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After the Stream: Livestream 2020 Recap


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Had some burning questions for Tanki? Well, just a few weeks ago, our CM Marcus took all the biggest queries we all had and gave us the lowdown on some of the hottest questions asked by players all right on a livestream chat with the community.

 

In this two and a half hour long stream, dozens of players’ biggest concerns, complaints, and ideas were answered by the developers, and it’s safe to say we have quite a lot of insight into Tanki’s future. For those of you who might have missed out on the stream or just couldn’t wrap your head around all that was discussed, well, this recap is just for you.
 

If you're looking for a specific section, click on the handy links to navigate there:

Ico35.png General

alert-1.png Interface

C6HU50A.png Balance

ZaaVsVB.png Matchmaking

crystal_boxes_2020_70_alert.png Economy

early_access_to_mobile_alert.png Mobile

70_70.png Ideas and Suggestions

alert-2.png Miscellaneous

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Ico35.png General

 

As usual, players had some burning questions regarding the game as a whole - and the developers brought us some detailed and in-depth answers. These responses brought tons of insight into the current state of the game, so be sure to check these out.

Of course, it may be hard to swallow, so for these bigger questions, I’ll be providing a “Short Answer” section, where the question will be answered in brief. In the spoiler below, you can find the full answer and explanation. Now, enough delaying; here are their responses.

 

When will you remove or reduce the pay-to-win factor?

Short Answer: Unfortunately, that simply isn’t possible.

Spoiler

To have this game be completely free-to-play, the developers would have to work for free and Tanki would need to find a server that would host the game for free, which isn’t possible. The game can’t survive without donations; the only reason that the game still exists is because of buyers.

Right now, the game is free-to-play, but some features are not free. This is what’s known as the Freemium model. We try to make all the game functions for free without purchasing any premium content, with a few exceptions.

 

When will another WAR like "Domination" or "Stolen Christmas" come to Tanki Online?

Short Answer: Not in the near future, but it may return later.

Spoiler

Developers are not planning to make anything like a war anytime soon. It’s not very easy to organize such an event; problems arise - the WAR site is not directly in the game, and because of this, errors happen. If there is a way where we can track your progress in the WAR directly inside the game, then it will be much easier. Then, we might be able to bring back the WAR for good.

 

Why are you killing Flash? It is very good for weak PCs.

Short Answer: Tanki isn’t killing Flash; Flash is highly outdated and being discontinued by Adobe.

Spoiler

Some people can only run the Flash version since they have weak PCs; however, there is no future for the game if we keep using Flash. Few games still use Flash and are as popular as Tanki.

Additionally, Flash doesn’t support some functions that we want to implement, while HTML does and allows for faster game development. By focusing on HTML5, the updates have come much faster recently.

 

Why are some augments not working? I bought a Magnum augment a long time ago, it is equipped, but not working. Why does this problem appear and will you fix it?

Short Answer: If you’re talking about Magnum: The augment has changed; it is working properly. If you’re asking from a couple of weeks prior to the livestream: There was a problem; it should be fixed now.

Spoiler

 

Magnum was changed recently (from vertical turret turning to horizontal turning), so the augment has changed as well. You may not be aware of it, and when you are equipping the specific augment (Rotating Gun Carriage), it may not work. Simply change or re-equip the augment, and you should be good to go.

If you asked this question a week or two before the livestream, well, there were some problems where equipping an augment didn’t change the turret’s mechanics; it should be fixed by now.

 

Will you add a new Zombie gamemode on Halloween? You said you wanted to.

Short Answer: No, it isn’t possible yet.

Spoiler

Gamemodes such as this Zombie gamemode would have to be released together with bots. However, we do not have fully developed bots in the game - only some in a tutorial for newbies. Other bots would need to be able to adapt with the different map and game situation or else they will look dumb. 

As of right now, we are not working on improving bots, and for this reason, there won’t be aa new Zombie gamemode.

However, this Halloween, there was a “Destroy the Dead” event.

 

Speaking of gamemodes, we really liked the Hopper-Railgun mode. Are you going to add such modes?

Short Answer: Possibly.

Spoiler

We're glad you liked it. We discuss such gamemodes like Hopper-Railgun, and it's definitely possible that something like that will happen in the future.

As of 4 November, the Mad Tanks mode appeared, where every player in the battle plays as Juggernaut.

 

How do you rate the efficiency of a certain update?

Short Answer: We use our own analytics as well as players’ feedback.

