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theFiringHand
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There is never going to be an option to sell back your equipment, even at half price. The module system really is much better than before, and I think the devs should work on thigs like new overdrives before they tweak the module system. As far as I can tell, it needs no changes.

What they need to work on is fixing the faults in MM. 

 

No point in introducing more monkey-wrenches into system until the system works properly.

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There is never going to be an option to sell back your equipment, even at half price. The module system really is much better than before, and I think the devs should work on thigs like new overdrives before they tweak the module system. As far as I can tell, it needs no changes.

This topic is called 'complaint book', not 'let Sniva play a moderator'.

 

I did not ask for your opinion. Let the devs do whatever they want with the complaints.

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There is never going to be an option to sell back your equipment, even at half price. The module system really is much better than before, and I think the devs should work on thigs like new overdrives before they tweak the module system. As far as I can tell, it needs no changes.

yes i agree that the module system is better than before, but 3 protection modules is not enough with the current amount of turrets available in battles, in MMS ..

we Definitely need a 4 module system, 

maybe it will reduce our current maximum level of protections from 50% to 45% to allow us equip 4 protections module.. 

 

issimo has better explain it below :

 

 

 

- Implement a new module system with only 3 or 4 single modules where we can load any protection.

 

 

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yes i agree that the module system is better than before, but 3 protection modules is not enough with the current amount of turrets available in battles, in MMS ..

we Definitely need a 4 module system, 

maybe it will reduce our current maximum level of protections from 50% to 45% to allow us equip 4 protections module.. 

 

issimo has better explain it below :

4 x 45% = increase in total protection.

 

4-module system would need to drop to ~ 35% each.  To get more coverage you need to sacrifice some (total) protection.

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You're fine with it because you play with the most annoying 3 turrets: Firebird, Railgun, and Vulcan. Firebird and vulcan are too powerful and Railgun doesn't matter if you actually hit the target. They all need tweaking. 

 

 

There is never going to be an option to sell back your equipment, even at half price. The module system really is much better than before, and I think the devs should work on thigs like new overdrives before they tweak the module system. As far as I can tell, it needs no changes.

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You're fine with it because you play with the most annoying 3 turrets: Firebird, Railgun, and Vulcan. Firebird and vulcan are too powerful and Railgun doesn't matter if you actually hit the target. They all need tweaking. 

Have you used Vulcan since the recent changes?

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This topic is called 'complaint book', not 'let Sniva play a moderator'.

 

I did not ask for your opinion. Let the devs do whatever they want with the complaints.

I have a right to post in this topic, same as you. Take further comments to PM.

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4 x 45% = increase in total protection.

 

4-module system would need to drop to ~ 35% each.  To get more coverage you need to sacrifice some (total) protection.

Or just decrease the percentages down to 10% at m4 :ph34r:

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Here is proof Tanki (Devs and Mods) don't care about our comments. They delete them when they please.

 

Sure, the posts are deleted now, so I can't prove it. Hmm...

 

Frankly, Tanki figured out their business model and it just doesn't included player feedback, at least not in the forums.

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Here is proof Tanki (Devs and Mods) don't care about our comments. They delete them when they please.

 

Sure, the posts are deleted now, so I can't prove it. Hmm...

 

Frankly, Tanki figured out their business model and it just doesn't included player feedback, at least not in the forums.

let me guess then,

Best way to complain about something is to e-mail Tanki Support Team?

my guess we need to flood them with all complains rather than using forum :P

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Here is proof Tanki (Devs and Mods) don't care about our comments. They delete them when they please.

 

Sure, the posts are deleted now, so I can't prove it. Hmm...

 

Frankly, Tanki figured out their business model and it just doesn't included player feedback, at least not in the forums.

Hey, please contact me via pm about those posts via PM and I'll look into what happened with them. We don't (or shouldn't) hide any posts if they do not violate any of the game rules.

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4 x 45% = increase in total protection.

 

4-module system would need to drop to ~ 35% each.  To get more coverage you need to sacrifice some (total) protection.

