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Wanna Discuss Re-Balancing Prices?!


thunderhunter123
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Garage and Shop Prices  

12 members have voted

  1. 1. Do you like ALL the different Garage prices?

    • I think they are okay.
      0
    • I want to change Turret prices.
      1
    • I want to change Hull prices.
      1
    • I want to change Augment prices.
      11
    • I want to change Paint prices.
      3
    • Other (Please let tell us know below.)
      2
  2. 2. Do you like ALL the Shop prices?

    • I think they are okay.
      5
    • I want to change Tankoin prices for Containers.
      2
    • I want to change Tankoin prices for Coinboxes.
      4
    • I want to change Tankoin prices for Ultra Containers.
      2
    • Other (Please let us know below.)
      4
  3. 3. Do you want better/affordable prices for ALL ranks?

    • Yes, definitely! I would love to afford stuff better.
      8
    • Maybe.
      4
    • I don't mind having high prices. They are not that expensive for me.
      0
    • Other (Please let us know below.)
      0


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Hi guys.

I was wondering if you guys like all the prices for the Garage and Shop.

I would love to talk about re-balancing some of them so that all the different level tankers can afford them more.

The main ones are:

Turret Augments-

  • the ones that are 245,000 Crystals can maybe go to 100,000 Crystals
  • the ones that are 149,000 Crystals can maybe go to 50,000 Crystals
  • the ones that are 96,000 Crystals can maybe go to 25,000 Crystals

Hull Augments-

  • the ones that are 245,000 Crystals can maybe go to 100,000 Crystals (MATH Time: 100,000 * 8 Hulls * 2 Augments for each = 1,600,000 Crystals) More affordable for all tankers.
  • the ones that are 4,990 Tankoins can maybe go to 500 Tankoins (MATH Time: 500 * 8 Hulls * 6 Augments for each = 24,000 Tankoins) Higher chance that tankers collect Tankoins more!

Paints-

  • Some paints are way too much in Crystals and Tankoins. Can we re-balance the Paints for Rare, Epic, and Legendary and make them 50% less? Tankers could buy them more, with their currency, if they are a little bit more reasonable.

Turrets and Hulls-

  • Can we decrease MU/SU by 25% to all turrets and hulls? This will allow us to spend way more currency and get better results.

What do you think about my prices? Let's discuss it together.

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Augments need a serious price decrease, I have 0 idea why they went from being as low as 20k to 200k

Micro upgrades are done in a way that they always end up matching the final modification price, e.g Mk7 hunter is 130k. the micro upgrades of Mk6 hunter will add upto to be 130k

Spoiler

yuOtbQv.png

Speed ups are always double the price of a micro upgrade, so if an upgrade costs 1000, the speed up will be 2000 crystals initially and then reduce with time

Micro upgrades are fine but speed ups are definitely overpriced, maybe half the price of a micro upgrade instead of full would be better

 

Paints used to protect damage from turrets, I think thats why they are priced high, I guess they didnt bother to reduce it after paint separation update

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33 minutes ago, sarim2345_the_master said:

Augments need a serious price decrease, I have 0 idea why they went from being as low as 20k to 200k

Two reasons,

1) The Devs want to generate more $

2) many augments are direct upgrades where the positives far out-weigh the negatives.

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7 minutes ago, wolverine848 said:

2) many augments are direct upgrades where the positives far out-weigh the negatives.

That's true, but we should get some prices lowered. So that way, all different leveled tankers can afford, at least any one of them.

9 minutes ago, wolverine848 said:

1) The Devs want to generate more $

 

How do they generate more money if tankers are earning Crystals in battle? Do they get money for every minute played or something? Just curious.

(I feel Tanki should lower the prices because it is not nice to raise them. It makes us feel sad that we need to get more Crystals and wait longer to buy our favorite things.)

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6 minutes ago, thunderhunter123 said:

That's true, but we should get some prices lowered. So that way, all different leveled tankers can afford, at least any one of them.

