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How Tanki DIED and what should be done


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10 minutes ago, SamGamgee55 said:

LOL devs are removing funds from pro battles.

 

Yeah I heard and thought I was being delusional but it turns out many players will be pissed about the rude awakening that's coming.

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2 hours ago, SamGamgee55 said:

LOL devs are removing funds from pro battles.

 

I don't care much about not getting funds when I play in Pro-Battles.

Problem is, many others might - so it will become even harder to find a decent battle there.  Not many battles as it is...

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I've been with this game for seven full years now. I'll try my best to articulate on what I dislike most about nu-Tanki:

1. Overdrives: Overdrives suck my balls. Who asked for Overwatch-esque hero abilities in this game? I don't care if these allow me to grab a couple cheap kills in a match, I can't stand being shut down by Hunter or seeing a drugging Titan put up a dome of invincibility (might as well be, anyway) in the middle of my base. The ability to be overpowered myself a couple times per match isn't worth the sheer frustration that results from the constant use of Overdrives. It seems the only way to counter these is to pray someone else has the right hull at the right time. Otherwise, there can be no victory. I often hear players say that Overdrives make the game faster in pace and are thus beneficial. Well, getting killed instantly by a Wasp Bomb or shut down offensively by a Titan Dome isn't my idea of fun. I'd rather these just be removed altogether (but of course, that'll never happen). 

2. Matchmaking: I'm pretty sure nobody asked for this either. Each battle in this system takes place in the same generic template on the same small handful of maps, some of which just aren't suited to certain game modes. There are many great maps left in Tanki, but they're left out of the usual rotation. I really miss playing on maps like Esplande and Dusseldorf. Usually, the balancing in this system is quite poor as well, resulting in matches that are often too easy or completely hopeless. Overall, matchmaking has reduced progression in this game to a repetitive slog, and it offers no advantages over its predecessor. The old battle list allowed players to freely choose what maps, formats, and opponents they wanted to take on. Each battle you played felt more memorable as a result. Obviously, the battle list still exists, and I'm grateful that pro-battles are now free, but if you want to take advantage of Tanki's new emphasis on missions and monthly challenges, it's worthless. Most battle-list matches are parkour or formatted battles anyway, though I guess you won't even be able to earn crystals in the latter anymore. On a side note, the new UI makes the battle list fairly unruly to navigate, but I'll get deeper into that later.

3. Lootboxes and Other Consoomer Trash: So once again taking a page out of the popular online games of this era, Tanki has introduced lootboxes and other EBIN collectibles into its economy. I don't really give a crap about cosmetic skins and stuff like that, honestly, but where I do find fault with this model is when progression starts to be locked behind the randomness and exclusivity of these lootboxes. Unfortunately, this fault is starting to seep into Tanki, as Alterations are now lootbox-only. I stand corrected--I didn't realize the devs went back on this decision. Do I care if some dumb kid spends an abhorrent amount of money on cosmetic skins? No, that's his problem. Do I care if a useful upgrade for my turret of choice can only be earned by chance through containers? Yes, yes I do. However, this isn't the first time pay-to-win elements have interfered with Tanki's core gameplay. After all, product kits allowed buyers to purchase equipment that they normally wouldn't have access to, effectively rendering rank meaningless and rotting away the game's balance. Listen, I know Tanki is a business and needs to make money, I've heard that lecture plenty of times. Where I think Tanki has continuously failed is in its sacrifices of gameplay elements in favor of pay-to-win opportunities. The devs seem to have a very hard time balancing these two aspects (or they just don't care). 

 4. The Paint Separation Update: So a few years back, Tanki decided to split paints from their protections. I don't really mind this change in principal, as I can now use whatever protections I want with whatever appearance I want. That's all good. However, the implementation of this update was questionable. Paints, which are now purely cosmetic, are overall MORE expensive than they were before the update, and that was when they had protections bundled in. I remember in a V-log, it was stated in response to some backlash that the new system was comparable to a relationship between watches and watch batteries. The argument was something like this: Watches (representing paints), while having expensive and cheap options, are purely cosmetic. Batteries (representing protections) are what make the watches tick. The point was that the protections have priority as a functioning unit and the paints are just for show; this was supposed to justify the ludicrous prices of some of the paints in the garage after the update by reestablishing them as "luxury items." A more accurate analogy would be the devs selling me a watch and a battery separately when I used to be able to get the same components together for half the price. I'm still dumbfounded. I also miss being able to have four different protections at once, as some paints (and later, modules) allowed. 