Spoiler

We have our own analytics system to assess the current situation in the game, but we also consider players’ feedback on these updates.

However, some players might leave some feedback, see no changes, and think that we don’t listen to their feedback. That’s not true. Some feedback, such as a statement like “Mammoth it too OP” can be compared to a hypothesis that needs to be tested. We check to see if multiple players had similar opinions and see if it is true based on the numbers.

It’s important to leave detailed feedback so we know more about the situation and can work with developers to make adjustments according to the problem.

 

 

It's not a secret that you receive the majority of crystals/coins,etc. from anything but not the main function of the game - battles. Is it intentional? Is it really how games should evolve? Is it normal that the main part of in-game earnings come from additional things like containers, missions, challenges or it is just a temporary measure to not let the game die?

Short Answer: Yes, it was intentional.

Spoiler

Players like it and yes, that’s how games evolve. No, that's not a way to prevent the game from dying. All updates are released to not let the game die, like in any other game.

 

When will you remove the increased experience in the battles? I am ranking too fast!

Short Answer: Not as of now and it is unlikely it will be removed.

Spoiler

The choice to increase the experience and battle fund were intentional, so there isn’t any plan to remove them anytime soon. The experience and fund multipliers may change for balance, but the boost itself will not change.

In actuality, ranking up seems to be a positive effect for the game, so that’s yet another reason why the boost should stay.

 

Why did you destroy PRO battles? Be honest.

Short Answer: The majority of resources are given to Matchmaking as they are more popular than PRO battles. However, should they become more popular, more resources will be given to it.

Spoiler

Here's how it works. We directed our resources to matchmaking, to daily missions, to this system. There were simply no resources left for PRO Battles. And so, when there were problems, we solved these problems by turning off features in PRO Battles, like crystals in XP/BP. Of course, from your point of view, it looks like we came and broke everything out of the blue, but from our perspective it was just a diversion of resources in the other direction.

Once PRO battles become relevant again, we will do everything we can to develop them, but until that moment they will stay on the sidelines.

 

Have you ever thought of creating a new hull with wheels, as opposed to tank tracks or floating mechanics?

Short Answer: Yes, but we went with hovering hulls.

Spoiler

In the beginning stages of the game, we had an idea of a hull with wheels, something similar to an APC. However, to implement that ,we would have had to make different physics for the tank movement mechanic. We made hovering tanks instead, and I think we did the right thing.

 

A few questions about Hopper: first, why doesn't mass affect the height of the jump? Also, why is the jump not relative to the map?

Short Answer: The finished version of Hopper is different from the original concept.

Spoiler

First, Hopper's mass doesn't affect the acceleration; it is made like that for some reasons. (Author's note: Height is controlled by the acceleration. This is due to the fact that force is equal to mass times acceleration, and with each upgrade, mass increases, but so does the power/force produced, so the acceleration remains constant. In a world where gravity and all other forces are the same, the same acceleration means the same jump height.)

About the second question, Hopper was intended to have a jump relative to the map in the original concept, but in the end, we decided to change it and make Hopper controllable mid-flight.

 

Why did you make the game easier? Adapting it for [young] children?

Short Answer: Some of the aspects of the game are difficult to master, so those were made easier. Besides, the game is meant to be played by children as well as adults.

Spoiler

Not everything is quite simple. Take Magnum's Reinforced Gun Carriage. Currently, it's too difficult to play and master, so it had to be made easier. But in general, the gaming and entertainment industry focuses on children - they generate a high proportion of views, downloads, and comments, so a number of the features will have to be child-friendly. Tanki is a game about tanks from our childhood; it's not an adult only game.

And besides, we don't just simplify the game - think of all the complex interaction mechanics and augments. We just try to make the game complex enough for people to enjoy but also simple enough for younger children to understand how to play.

 

These were some very insightful answers, giving clarity on the game situation now and to come. Up first on the agenda, we cover the controversial debate that has been haunting players and developers alike for months - the game interface.

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alert-1.png Interface

 

The age-old question: HTML5 or Flash? As Flash dies out, the answer is decidedly HTML5 for most players, but some are still holding on, hoping that the legacy of Flash Tanki will live on. With HTML development plans underway, developers let us know what’s next for Tanki’s future interface. Let's see what they have to say.

 

First up, the biggest question. With HTML5 becoming the mainstream platform for the game, will you add the old interface to the settings?

Short Answer: It’s unlikely that it’ll be added.