How do they generate more money if tankers are earning Crystals in battle? Do they get money for every minute played or something? Just curious.

(I feel Tanki should lower the prices because it is not nice to raise them. It makes us feel sad that we need to get more Crystals and wait longer to buy our favorite things.)

They don't want all tankers to be able to afford them.  See below.

With the increase in prices tankers have to do one of the following - have fewer augments OR spend $ to make up the difference.  Not all will spend $ but some will.

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Augments are ridiculously overpriced, so they are not accessible for the average Joe. Go to the low ranks (I have two accounts in the WOs), and you'll see almost ZERO Augments. It's like a whole new game it's kinda nice, not gonna lie. If those low/mid-ranks get higher up in the ranks, it'll be painful for them because almost everyone here in the Legend ranks uses an Augment.

I don't know if the actual prices for Coinboxes should be decreased, but they should be more accessible for people who are low on coins. The lowest amount of Coinboxes one can buy is 10. I'd like to see an option for 1 and/or an option for 5.

Edited by GrayWolf8733
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It is the bread and butter of TO, never gonna make it cheaper unless the last resort.

The Hull Augment might become available for crystals in the future though.

It is true that if the summer boost carry on everything will be unaffordable. 

Edited by Viking4s
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1. There are so many paints ingame right now, none of them feels special anymore. Regarding, challenges have brought such a ridiculous amount of paints which no one even needed in the first place. Paints in the garage can be considered overpriced (subjectively) but I would never buy a paint from the garage since I already own an arsenal of paints. In other words: decrease the prices of garage-paints by a little to make them more affordable and more tempting to buy because I do not see any reason to buy one right now.

2. I don't use tankoins for any purchases. 

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8 hours ago, GrayWolf8733 said:

Augments are ridiculously overpriced, so they are not accessible for the average Joe. Go to the low ranks (I have two accounts in the WOs), and you'll see almost ZERO Augments.

Except for the buyers - which is by design.

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Seems like a pointless topic. In any business that sells absolutely anything, it's obvious that customers will ALWAYS demand reduction in prices. For that reason the prices are set based on how the business is currently performing and what prognosis there is for future sales, rather than asking the target audience if they're happy with the current prices.

Prices will only go down if people stop buying the product.

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23 minutes ago, Maf said:

[...]

Prices will only go down if people stop buying the product.

They will stop buying the product if the do not have cash/crystals. And with the current boost experiment crystals are scares, it was ~33% loss this summer experiment, now it is 50% loss for the start of the school year. Unless you buy crystals or use premium many will be left behind in term of equipment level. I could understand 10 to 20%, but 50% this is huge it looks like TO has been giving freely too many crystal for many years, is that an acknowledgment of bad management of the game economy since MM implementation? 

Edited by Viking4s
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55 minutes ago, Viking4s said:

They will stop buying the product if the do not have cash/crystals. And with the current boost experiment crystals are scares, it was ~33% loss this summer experiment, now it is 50% loss for the start of the school year. Unless you buy crystals or use premium many will be left behind in term of equipment level. I could understand 10 to 20%, but 50% this is huge it looks like TO has been giving freely too many crystal for many years, is that an acknowledgment of bad management of the game economy since MM implementation? 

Don't forget that the "experiment" is fully beneficial for Legends. So that leaves a significant proportion of players with plenty of crystals and no need to buy. As for the rest of the population, I suppose this experiment was a subtle (or not so subtle) way to reduce income in order to compensate for all the other benefits everyone has been receiving.

But to be honest, all these economic decisions are so confusing that I don't know what to think of it anymore.

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2 hours ago, Maf said:

Don't forget that the "experiment" is fully beneficial for Legends. So that leaves a significant proportion of players with plenty of crystals and no need to buy. As for the rest of the population, I suppose this experiment was a subtle (or not so subtle) way to reduce income in order to compensate for all the other benefits everyone has been receiving.

But to be honest, all these economic decisions are so confusing that I don't know what to think of it anymore.

with a 2:1 boost of xp to crystals any low-mid rank player not getting the noob bonus will quickly fall behind.