5. Changes to Maps: Over the years, many maps in Tanki have seen a number of revisions, some of the most drastic ones being for maps like Polygon and Massacre. For the most part, these changes have been for the worse, eliminating some of the more interesting elements from them. For instance, Subway used to have this awesome secret tunnel that could take you across the entire map deep into the enemy base. Serpuhov used to have these narrow ledges you could ride on as an alternate route into the blue team base. In Massacre CTF battles, the enemy flag was located in your base, and you'd have to carry it into enemy territory to score. Elements like these were always fun to explore and take advantage of, and I feel like the simplification of Tanki's maps has made them less interesting to play on. In a somewhat unrelated point, that new map, Archipelago, is just painful. 

6. The New UI: Generally, I am not fond of the new interface of Tanki. It's rather drab and there's a lot of wasted space in places like the menus and the battle list. I brought up the latter before, and I can't stand its layout. There's just a bunch of crap packed together densely in the middle of the screen. It would be nice if I could see which maps battles are occurring on and each battle's settings immediately from the main screen. You know, like in the old UI. I don't understand why I should have to cycle through each match on a separate page just to see map information. In fact, in the new interface, just about everything gets its own page, even though it's not really necessary. The interface feels like a burden to navigate as a result. In the old days, you could view all aspects of your garage at once, have the chat window visible, and still be able to quickly access your missions or friend list at the same time. The in-game interface is fine, I guess, though it's more bloated than the previous one. I don't know why that radar thing was added. 

 

That's about all for now; I'm just rambling. There are some other things I'll address when I feel like it. Correct me if I got anything wrong. 

Edited by ERADICATIONNATION
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7 minutes ago, ERADICATIONNATION said:

Unfortunately, this fault is starting to seep into Tanki, as Alterations are now lootbox-only. 

Well as of this weeks update, they rolled back the removal of option to buy whatever alteration you want.

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Just now, KillerDiesel said:

Well as of this weeks update, they rolled back the removal of option to buy whatever alteration you want.

I guess I should check these things before posting. Thanks man. 

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Wow, here I can post al my great ideas about how to make tanki fair and fun. Welp here goes.

 

Hey tanki defs, I am seeing a lot of hate under your videos and updates. I believe i can help you solve some of the Problems you are having: people are frustrated about buyers/druggers, basically people are mad because others have an unfair advantage. This is how to solve this big issue: 

 

  1. Make unlimited drugs (like buyers have) available for anyone or no one. Either give everyone unlimited supplies or give no one unlimited supplies.

  2. Change the matchmaking, instead of grouping together ranks group together players with the same gear score. For example having a game you can only join with a gear score between 3000 and 4000. To make this work there should be some other changes too: 

  • Make players able to select the equipment level, for example if you have thunder m6 you could also select m5, lowering your GS. This way you can still join friends whilst playing with your favorite turret. 

  • You now also need something to motivate players to upgrade their equipment, there are several ways to do this: 

    • Give better rewards in higher GS battles

    • At achievements only available in high GS battles

    • Extra Gold boxes

  1. Make all items/equipment/alterations that have an impact on gameplay available for anyone to buy with crystals in the garage (also for reasonable prices, even for non buyers)

 

Those are all the big/important changes I would make to keep the game fair for everyone. There are also some minor changes that me and a lot players would love to see: 

  • Bring back battle found in XP/BP formats

  • Bring back old madness

  • Give some turrets a little more recoil/ impact force. 

  • Make all game modes available for low ranks, why would you limit this in the first place?

  • Make pro game formats that lower gear score players can also join, just because i’m not paying 80 dollars for railgun+hornet M7 doesn’t mean I am not pro ?

