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Boosting funds and experience for the whole summer


Marcus
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20 minutes ago, At_Shin said:

 I hope they roll back this update or at least give us players the choice to activate or deactivate this boosts if and when we want to do so.

Tanki will have to change this update IMO. Won't be long before the guys that want to rankup slow realise that playing more pro battles maintains exp/cry rate at a sensible level. Less players in MM is not what Tanki wants.

Then you have another issue...even more inactive players in battles. Better off not earning any exp in MM battles and do missions like collect supplies or finish battles to keep weekly mission progress ticking over. Progress will be much slower, but it costs nothing but a few deaths as mults pause their way through battles and contribute bare minimum.

No doubt quite a few will like this update tho...can see why. But if it also puts off a few premiumers from buying premium (as it no longer maintains their e-rating barring some exceptions)..then this update will be adjusted. Guess it depends how many high rated players care about e-rating, I guess we'll find out. These guys would also be better off in Pro battles now.

IF it was a straight x2 / x2 boost then this update would make more sense. The ability to choose whether you want this boost or not would be ideal for all.

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2 minutes ago, At_Shin said:

Why is that not ideal? Those who want more xp to rank up faster will choose the xp and crystal boosts. Where as those who do not want to rank up fast will decline that boost. What is wrong with that?

It's "the ability to choose whether you want this boost or not" ... would be ideal

(got the message, will reply later)

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36 minutes ago, TaffyTank said:

Tanki will have to change this update IMO. Won't be long before the guys that want to rankup slow realise that playing more pro battles maintains exp/cry rate at a sensible level. Less players in MM is not what Tanki wants.

I assume that next week/month pro battles will have all exp/cry removed with a stated justification that they will keep the current rates in MM forever so it isn't needed.

Seems the logical next step from their point of view.

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wait wouldn't we only x3, not x4, battle experience if we have premium?

because:

where:  p = premium, e = experience amount, t = total

t = 2(e)+(p)

p = 1/2(2e)

therefore, we earn 2(e)+1/2(2e)

= 2(e+1/2e)

= 2(1.5e)

therefore, we earn three times the amount only ?

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1 hour ago, Russty said:

That makes sense but they just created the HTML5 version. They wouldn't destroy the game right after creating something that took a lot of time and effort. Because of HTML5, I think Tanki still has a year or two left.

well tanki x took a lot of time too and it was a standalone game instead of a new mode yet they ditched it so easily

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From a business perspective this update makes sense. It’s interesting how it basically tricks players, but I do think it will achieve its goal of motivating more players to play. Ranking up is one of the major motivations to play. Any kind of boost is appealing so I don’t think the majority of players will realize the downside of it. It’ll be interesting to see what things look like when the dust settles though. I’ll try playing the way I usually do (just the daily missions) and see how it impacts my account.

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14 minutes ago, sharifsahaf said:

well tanki x took a lot of time too and it was a standalone game instead of a new mode yet they ditched it so easily

I see where you're coming from but Tanki X was never as large as Tanki. Tanki Online had more players online than Tanki X whilst they were both running. The future for Tanki x was hopeless because it was still a rather new game but there was almost no activity. The forum was quiet, battles seemed empty, there was no talk about the game (The game wasn't advertised, there were barely any YouTubers who played the game and most people didn't know it. The game wasn't given enough attention). Because of all this, the devs stopped updating it since they knew there was no point to focus on it. Tanki Online still gets a bit of attention. The forum is active, people make YT vids, there are still several active tankers and the game still gets updated. If Tanki Online was completely dead like Tanki X, they would've NEVER made the HTML5 version of the game. I'm 100% sure they would've let it die with other flash games. 

Tanki Online is their baby. It has been around for 11 years. It's possible they have given up, it's possible that they think the game has reached the end of the line however I don't think they'd let the game go that fast. It'll be clearly noticeable when the game is near its demise. Updates will stop being rolled out, the devs would suddenly be quiet etc.

It may even be possible that the current devs will leave to give the game to a new team. It looks like they're getting tired of this game. They're getting worn out. A new team could save their creation. It could save something they couldn't. But what if the new devs can't save the game? Well then Tanki dies and the blame goes to them! The old devs (the ones who allowed the game to begin to die) can walk off like nothing happened whilst the new devs will be held responsible for destroying the game.

They MUST find away to liven up the game. Have more events? (E.g the war). Add new maps? Tweak the MM system? 

 

 

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This is secretly a push to fix the disbalance in middle to low ranks, tanki must hate me for having Mk6 smokey at captain rank on my other account and not paying them a dime lol. But lets face it, this is the only reason I have kept playing during all the updates tailored to buyers.