No,

with an implementation of  4-module system , 35% protecs is too little,

40%-45% is fair enough --

try this- thunder m4 v/s someone with protects 35% and someone with 40-45% protecs,

then you'll see/notice 35% is kind of meaning less

but with 40-45% is quite fair enough.

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At the Legend we need 4 modules, although tanki will never listen. There are 13 turrets and we protect from 3? That is nonsense. I had 4 protection modules (probably 5 of them) and I never agreed to take batteries for them.That was just a tanki rip-off. I had a lot of mu'ed protection modules and I got 300 batteries which is not even one day. It took years to accumulate those modules - 300 batteries really? That is nothing but stealing.

Can I conclude from this that hulls are simply too weak or do you think 4 modules are needed for more tactical game play with a little more freedom to pick suitable protections?

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Can I conclude from this that hulls are simply too weak or do you think 4 modules are needed for more tactical game play with a little more freedom to pick suitable protections?

A bit of both I'd say.

 

With more turrets added over the years need at least one more protection to give freedom for tactics. 

 

Als0, so many supplies are used in battles ( DD ) that tanks are fairly easily killed if they don't have DA on all the time.  Campers have advantage as they can wait for target to show before flipping on DD, whereas target almost has to equip DA as soon as they spawn.

 

Go back to beginning - why were paints/protections originally added?

 

Should have option to equip 4x35% instead of 3x50%.  Give up a bit of "total" protection to get more flexibility.

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A bit of both I'd say.

 

With more turrets added over the years need at least one more protection to give freedom for tactics. 

 

Als0, so many supplies are used in battles ( DD ) that tanks are fairly easily killed if they don't have DA on all the time.  Campers have advantage as they can wait for target to show before flipping on DD, whereas target almost has to equip DA as soon as they spawn.

 

Go back to beginning - why were paints/protections originally added?

 

Should have option to equip 4x35% instead of 3x50%.  Give up a bit of "total" protection to get more flexibility.

AFAIK the aim of protections (paints in the past, modules nowadays) was and is to add more variety to the game.

Without protections there would be only a hand full of turrets that are definitely the best for a the combination of [map + personal playing style]. So if there would be no protection, you could go to a map and find maybe 2..3 different turrets equipped on all tanks through out both teams. On another map there would be different turrets that work best - so you would find 1..4 main turrets on the other map.

A system that offers protection vs. turrets makes the turret users rethink their choice, and so more turrets come into action on each map.

 

 

I like your proposal with 4x35%max.

IMHO (no official statement) the +100% philosophy in this game (+100% more damage, DP offers +100% more survival time, fully MU'd protection offers +100% more survival time, repair kit (better already), ...) is the main issue, that kills balance and tactics. Why should someone use tactics, if he can bomb his way through with the help of a supply box, an overdrive and two more supplies later on?

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Should have option to equip 4x35% instead of 3x50%.  Give up a bit of "total" protection to get more flexibility.

 

serious are u really out of your mind requesting for a 4x 35% instead of 3x50%  ???

dude seriously i do know that 50% protects  is really powerful when equipped in m4s combos but cant see someone to get that down to ask for 4x 35% ???

do u even know what is fair battles and unfair ones??

 

i do accept that 45% is fair enough for a 4x module system, indeed we need to sacrifice 5% of the main 50% module to get 1 extra protection with 45 % protections, that's is call  fair enough... 

but the way  you claimed as above 35 % just make me wonders ,, have u even used m4s ??or even tried it ??

well basically 35% is like nothing against m4s, its just that m4s will need 1 more shot to finish you off with a 35% protects ,, hofully u got my point!!

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serious are u really out of your mind requesting for a 4x 35% instead of 3x50%  ???

dude seriously i do know that 50% protects  is really powerful when equipped in m4s combos but cant see someone to get that down to ask for 4x 35% ???

do u even know what is fair battles and unfair ones??