  • Balance overdrives so they are weaker or can’t be used as often. (The way they dominate games without them having to be used in a skillful way is no fun) 

  • It feels weird for overdrives to be determined by the hull you use, I now have an upgraded hornet with an overdrive I don’t care about. The overdrive update was an indirect nerf/buff to different hulls. There was no way of knowing beforehand what tank would have a good overdrive, this has left some tankers with overpowered hulls and some with underpowered hulls. This could be solved by making overdrives selectable.

  • The protection limit should stay around 35%-40% instead of 50%.

  • Also who thought giving gameplay items away in containers was fair?

  • Think about adding a ranked game mode where you get placed against people of the same elo rating as you, when you win a game + elo when you lose - elo. Reset ratings every month and give rewards like skins/achievements to players with the highest elo ratings. 

 

I can see how some of these changes need some time to balance and figure out but if the community sees tanki is heading in the right direction I think it will all work out. Also stop updating without reason, fix things that need fixing before adding more complications.

 

How to make Tanki Online fair for players with different gear scores and different amount of supplies

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In fact I DO have ‘singular, very specific ideas to improve the game’ and I decided to help the game by writing them down. Didn’t you bother reading my post? If you really did read it then explain why you don’t think these are ‘singular, very specific ideas to improve the game’. If you didn’t read it then don’t remove it, cheers

On 5/10/2020 at 12:09 AM, Mr.Nibbles said:

Topic merged.

Unless you have singular, very specific ideas to improve the game, please post your opinions in the Game Discussion thread. Thank you!

.

Edited by ikplaydebom

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12 minutes ago, ikplaydebom said:

In fact I DO have ‘singular, very specific ideas to improve the game’ and I decided to help the game by writing them down. Didn’t you bother reading my post? If you really did read it then explain why you don’t think these are ‘singular, very specific ideas to improve the game’. If you didn’t read it then don’t remove it, cheers.

There is so many ideas in that post it doesn't not qualify as a single idea. It looks like you had an holistic approach of improving Tanki, but this is mor elike creating a whole new Tanki, you are making a complete new game. All your ideas will take years to be implemented at the speed as tanki works.
Many of your ideas are already discussed separately in the I&S section. And some, like "bring back" are a no go for Tanki. Some idea are the complete opposite of what tanki want with the game (overdrive are linked to hull and not interchangeable), why would a mammoth use a nuke?

I like very much this idea "Extra Gold boxes". ?
Either you go to the specific topic of the I&S and discuss it or make a good article in the Amateur Writing section about your above post with more explain on why this will be the best for Tanki.

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I don’t think I need to explain further why thinks need to be changed, tanki players are getting dissatisfied with the game. If you still think I need to explain why tanki needs these changes please tell me and I’ll gladly explain.


"Extra Gold boxes" good job taking that one out of context. I gave more goldboxes in higher rank games as an example on how to motivate players to climb the rank in the new system. I was not talking about increasing the amount of gold boxes dropped in all games, just dropping more of them in games with higher GS. 

9 minutes ago, Viking4s said:

There is so many ideas in that post it doesn't not qualify as a single idea. It looks like you had an holistic approach of improving Tanki, but this is mor elike creating a whole new Tanki, you are making a complete new game. All your ideas will take years to be implemented at the speed as tanki works.
Many of your ideas are already discussed separately in the I&S section. And some, like "bring back" are a no go for Tanki. Some idea are the complete opposite of what tanki want with the game (overdrive are linked to hull and not interchangeable), why would a mammoth use a nuke?

I like very much this idea "Extra Gold boxes". ?
Either you go to the specific topic of the I&S and discuss it or make a good article in the Amateur Writing section about your above post with more explain on why this will be the best for Tanki.


 

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4 minutes ago, ikplaydebom said:

I don’t think I need to explain further why thinks need to be changed, tanki players are getting dissatisfied with the game. If you still think I need to explain why tanki needs these changes please tell me and I’ll gladly explain.

If you think your initial post is enough to convey your idea and gather player support. Then this is fine by me.

Thanks for clarifying the Goldbox part. This would be somehow restoring how GB used to work. BUt the new system is better, because with too many GB the game would not be about CTF but more about catching GB.

But this part needs more explanation/details (more examples to illustrate the idea would be welcome):

You now also need something to motivate players to upgrade their equipment, there are several ways to do this: 

  • Give better rewards in higher GS battles

  • At achievements only available in high GS battles

  • Extra Gold boxes

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11 minutes ago, Viking4s said:

If you think your initial post is enough to convey your idea and gather player support. Then this is fine by me.

