viking/twins with single bullet, no damage
1:10 I drive off, mid-air I get pushed upwards, looking from my tanks rotation.
1:41 I drive reverse and my tank isn't driven reverse, but thrown upwards, which is, behind the tank according to tanks rotation, not ground. In flash tank is pushed according to ground, therefore no such issue.
2:00 who took the speed boost?
2:15 where did the shaft come from?
2:53 why are the mines not exploding?
3:07 why the tank stops as if it hit some invisible wall? And in flash when you shoot, your tank is given a certain force applied to it for a single frame and that's it, then its carried by inertia, but in HTML5 the tank is being pushed for multiple frames with smaller force, which just looks... very smooth brain....
3:15 whats up with the TAB?
3:39, 4:07, 5:25, 5:35 same hitting invis wall kinda deal.
5:00 dayum that curvature. Try it in flash.
5:30 that hopper needs some ABS, cause even on ice it wouldn't slip so well.
6:10 felt like ima go full circle and end up where I began.
7:00 wasp effortlessly pushes and steers flipped hornet. At 7:23 hornet is defying gravity or is just bolted to my wasp.
7:40 you use the obviously superior version, but get greeted with some 5 second unskipable ad. 
8:05, 8:20, 8:29, comparison to the 3:39 kinda deal.
8:39 comparison to 6:10
8:48 back to HTML5 garbage.

So yeah... just make the game like flash, because compared to flash, the HTML5 is complete garbage.
 

Edited by DageLV
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Title explains it all. 

Now when you shoot your tank will be pushed continuously, but my suggestion is that it's a single massive recoil impact for a single frame and then it's done. 

I had made this idea before to update all html5 physics but the topic was basically removed. 

6:10 now, with pushing physics 

8:39 after, with single impact physics. 

 

Edited by DageLV
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