 

i do accept that 45% is fair enough for a 4x module system, indeed we need to sacrifice 5% of the main 50% module to get 1 extra protection with 45 % protections, that's is call  fair enough... 

but the way  you claimed as above 35 % just make me wonders ,, have u even used m4s ??or even tried it ??

well basically 35% is like nothing against m4s, its just that m4s will need 1 more shot to finish you off with a 35% protects ,, hofully u got my point!!

Um... mostly all I see is a rant.    Calm down and re-post something I might actually read... <_<

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Pissing in the wind: Add three more modules that provide factor of 0.8, 0.5, and 0.3, respectively, of whatever protection is equipped in them. Sure, that will up the overall protection. It isn't like it isn't needed. 13 turrets, 7 that can kill you before you can respond, two, well three, more that can kill you in less than three seconds. Yeah, we spend too much time respawning and being spawn killed. It would be nice to have seven hulls instead of three, with more hit-points on the upper end. (And Mammoth really should be a slug, not an agile melee fighter when speed boost is active.)

 

e.g., a Legend 15 has at least six protections at 50%. With each module filled, three would provide 50%, one 40%, one 25%, one 15%. 15% can still make the difference between instant death at spawn and getting an opportunity to respond.

 

And, there are no improvements in MM. Still often takes two to three times whatever "average" is shown. Still has no balance. MM is broke. If there was any improvement, I can't see it.

Edited by OKDad70
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Comprehensive complaint: I play all of these:

 

Account Kills Experience K/D OKDad70 115,392 1,734,239 1.68 Ricosck 72,363 1,060,995 2.31 NobodyUKnow70 33,096 504,834 1.87 Riconot 23,502 348,964 2.14 DH.98 20,857 316,460 1.87 Sarek_V 16,043 236,288 2.47 Total 281,253 4,201,780   1351 Hours played since the  Profile was implemented.   

 

Got me beat? Sure, I know it doesn't count for much, but I play every day, usually about 30 to 60 minutes, more on some weekends. Nobody cares what the older, more committed players, the more consistent players think, but maybe the venting will help me some, since I can't hope it helps Tanki.

 

I started in early 2014. My sons had already been playing for over two years, and they talked me into joining. My older son, Donut70, is a Smoky specialist.

 

I tried a lot of different things with OKDad, and always found myself being very aggressive, playing to fight close-contact melee. Viking/Titan-Twins suited my preferences. I was getting good enough with that agile high-turn-acceleration combination that I could take on three, four, sometimes five opponents at once and drive off. Of course, shortly thereafter, Tanki started changing everything. They annoyed me thoroughly by instituting the self-damage on the Twins, forcing my to buy the alterations or change turrets. They flattened all the turn speeds and accelerations, making everything pretty much the same as everything else. I refer to it as The Great Leveling. They went from seven unique hulls to three (and made the stable Viking floaty). They changed supply mechanics significantly.

 

In short, all the skills I'd built up over nearly three years were useless. I tried the Vulcan instead of Twins and found it an effective change of pace while I slowly changed some of my tactics and developed the new skills for the sluggish new Twins and Viking.

 

Then they started changing everything. Adding, changing, more changing, added the disruptive Overdrive, etc. The game got too frustrating and I took a year off. There were about two dozen elder acquaintances who played Tanki at the time. All but two of them quit before I did. (They both (husband and wife) still play but post complaints to our Facebook group from time to time.)

 

I started back up at the end of June this summer. It took a bit to feel I had any skill again. I'm back to having little trouble completing 1st-3rd missions. It often takes three or four matches before I am lucking to be on the stronger team, but being in the top three is doable again.

 

Sadly, the fun hasn't come back, just the frustration that had me quit last August. I gave up on the Vulcan. The fiasco of Vulcan overheat and then total alteration repeated the Twins changes. I'm not willing to buy the alterations. I no longer see Vulcan as worth playing.

 

Anyway, I've always felt Ricochet was one of the strongest turrets, and my first secondary account was Ricosk (because Ricos Suck!). As you can see from my K/D, that M3.17 Boar kit is doing just fine. It is sometimes fun, but competitive battles are rare, and trouncing overmatched opponents is rather shallow. Being on the trounced team is no fun at all. Still, I'm playing Ricosck every day, and usually at least one other account.