Thanks for clarifying the Goldbox part. This would be somehow restoring how GB used to work. BUt the new system is better, because with too many GB the game would not be about CTF but more about catching GB.

But this part needs more explanation/details (more examples to illustrate the idea would be welcome):

You now also need something to motivate players to upgrade their equipment, there are several ways to do this: 

  • Give better rewards in higher GS battles

  • At achievements only available in high GS battles

  • Extra Gold boxes

 

 

Here is some clarification for the examples I gave earlier, thanks for pointing out that that part wasn’t specific enough. 

 

When implementing a new system for tanki, where players get put together in matches based on their Gear Score what's stopping players from not upgrading their tank and only playing low GS games? If we implement GS matchmaking we need a motivation for players to upgrade their gear, I gave three examples of different rewards for playing high GS matches: 

Give better rewards in higher GS battles

At achievements only available in high GS battles

Extra Gold boxes 

 

Once again, these are only examples I came up with in a few minutes. These examples aren’t meant to be practical but to give you an idea of what could be done. The real tanki defs will probably think of something better.

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what should mainly be done is limiting the amount of supplies and OD used by each player in per match .also when u click on a players profile u find certain achievements .i believe rewards should be given for each achievement completed ,the higher the achievement ,the more the reward .i have an idea about how mm would work and ive discussed it else where how mm should work based on gs but remain perfectly playable .moreover containers should have an increasing chance of dropping legendary items each time we dont get a legendary item .and if we get a legendary item ,the chances are to be reset again

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Devs should follow the example of other 'Popular Games' and then try to refigure the game to its Real Shape.

They should just get something new instead of trying to fix something that they can't fix.........

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The reason why Tanki died is because the EN community died. That, and trying tell people how to have fun.

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On 5/11/2020 at 9:12 AM, CaptainKiller said:

Devs should follow the example of other 'Popular Games' and then try to refigure the game to its Real Shape.

They should just get something new instead of trying to fix something that they can't fix.........

exactly. sadly i dont think they want to follow them

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Just now, Ap3xA1pha said:

They copied the Battle Pass from Fortnite and look at how that turned out.

Fortnite's not the only game Tanki has taken inspiration from, either. Automated matchmaking systems are commonplace in most online multiplayer games these days, having replaced the dedicated server systems used by games like Quake III, and Overdrives are more or less comparable to specialized character abilities seen in games like Overwatch. Tanki already has borrowed from popular, modern trends, and I think it's been for the worse. 

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2 hours ago, ERADICATIONNATION said:

Fortnite's not the only game Tanki has taken inspiration from, either. Automated matchmaking systems are commonplace in most online multiplayer games these days, having replaced the dedicated server systems used by games like Quake III, and Overdrives are more or less comparable to specialized character abilities seen in games like Overwatch. Tanki already has borrowed from popular, modern trends, and I think it's been for the worse. 

But isn't that what all the popular online multiplayer games do to be relevant in this era? Don't they just copy off of each other nowadays?

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7 minutes ago, DieselPlatinum said:

But isn't that what all the popular online multiplayer games do to be relevant in this era? Don't they just copy off of each other nowadays?

Sure they do, but that doesn't make any of the modern trends like battle passes or matchmaking any greater in quality. I think it's sad that this is the kind of crap that sells. But my post above was just to show that Tanki already has absorbed many of these trends; it was partly a response to other posts like: 

On 5/11/2020 at 12:12 PM, CaptainKiller said:

Devs should follow the example of other 'Popular Games' and then try to refigure the game to its Real Shape.

They should just get something new instead of trying to fix something that they can't fix.........

The point is that Tanki already has begun to follow this example, and the overall experience of the game certainly hasn't improved, at least, not in my opinion. 

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I know a game that is 16 years old, and while it has a very small userbase(50 players a day) and only server and one developer its still running. So who knows when Tanki will end, it might end like Tanki X or it might be still alive even when there is 50 people logging in. I could go on for pages debating it. But in the end all games end eventually. I say enjoy it while it lasts. 

 

Edited by eragon33
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