Spoiler

 

The new interface is far more flexible than the old interface, which allows us to change things much easier there. On the other hand, the old interface was, to quote a phrase, almost filigree carved in marble with a little hammer, a manual adjustment of pixels - in other words, very difficult to adjust.

True, a lot of older players dislike HTML5 because of the stark difference in the interface; they much prefer the Flash interface, the one they grew up with. However, we are actively trying to get new players, and if they register and see that we have such an ancient, outdated interface, they won’t want to play the game as much. Additionally, it’s also easier for these new players to get to know the game on the new interface - the buttons are much larger and clearer as compared to the Flash interface. To sum it up, this interface was made for new players: to help them navigate their way around Tanki easier and have a more modern interface to experience the game in.

 

 

Well, it seems that the HTML5 interface is here to stay. Well, for those of us who can't let go of Flash, will there be closed ahead of time?

Short Answer: No.

Spoiler

Adobe Flash will no longer be supported by mainstream browsers at the end of the year, as stated. We’ll try to keep the Flash version of the game working for a few weeks after Flash is discontinued, but after that, it will be closed.

 

Let's also discuss some smaller fixes and additions that might be added. Players were insistent that even if not all of the features from Flash could be added, maybe some of the smaller ones might be able to be part of HTML5's interface.

One of the biggest features was the ability to check missions progress and friends in battle. Developers didn't deny it upfront, but they did mention some concerns about having players being labeled as inactive because they were checking, especially given that battles are increasingly shorter. For now, it's in the backlog; perhaps it will be a feature someday.

 

Now, moving on to some points regarding some optimization, fixing, and new features in HTML5.
 

As of right now, Shaft's controls when aiming is very difficult to get used to on HTML5. Here, the developers admit there are a few problems with the scoping at the moment - they're not behaving as they should. For now, their priority is to fix the mouse controls as it is easier to use Shaft with mouse. However, if you're a fan of keyboard sniping, you may just want to either get used to HTML5 or play with mouse; the developers plan to focus on the mouse controls and it doesn't seem that there will be any fixes to the keyboard controls coming anytime soon.


And if you're a parkour aficionado, then you must be familiar with secret rooms - hidden platforms and little rooms in various maps only accessible by a secret formula. A highly requested feature by players, secret rooms are to make a grand return on HTML5 once migration is finished, so keep an eye out for that!

 

HTML5 has improved a lot from the last time the developers had a chat with us, and it seems like it's only on its way up! Moving on, the next biggest issue in the game - the omnipresent issue of game balance.

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C6HU50A.png Balance

 

Ensuring game balance is no easy task: with every single update comes a shift in the game, either tipping the scales in favor of a certain "meta" or pushing towards some sense of equilibrium. And let's not add the element of surprise - sometimes, update intended to help a weak hull end up overpowering it, or maybe a new update backfires and makes everything too strong. In short, to hold the game in even a precarious state of balance, is just difficult. There's a lot on our minds as we speak of balance: Augments being overpowered, drones devouring supplies, and of course, the infamous Vulcan-Incendiary Band-Heat Immunity meta. We'll be taking a few big questions and moving on to some discussion about these changes.

 

First off, we're talking about Augments were created to change the gameplay of the turret, so why is the "Adrenaline" augment so powerful and it takes anything away from the user? Same about the hull augments.

Short Answer: It is expected; Augments improve your turret, not just change the gameplay.

Spoiler

 

With the previous update, where hull augments were introduced, we completely changed their philosophy. Previously, they were known as alterations as they changed the way that you could use a turret. Now, they boost your turret, make it more powerful.

Of course, there are still downsides to an augment. You cannot use Adrenaline with a full HP bar; only once the HP bar drops can you start dealing additional damage. There’s no complete advantage wherein you can deal increased damage with a full HP bar.

 

 

 

 

Because of these augments, there's now an overpowered and science-defying meta: Vulcan-Incendiary Band-Heat Immunity. When will you fix it?

Short Answer: It's unlikely that it'll be fixed.

Spoiler

As you may have noticed, there is a one very interesting interaction. When you equipped the Firebird protection module with Vulcan, you took reduced damage from burning. We transferred this interaction to the Heat Immunity augment. And I see that opinions are divided. Some people believe that it is an exploit, that this is not the correct way to go. Others believe that it is right.