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1 hour ago, HD100l said:

This is secretly a push to fix the disbalance in middle to low ranks, tanki must hate me for having Mk6 smokey at captain rank on my other account and not paying them a dime lol. But lets face it, this is the only reason I have kept playing during all the updates tailored to buyers.

 

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@Marcus Did the devs dive a specific reason why experience was decided to be x3? Doubling crystals and experience would have been a fantastic move, but adding extra experience makes things more difficult for low and middle ranked tankers, forcing them to either play with poorly upgraded equipment or to specialize more and sooner.

It's not really an issue for me because I specialize in one turret by my account's very nature. It seems unfair to a lot of others, though. Taking away people's ability to purchase and upgrade multiple pieces of equipment, even as you are adding expensive augments and drones, will make it less fun to play because so many players will be unable to afford the variety of equipment that keeps this game so interesting.

 

  • Is the purpose of this extra experience to increase equipment specialization (and thus perhaps the creation of new alt accounts)?
  • Is it to make drones and augments prohibitively expensive until the high ranks? If so, why not just give augments unlock ranks?
  • Is it to simply streamline the journey to the Mk7 ranks so that specialization no longer matters? Be careful of losing players who find it so hard they quit and don't make it to those ranks.

It's not that I think those are necessarily all bad things, but I feel like the community deserves a little more explanation than what was given.

Edited by NoDestroyWithTurret
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Experience is a time resource. Your rank is where you are in Tanki time epochs. [Insert jokes about recruits and cavemen here.]

There's good and bad to this update. Really, if you are ranking up with the weekly missions, containers, supplies, double fund periods, etc., there is usually enough to have at least one general purpose combo which will let you compete at higher levels. Smoky e.g. is a great jack-of-all-trades, master-of-none sort of turret, and with a medium hull [Dictator? Free score and supplies?], you can get by. Because there's so many turrets, and for all those overdrives which can circumvent defenses, modules aren't a free player feature anymore in low ranks. Get Mine and a couple others and just live with it. Play missions or on rare Premium times to maximize return on experience. You already had to have one go-to, bread-and-butter combo with anything else being specialty or luxury, and you can't afford luxuries.

The bad: Non-buyers already have to forego certain features to compete. If you thought you were bringing in three combos to Marshal and Mark 7 ranks [light/medium/heavy], with 2/3 the crystals at each rank, maybe now you bring two. You already weren't going to use lots of:

  • Drones
  • Premium
  • Protection Modules
  • Micro upgrades
  • Battle pass rewards
  • Alterations Augments
  • Turret and hull variety
  • Paints, shot effects, and other cosmetics

So basically we non-buyers need to take one more lump and receive less of the variety. Turret and hull variety now requires some more superior play for crystals, or buying, to enjoy them before grinding massively at Mark 7 ranks for the next competitive piece of equipment. As pointed out all over the thread, it does get more difficult and less enjoyable.

 

The good: Buyers at low ranks are absolutely tearing them apart already. The ideal for Tanki and buyers is for them to plow through and get out of the way. This will tend to have that effect. Compare a good non-buyer to a hard buyer who outscores them in battle by 50%-100% as an example.

Before update:

Non-buyer: "I scored 200 experience in a battle and did well in 2nd, but lost to a buyer. I earned 100 crystals."

Buyer: "I used my drone, premium, and max-MUed equipment and blew away the noobs! I got 300-400 experience [450 - 600 w/ premium] and 150-200 crystals [300-400 premium]."

After update:

Non-buyer: "I scored 600 experience in a battle and did well in 2nd, but lost to a buyer. I earned 200 crystals."

Buyer: "I used my drone, premium, and max-MUed equipment and blew away the noobs! I got 900-1200 experience [1050 - 1800 w/ premium] and 300-400 crystals [600-800 premium]."

This hits both groups. Free players have to scale back a bit and take less equipment as they go. Buyers run into higher experience levels much faster, and they too aren't earning as much to get there. They will have to buy more to get the next equipment, because their Premium and crystal investments aren't returning as much.

 

All I am seeing are non-buyer complaints.  I agree, but we're used to getting by with less; this is just a bit further. However, who do you think the target group for this update really was?

 


In truth, this is a band-aid for bigger problems...

 

1 hour ago, NuclearPakistanii said:

AHMMMMMM

 

[stonks]

 

1 hour ago, NuclearPakistanii said:

[not stonks]

I don't know this meme, but the caricature looks like the only creative thought he ever has was creative accounting.