 

NobodyUKnow70 was my attempt to prove that patience and practice could move an account through the ranks as satisfactorily as cash-outlays. It was working, until the Great Leveling. Playing with only the starter set was fun and satisfying as I developed skill and success with it. It isn't much fun now. The recent Smoky buff isn't noticeable the way I play.

 

Riconot is my short-range account, Firebird, Freeze, and Hammer. (Isida stink.) Still fun, but only because Firebird and Freeze are absolutely the strongest turrets in the game right now.

 

DH.98 is Mosquito. It seemed a fun idea. It was. It seemed I might, if time wasn't a problem, develop some BP skill. After The Great Leveling, the Rail-Wasp lost its allure. Now, with three to five turrets that can one-shot it in any given match, given only three mountable protections so at least four remain able. DH.98, had an impressive K/D for a while. The Rail has always tended to pick up a couple of double-kills per battle. It helps keep the K/D high, but there just isn't enough to work with under the flattened parameter set and the new extra powerful turrets. There are exceptional matches, but typical matches with DH.98 are spent mostly respawning.

 

Sarek_V (Sarek of Vulcan) resulted after I spent a couple hours on the test servers with the then new Vulcan. There was a while it was relatively easy to catch a Wasp and turn it into a spinning top. Vulcan had its limits from the beginning, but the original concept was too good not to use at least some of the time. Sarek was a lot of fun, and it had a K/D >4 for a while. Sarek's K/D was a little below 3 when the Firebird buff happened, and K/D suffered rapidly. I went from overheating about once per 7 matches to overheating at least twice in every match, often more. Burn can give you an SD when an opponent takes all but your last couple of hit points, and the burn finishes you off on that next 0.25 second. Hurts the K/D bad. Overall, it is frustrating. What used to be a lot of fun and matched my style well enough has become mostly an exercise in patience.

 

My main complaint is the game ain't fun.

 

Of course, there are the MM problems. People say go Pro, but Pro battles have never been my thing. There was always so much waiting unless you had a group of friends together on Skype. It always annoyed me when a Pro battle had no alternate options set. Seriously, what is the point of that?

 

Map variety had gotten good, and now we use mostly the same handful of maps over and over. Massacre has its positive attributes. Short and medium range turrets can be fun if you can stay under cover from the Shafts and Rails, but the terrain and those invisible barriers!!! Fix it! And, it is a pathetic map for Assault, at least for the Red team.

 

Another frustration is hitting the Shift-key and exploding anyway, with no apparent activation of the Overdrive, yet it is reset to zero. Lazy programming if you ask me. Quite frustrating. It is fundamentally wrong to activate protection and repair yet die from one more Twins ball. No biggie if the Overdrive is still at 100%, but it is usually reset to zero. Sucks. 

 

Tanki seems to be focused only on "new." New features, new tweaks, new turrets, new supplies, new paints, new, new, new, most of which cost many crystals or outright cash. It seems to keep the revenue flowing in. Good for them. Really. I'm glad they are remaining financially successful. Still, it seems a bit more stability would go a long way in keeping customer loyalty.

 

It all amounts to more frustration than fun with little hope of improvement.

 

Bummer.

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This time I took a screen shot, so I can prove it, but nobody cares.

 

Mods delete comments with no record, no indication. Thus, nothing can be trusted. Mods can steer any discussion in any way they want by deleting those they disagree with.

 

The numbering isn't affected by deletions. There is simply no indication. No reason given even.

 

No trust. No confidence. 

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Your "active" participant criteria is total crap!

 

You dropped Riconot into a hopeless TDM with four minutes remaining. In the three minutes it took the other team to get to 100 I helped end the spawn killing and started turning the tide. We were too far behind to hope, but we had turned it. I helped! I earned 103 score in those three minutes and didn't get one star! I participated fully, actively, and effectively!

 

Total crap requirement. I understand the reason for the requirement, but you are implementing it so absolutely asininely that it is frustrating and discouraging. I really cannot express my disgust at you. You put me in a battle with no hope. You gave me no credit despite actually helping.