We think it looks like an exploit, but it's a transparent and understandable interaction. If at some point you got the Heat Immunity augment, put it on your tank, equipped the Vulcan and the game said "No! Game design requires that you don't make this mistake." I don't think it would be good. And what to do to it except to change the burning effect of Vulcan itself? I don't think it's necessary. 

 

Developers also discussed changes to hulls: in the short term, changes to Wasp, Titan, and Mammoth are coming, while in the long term, as usual, changes will be happening to every hull as the goal is to retain balance. However, given that there's little known about future updates and even less about the impact on the different hulls, there are no specific hulls set to undergo changes in the long term.


Next up, a question posed about drones' supply consumption. Lifeguard is well known for its repair-kit draining abilities, consuming three of them in a single save. Though developers did not explicitly agree to reduce the number, citing that the effect is equivalent to three repair kits, they do believe that each drone should consume the same amount of supplies. That may be a bit controversial, as some drones are much better than others (Saboteur and Miner, for example), which would only decrease the value of these less powerful drones.


Another topic on the table was the change of some in-game dynamics. Hulls won't be going any faster, but just this week, an experiment began where the health of hulls doubled, while the damage done by melee turrets also increased, so that's something to look forward to.

 

With balance covered, let's move to the main battleground where it is tried and tested: Matchmaking.  

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ZaaVsVB.png Matchmaking

 

Balance plays out on the Matchmaking field, and of course, that's where we're headed next. As players grew accustomed to the system, they learned to work with Matchmaking to thrive. However, they still had a lot to say about the most pervasive issues left in the system. Let's hear what the developers have in mind to change some of the most bothersome aspects of Matchmaking.

 

Of course, the most requested feature: removing bad maps and the freedom to choose. Will there be an option to choose a matchmaking map like in CS:GO?

Short Answer: Most likely, no.

Spoiler

The MM system here in Tanki is different from the one in CS:GO, so it won't work this way. We might add the choice to choose between two different map pools, but there doesn’t seem to be a reason to add this idea.

Maybe this can be a premium feature - say, if you have the Premium Pass, you can choose a couple of maps you don’t want to play in, but other than that, there are no plans to implement a map-choosing feature.

 

Next up, let's bring up Matchmaking groups. Regular players have faced off against veteran players from First League clans, and that humiliating 0-5 loss was too much to live down. To bring some balance into the match, are there plans to divide Matchmaking into Solo and Groups?

Short Answer: Not at the moment, but there may be some balance tweaks regarding groups in Matchmaking to come in the future.

Spoiler

It’s better when everyone plays together, so splitting Matchmaking battles into solo and groups would not be a good idea. There are also other issues: solo players wouldn’t want all solo players, and groups wouldn’t want to play a battle against all other groups.

As of right now, the system here goes as follows: if you group with other players, then the opposing team will also have a group, though it might not be obvious to you. Being in a group gives you a strategic advantage, so you either play against another group or if a group battles a non-group, the players in the non-group will have stronger overall equipment. That’s how groups are currently balanced, but since you aren’t satisfied with how this system is working as of right now, we’ll be looking into the issue.

 

Now that the biggest questions are out of the way, let's take a look at some of the smaller changes that might be coming to the Matchmaking system.


One of the big issues discussed was the removal of larger maps. While developers were more undecided about it before, they have now launched an experiment removed the aforementioned maps and focusing on 6v6 gameplay as opposed to 10v10. The experiment began 4 November and will remain in effect for two weeks; after this, large changes to MM and game balance are expected to come.


There were two smaller ideas and suggestions; let's take a look here:

  • Adding new gamemodes - Declined for now. Developers are split between the decision, but for now, there are currently enough gamemodes.
  • Fixing Overdrive Recharge in Juggernaut - Completed. This error is now fixed.

 

Matchmaking seems pretty stable as is right now, but of course, there are some issues with balance. We'll see how that plays out in the experiment, but for now, let's move on to game economy.

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crystal_boxes_2020_70_alert.png Economy

 

As always, the game economy is ever-changing. During this past year, we saw some large changes come to the game in terms of the economy recently - Coinboxes, Ultra Containers, the Shop showcase, quite a few big changes to the game economy. As usual, each change with a barrage of player feedback, whether positive or negative.

 

In chronological order, according to the updates, we come to the infamous augments update. This change caused a wave of rage among players when they found out that these anticipated Hull Augments wouldn’t be coming to garages - they’d be placed in containers. Though they were quickly added for purchase, these new augments still cost a hefty sum of Tankoins. Unfortunately for free-to-play players, they’ll always be available exclusively for buyers, but if you cannot afford them, they are available to obtain in the biweekly challenges.
 

