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Test Server Of The Old Tanki Online


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interesting idea. Would be good to revisit those days.

Even looking at the rules for submission for the Ideas and Suggestions, an utter disregard for the personal experience is shown here by the developers. As such, this would be counterproductive for them as the Test Server is only used to test new features, normally forced upon the players without any say. Their priorities will always be above what is prioritized by the user, which is a good gameplay experience.

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2 hours ago, sensei_tanker said:

I would gladly give up my Frost paint if we could have paints will modules back again. Common-sense restrictions will always be better than idiotic freedom.

 

Paint-Module Separation definitely was a terrible update. If you go into the announcement archives, you will see a huge backlash from the players and the developers would have to make an apology thread, very similar to the one they made to reverse the augment update. Zeus paint got its price doubled while stripping away all usefulness. No one even uses 90% of the paints in the game. Protection modules made it possible for everyone to have 50-50-50 against every decent turret, making it extremely difficult to balance the game. It also cut the playerbase by a large chunk over night. The only good thing about the update is that it enabled developers to role out animated paints so they can make some $$$$$$$$$$$. 

I mean.... I use Synergy paint because you can't get it in containers. 

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3 hours ago, DieselPlatinum said:

As a thunder user myself, I am able to do just fine. Do I find a lot of players with thunder protection, of course, but most of them at my rank still have 16-25% protection, so basically an easy kill. I think most just don't know how to use thunder or just don't know how to maximize its potential.

 

As for railgun, I think if the users resist the urge to spam Double Damage all the time, then maybe less people would automatically have strong protections against it by default. Nobody in their right mind likes to be one shotted out of nowhere, ya know.

when its one thunder i can easily deal with it with a 20 percent protection but a group of sledgehammers pisses me off as they are relentlessly annoying .especially on hornet or wasp.about spamming double damage i rarely see any player not spamming supplies (regardless of the turret they're using)

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15 hours ago, Ap3xA1pha said:

It might be restriction, but at least you had to be strategic about what paint you chose back then, based on what enemy turrets you encountered. 

There is more strategy, you have to choose 3 modules instead of one, you can adapt, before that you could not. You can micro upgrade the module you want and not 3 in a row that are fixed. The protection module are available sooner and you can balance them to your need. No, that is not true, before the update you could not choose the perfect paint based on what enemy turrets you encountered, too few paint available, too low protection and often only against 2 turrets when your were lucky.
You can choose to be visible or camouflaged with your paint depending of your strategy. There is enough paint to choose from, it is about your liking really. I can choose the paint I like and play with it, and not have too wear the orange (or other ugly ones) to protect.

We are talking about strategy too win, not a strategy to minimise loss. Feel free to replicate the old system with the current one, let's see how long you last. 

 

14 hours ago, sensei_tanker said:

I would gladly give up my Frost paint if we could have paints will modules back again. Common-sense restrictions will always be better than idiotic freedom.

Paint-Module Separation definitely was a terrible update. If you go into the announcement archives, you will see a huge backlash from the players and the developers would have to make an apology thread, very similar to the one they made to reverse the augment update. Zeus paint got its price doubled while stripping away all usefulness. No one even uses 90% of the paints in the game. Protection modules made it possible for everyone to have 50-50-50 against every decent turret, making it extremely difficult to balance the game. It also cut the playerbase by a large chunk over night. The only good thing about the update is that it enabled developers to role out animated paints so they can make some $$$$$$$$$$$. 

Ha, it is not the worse update now?

Lol, an apology for something that it is still in the game interesting concept... is it still an apology? Clearly some young players did not understood the game-play benefit of the changes (only the increased cost associated with it). You still truly do not see the benefit even when it is right in front of your eyes. The other benefits are the increase protection up to 50% (versus 40%), gradual increase of protection for all turrets per MK, facilitates introduction of new turrets, and maximum 3 protections (max was 4 for only few paints - that was very balanced indeed).
 

The rant about awful distracting color, and loss of strategy is smoke and mirrors, your real problem is the increased cost. However, you forgot to mention that in parallel other updates have increased the crystals income, more gold-box drop at low ranks, more fund for shorter battles, better rewards for the losing team, even more special days with double funds, addition of containers/weekly containers with free crystals. Overall more crystals for the same xp.

Protection module is a good feature, you can debate on some of it technical, like:

- maximum protection (40% instead of 50%)

- a set of 4 modules instead of three 

But clinging to the binding between the paint and the protection is not common-sense nor strategy it is sheer emotional nostalgia.
 

Spoiler

slncimg.png
lol - 50% or 40% max, at some point we all reach the maximum.

 

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6 hours ago, Viking4s said:

 

Then I'd like to hear your explanation for why the game has lost so many players over the years... if all these updates are so great, why has Tanki gone from hundreds of thousands of players daily to barely even 20k?

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5 hours ago, Ap3xA1pha said:

Then I'd like to hear your explanation for why the game has lost so many players over the years... if all these updates are so great, why has Tanki gone from hundreds of thousands of players daily to barely even 20k?

Sure read this, I already wrote it down over there: Neo-Tanki Versus Tanki 2016 - Part II


My preferred paints:

Spoiler

image.tnk- image.tnkimage.tnk

image.tnkimage.tnkimage.tnk
I got hem thanks to containers and special event/challenges. Paint separation was a good update (but not only for paint, I did buy the 3-slot module with different protection, and when the second module update came I had nearly all the single protection). 

 

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On 5/13/2020 at 5:55 PM, Thiedes said:

Declined

We do not accept ideas regarding modifying Tanki online to it's previous versions.

Test server is used by the developers and sometimes too opened to the players to test new updates and gather crucial feedback and look out for bugs and various other aspects which might affect gameplay, So having the old version of Tanki online would not do any good what so ever for the current version of the game.

Developers are working on the HTML5 and as well on the mobile version of Tanki online and do not plan on introducing such service which does not benefit in even generating sufficient revenue. 

 

Its most probable that most players will be playing in this test server than in today's sad tanki and it will be embarrasing for you all. Tbh its a great idea because today tanki's players will still play the new bad version while others will enjoy the game as it was. This way developers wont lose any money form the stubborn buyers and somehow everybody will be happy. But no there are rules...Great rules...The devs have simply taken happiness from thousands of players but anyway...rules.Great rules...(Sarcastic applause)

 

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Good morning everyone. It's a simple idea that could be thought seriously. Releasing multiple servers of TO, corresponding to ancien TO's versions.

if these servers allow a paying system, then maybe old players will come back to play again, and buy items from the shop. If tanki's becoming a pay to win game, it doesn't have to be hated by most of the players.

I would propose something like this : Server 1 : tanki 2014, Server 2 : tanki 2011, Server 3 : tanki 2016 ext...

Finally, the game's accouts and economy (crystals and experience earned) would be converted between the servers. It means that playing the 2014 version of TO wouldn't represent any advantages at all comparing to the 2020 version.

Might be hudge update, but the possible benefits from it are worth thinking !

 

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