 

Stars are a bad idea. Further, you have implemented poorly.

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This time I took a screen shot, so I can prove it, but nobody cares.

 

Mods delete comments with no record, no indication. Thus, nothing can be trusted. Mods can steer any discussion in any way they want by deleting those they disagree with.

 

The numbering isn't affected by deletions. There is simply no indication. No reason given even.

 

No trust. No confidence.

If a post gets hidden, it is still around (moderators can see it's content) - it is simply switched invisible for non-moderators. Also the post number counter counts only visible posts. This is a very, very usual configuration in a lots of forums around.

 

So what get's hidden?

For example we do hide all sorts of swearing, member-to-member pit-fights, flaming, ... and all sorts of sexual or drugs reference. And if you think of this examples, you will see that more transparency is kind of hard to realize:

 

 

  • if normal members could read "hidden" posts, we would gain nothing (pit fights would go on in hidden posts, as everyone could read them, sexual stuff would be still available, ..) <- won't help.
  • if the posts would be invisible (like today), but the numbering scheme would show gaps, everyone would think we abuse the moderation to hide unwanted posts - especially in the threads of non-liked updates <- won't help.
  • The only chance I could think of, is to have the mods to edit the post, clear it's content and leave an edit mark, that states the reason for clearing up the text. This works good, but has two serious downsides:
    • it takes way more time then we moderators have. Believe me, I've tried that when I was new to this task, but I had to stop it. It literally takes forever to process a bunch of new pages in multiple thread in that way. We are just volunteers, and already short on manpower. Sorry.
    • the post owner could come back 1 day later, edit and reenter the contents of his post, and we moderators would miss that completely. We do not have the time to read each days posts twice.

 

 

So you see, it makes sense.

 

About the steering of discussions -> well, that the job of a moderator :).

Examples of intentional discussion steering are

  • the real photo thread (where discussion/comments are not allowed by definition - see it's start post)
  • drifting too far off-topic (when some ppl start to discuss parkour tricks in a thread that is dedicated to game balance)
  • or if ppl start a personal flame war (which will lead to their posts - and all related posts - being hidden)
  • ...

 

But if you read through the feedback threads (Compl.Book, The Office, vLog & update feedback) you will see tons of negative feedback, that was not hidden. Why? Simply because posts are kept, if they match the thread topic, if the used wording is appropriate (no swearing, ..) and if they don't break any rules.

If you experience something different regarding your own posts, feel free to contact the forum admin via PM - those things get solved within usual answer times.

 

I hope this brought a bit more transparency to the issue ;). And thanks for your well worded feedback above, I hope that the issue about "game get's less fun" and "annoyance stay in" arguments will at some point make the game designers rethink their approach.

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The key is the forum cannot be trusted. No confidence. No point in trying.

You cannot trust anybody. But there is no harm listening and reading information, compare them with your own experience and then you can make your own judgement.

The information provided by TO, Nives and the WIKI are from the source. The moderator can only refer to those, while many players tend to create, interpret and assume a lot.

Moderator are humans that follow rules and guidance given by TO, like any other group or association, they have to follow them. We have choice but to follow them and be part of the helpers team or not following them and leave. Alternatively you can stay and try to change them.

 

Within the rules and guidances there is still room for a moderator to behave slightly differently from one to another (we are not machine) and sometime they would be more than one option or solution to one post, therefore the future of a post is not always certain and will be subject to debate.

 

When off-topic, flaming and spamming happens they clutter the topics and previous players useful post/comments are pushed back. I mean just here if we didn't cleaned up, your post would have been 2 pages behind already. Look in Game Discussion topic and see how many posts talk about the same thing, just because many topics are created and hidden in the next page and player do not bother clicking on the next page.

 

----

To me overdrive is a good thing, for 3 main reasons: it is for everybody, you have to work for it and you can share it.

Players not playing properly and/or not team playing will hinder their team. Yes losing the overdrive just before dying is frustrating, but I have learnt that it is better to die and restart afresh with 100% rather than cling to your life and waste it.

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