Edited by Sergeant808
Added extra buyer benefits
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There are a few really big problems with the game balance which either aren't going to be solved by this, or they're going to get worse:

  • Newbies at low ranks are getting absolutely destroyed by buyers and secondary accounts. I imagine some people go and make these accounts only so they can destroy lots of tanks. There is no safe haven for rookies to learn from each other and from the game. Having less as they move up, all while they make sub-optimal purchases early, really won't help. They may waste money or get something which doesn't really match their skill set. They need space to grow.
  • It takes a really long time to get competitive equipment at Mark 7 ranks for non-buyers. The game originally required you to buy every mod to get the next, then this was removed, then it was reinstated. To get another turret which can keep up with buyer Legends [not win, just be competitive], you have to buy all seven marks, but then you have to MU. Without speedups, it is a very long time. It also takes a very long time to collect all the crystals for it. The further time investment doesn't match the experience of the player or the participation investment into the community which they have already made.

We have standard and premium tiers of challenges. We have clans and independent players. We have buyers and non-buyers. We have enhanced and regular currencies. There are already cross-cutting tiers at all of our ranks. Tanki X had a sort of tiering system in it, where if you had enough points you could move from Bronze to Silver/Gold, and so on, during its equivalents of challenges.

Could we have some sort of tier thing in Tanki Online, so that you could be in the Territorial / Shock / Guards organizations and compete against other people playing the game like you? There would be higher rewards in the higher tiers, so free players could play up once in a while when they saved supplies, and work through normal games for their level most of the time, which would be far more competitive and enjoyable. Scoring too well in the Territorial would move you up to Shock troops and get you away from rookies faster. The best of the best at their rank bands would be reaping rewards in the Guards groupings.

 

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1 hour ago, Sergeant808 said:

Could we have some sort of tier thing in Tanki Online, so that you could be in the Territorial / Shock / Guards organizations and compete against other people playing the game like you? There would be higher rewards in the higher tiers, so free players could play up once in a while when they saved supplies, and work through normal games for their level most of the time, which would be far more competitive and enjoyable. Scoring too well in the Territorial would move you up to Shock troops and get you away from rookies faster. The best of the best at their rank bands would be reaping rewards in the Guards groupings.

Tanki X had "seasons" where players were re-set backwards at the end of each season unless they were at a certain milestone in each "Tier".  It was hard for casual players to advance.

But not sure this would be any better than divisions by ranks.  With 7 "divisions" there can be balanced teams/battles. Main issues now are 1. Mk-conversion allowed a lot of powerful low-rank tanks to develop and 2. The MM rank-spreads are too wide - allowing mk3s to play against mk6+, etc.  1. was a one-off and gets solved by mk7s ranking up much faster than their current peers.  2. gets solved when Devs decide they actually want a semblance of balance and tighten up the rank-spreads.

How would adopting Tanki-X Tiers be any better than TO rank-system?

I have seen some allusions on having a "competitive" Tier running in parallel to the current TO system.  Would be optional.  Might be a compromise between current system and what you propose.

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17 hours ago, Person_Random said:

Great! Time to rank up...

I'm closer to ranking than you lul (4.5k xp away compared to 32k for you)

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13 hours ago, Russty said:

Tanki Online is their baby. It has been around for 11 years. It's possible they have given up, it's possible that they think the game has reached the end of the line however I don't think they'd let the game go that fast. It'll be clearly noticeable when the game is near its demise. Updates will stop being rolled out, the devs would suddenly be quiet etc.

It may even be possible that the current devs will leave to give the game to a new team. It looks like they're getting tired of this game. They're getting worn out. A new team could save their creation. It could save something they couldn't. But what if the new devs can't save the game? Well then Tanki dies and the blame goes to them! The old devs (the ones who allowed the game to begin to die) can walk off like nothing happened whilst the new devs will be held responsible for destroying the game.

They MUST find away to liven up the game. Have more events? (E.g the war). Add new maps? Tweak the MM system? 

Tweak is a severe understatement.  In terms of matchmaking, the only way I can see the devs salvaging the game is if they change the focus back to the Battle List, just like the good ol' days.

Oh sure, battle hijacking (especially by clans) would become more common, but I think the benefits of seeing and choosing your battles will be well worth the hijacking.  Better to know that one battle has an OP team about to pubstomp than to enter the battle totally blind and at the mercy of the Matchmaker.

Additionally, the devs should rework the Daily Missions system to give out more rewards for a little less grind.  The rising low and mid rankers will need every reward they can get as they approach the high ranks. 

Unless, of course, Tanki only cares about milking their playerbase's patience.

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