Next up, Crisis came, and again, it was placed exclusively into Ultra Containers. Developers reiterated that it was exclusively for containers, so it won't be available, even for monetary purchase, anytime soon. This was done in order to keep things interesting; players show a greater interest in containers if there are hard-to-obtain or even exclusive content inside them. However, don't feel too bad - there may be a slim chance that Crisis may show up as a shop showcase or special offer, but that isn't guaranteed. 


And with the release of Hopper, players were shocked to see the hull go live on an "Early Access" deal, then right after they had gotten their hands on it, it was sold for crystals in the garage. First up, the dilemma of selling Hopper for crystals: Hopper was made to help mobile players; to force them to pay an outrageous sum just to get better gameplay would be ridiculous.


That begs the question: why was it even sold for money in the real place? Developers only had one comment to note, saying that it was just how the early access system worked. In the future, Early Access offers will be here to stay, so if you want some of the hottest new equipment, you'll have to pay a bit, or you can wait it out to get a chance to buy it in the garage. 


A quick note: to those who may not be aware, crystal boxes have been brought back to the game as highly requested. However, there are a few slight changes:

  • Available at low ranks only - they are in battles where the lowest rank possible is Sergeant-Major.
  • Crystal boxes now replace supply drop boxes in the above battles.
  • Each crystal box provides 10 crystals as well as a comparable amount of experience.


And before I wrap it up here, here are just two more small points:

  • New containers - to be added if players want them.
  • Coinboxes - 1 Box for 30 Tankoins option was removed for undisclosed reasons.

 

As the year passes, it seems that the economy has changed greatly in the past year. Some of these changes do cater to people who prefer to buy, but again, developers have reiterated: without buyers, there would be no game. Next up, we'll be covering the changes in Tanki Mobile.

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early_access_to_mobile_alert.png  Mobile

 

Since its introduction just a couple of years back, Tanki Mobile has become one of the biggest sources of new players as well as a great way to play on-the-go. And in the past year, mobile has become stable, smooth, and much easier to play. However, this lite version of the game doesn’t quite have the full-fledged features of the client. Additionally, it’s been a while, and the iOS version of the game has still not rolled out.


For iOS, the issues mentioned previously (needing a new coding language suitable for iOS) seem to be resolved; all that needs to be done is to start working on it. Unfortunately, it won’t be releasing anytime soon as it’s more of a larger long-term project. Expect to see work on the iOS version start sometime next year. Meanwhile, let’s look at how the Android version has changed.


One of the two biggest planned features touted in the previous livestream, the battle chat, has found its way into Tanki Mobile. But for PRO battles, given that they are a lot less popular nowadays, it seems like developers are more on the fence about adding them in.


The next big issue: further developing the mobile version. In the past year, many of the major bugs and concerns have been addressed; now, it’s time for some fine-tuning. First up, optimized graphics. The game doesn’t quite work on all Android phones at the moment, but developers hope to continue to optimize the graphics. And following the release of 3D bushes on the client, the feature is planned to be added into the game.
 

Next and last, the mobile garage. Though there’s little chance of HTML5 and mobile having the same lobby design as requested, developers are planning to implement some features from the HTML5 version to the mobile version to make these two versions look more similar, but that’s more of a long-term plan.

 

It seems like the mobile version has improved greatly since the last Q&A session with the developers; all that’s left is some minor fixes for the Android version, and hopefully, an iOS version hitting the App Store sometime soon. Moving on, we'll take a look at some features and changes to come.

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70_70.png  Ideas and Suggestions

 

As usual, players had plenty of ideas and suggestions for the developers, and in turn, they have assessed some of the best ideas out there. Some will be coming soon, while others are considered more long-term features, and still others have been declined for some simple reasons. Let's take a look at the ideas and the developers' responses.

 

Planned Improvements/Additions

  • New Hulls
    New hover hulls are definitely coming - they're one of the higher priority items, especially for mobile players.
  • Tesla/New Turrets
    Though they are on the list of items to look out for, they aren't going to come anytime soon. There is already a ready concept for Tesla, but given that the priority is hulls right now, it's just going to have to wait.
  • Improved Graphics
    Lighting effects on maps, such as the one on Rio, will become mainstream. Additionally, once everything there is done, more features will be added, such as shot glow effects, 3D effects, and some other surprise features.