Those players will quit the game because they can't buy competitive equipment.  Not to mention they will be ranking faster than they gain skills.  Slower progression allows the players to develop skills.

Does TO not want the new players to stay?  I thought player retention was one of the goals.   Guess not?

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22 hours ago, At_Shin said:

The only way f2p can survive from recruit to legend is by focusing on strictly on one or two combos. This way, they can buy a higher modification during a sale (which are frequent). They should not waste crystal on bogus micro upgrades. (They will be ranking up so fast that by the time they get to the last 3 steps, a new sale will come where they could buy higher modification at lower cost.)

When they rank up to lietenan general (2 ranks above brigadier), they can open up saved weekly containers to further strengthen their main combos to mk6-10 or buy a new mk7 kit from the shop. Thankfully, the refresh button allows more chances of getting the right kit.

Focussing on 1 or 2 combo, is the right thing to do, or I should say was, even with the old ratio (since MM was implemented) that was possible, but currently with the new ratio 2x funds 4x xp, you won't be able to have 2 combos. Also you still have to defend yourself and buy 13 protections modules and upgrade them.

The idea to no pay for micro upgrade is wise too, however this is now the same cost as buying the next MK, so it is not lower cost. The only way to have it lower cost is to wait for special discount, but with x3 xp summer boost the next discount is not that close anymore. In reality you will have to stop playing and wait for the right discount day. 

Buying Product kit from the shop is also a good advise, however 100 choices and the product kit you are looking for will come once every month (if you are lucky). By this time you will have ranked many times and moved to another level of difficulty with fewer crystals and lower combo specs.

All these are good advices, but I have hard time to believe that they would be saving F2P now with x2 funds and x4 xp. There is too much relying on product kit lottery and special discount.

Edited by Viking4s
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basic logic, Augments are Overpriced because they're strenghten your turret more

not like what they say when they introduced it that ((its only change the turret mechanics to make it suits your playing style), no it is not like just what they say its strengthen the turret more. then why they don't makes it at 0 crystals price?

P.S: I talk about turret Augments just, I don't have to mention the hulls augments, I don't think anyone have a mind to think and thought the hulls aumgents needs even a bit discussion except for two:

the one that he just kidding

or the one he haven't really played tanki before

Edited by asem.harbi

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4 hours ago, At_Shin said:

@Viking4s 

I advise low ranked f2p to not buy any expensive modules. Just get mk2 modules. Wait till lieutenant general to get new modules from kits.

I think recruit- WO5 f2p should only get two turrets and hulls each - atleast till they reach lieutenant general rank. They should micro upgrade thier equipment to the first 4-5 steps and then wait for a sale to buy the next modification. (The first few steps are really cheap as compared to the last 5). 

F2P do get some benifit from ranking up super fast - their weekly containers become more valuable. 

When they reach lieutenant general, they will probably have enough weekly containers to get a good kit (this kit might not be the one of the f2p's dreams, but it can be a good kit). 

Finally equipped with a good mk7 kit, they can compete better. After ranking up a few more times, they will have a lot more crystals to put into upgrading their equipment or buying new kits and get more modules from them.

After that, the xp boost is truly beneficial to the f2p. Since they will be facing mainly legends....

All of this is true, however at same xp level you will have opened less weekly containers with a x3 xp than a normal xp rate. Same with daily mission and weekly mission, you will have earn less of them than when you play with normal xp rate (3 times less). It you take that into account, less funds plus less weekly containers plus less weekly missions (you will have completed 3 times less of them), I don't think that you will recover the total loss by only delaying the weekly containers opening. The loss is 50%, and the increase of reward from weekly containers is small.
Unfortunately by the time you get a Mk7 kit (if you can afford it) you will have played for 330k xp with your Mk6 against Mk7+ buyers with max up drones and many max up protection modules. You like challenges, that is good, but F2P are looking for the easy ways, they won't find it in TO anymore.

 

Edited by Viking4s

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