 

Potential Features

  • Exchange of Supplies Mechanism
    This popular idea, where supplies could be exchanged for other supplies, was revealed to be a potential feature coming to the game, but it's currently in the backlog as more important ideas take the stage.
  • Blocking Flags (Preventing the opposing team from scoring) when one team doesn't have enough players
    Developers admitted that the idea is much harder to implement in reality than as an abstract idea. However, it is in their backlog of ideas.
  • More Detailed Player Statistics
    These will likely replace the more outdated ratings page.
  • Custom Modded Interface/Themes for the Interface
    Developers expressed interest for one of the two; perhaps a custom modded interface if everything is legal.
  • Equipping 2 Hull Augments at the same time
  • Random Effects for Mines

 

Declined Ideas

  • New Supplies (like those from the "Test Box" videos)
    There are currently enough supplies in the game; however, if you look at today's mechanics, some of the features from these "Test Box" videos live on (e.g. Hovering Hulls; Noob Hat, which allows you to drop a bomb, and now, Wasp drops a bomb as its overdrive)
  • New Maps + Maps from Tanki X
    New maps will be made at the developers' discretion, while maps from Tanki X were made on a different engine, so they are not going to be easy to adapt to Tanki Online.
  • Voice Chat
    Though it was suggested as a feature to come, it won't be coming. Discord already takes some time to load, so imagine what it would be like on Tanki, especially for those with weak PCs. For now, using Discord is the only feasible option.
  • Account Merging
    Developers did think there was some sense to the idea, but given that there could be issues with giving it to mults, hackers, or friends, the idea was nixed.
  • JGR mode in PRO battles
    The biggest issue was that JGR could be abused in PRO battles as with Fire/Wasp format, so it won't be added anytime soon.

 

The main goal of the developers seems to be further developing ease of access through hovering hulls to cater to mobile players while bringing the quality of graphics up in HTML5, then working on fine-tuning and adding better features. It'll be great to see some of these ideas in action soon. With these out of the way, it's time to break down some of the smaller, additional questions.

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alert-2.png Miscellaneous

 

As usual, a few questions didn't quite fit any of the larger topics discussed above or were not as significant, but they're still worthy of knowing for a fun fact or two. Nevertheless, they can still be informational, and we do have plenty of them, so check them out.


First up: gameplay. Some wondered if another game like Tanki X or Tanki 2.0 would be on the table. But given that Tanki is still actively functioning, there isn't any point of developing a second game so similar to the original. Citing Tanki X's eventual closure, developers noted that this side project didn't end well, so they aren't planning any similar games in the near or distant future.


And of course, as we talk about gameplay, why not get into the game sounds. The sounds for Striker and Vulcan seem lower-quality according to players, and melee turret sounds (like Firebird and Freeze) are simply too quiet when compared to louder turrets such as Magnum. Developers mentioned that the producer of these sounds has not changed; perhaps, his tastes in sound has changed, leaving some different sounds for Vulcan and Striker. While for the quieter melee turret sounds, they believe it could be due to reconfiguring the sounds from Flash to HTML5 - these can be easily fixed.
 

Moving from sound to visual effects, Isida's shot effects render its attacking beam a different color, but the healing color stays the same. This is because having a different color for healing effects could be potentially confusing - if an Isida shoots a foreign beam at a player, they'd need to think whether it was a teammate or enemy.


Next up, the infamous "Finish in the Top 3 of the winning team" mission, especially the notorious weekly mission, which requires players to accomplish this tough task a whopping 15 times. Developers revealed the intent of the mission was to make sure players go into battle competitively, instead of just mindlessly collecting supply boxes or wasting Overdrives. There's no definitive plan to change this mission as of yet, but hopefully, it might be altered towards Top 3 in any team.


Speaking of missions, players believed weekly missions should be replaced with a new one once finished. Developers, however, have their own system - they track when a players starts playing and it resets accordingly. Additionally, the above idea has been tried before, but it caused server instability, so the current system is how weekly missions will continue to work.


Up next on the menu, fan paints - this time, not the country paints haunting container drops, but rather the more coveted clan paints, such as "Peppers", "Synergy" or "Vavilon". Unfortunately, they won't be returning to containers - they were only meant to be in the game during Clan Championship season and won't be readily available for players who missed out on them.


Also up there with the paints was the addition of more Legacy, Ultra, Prime, and Demonic Skins. Developers said they weren't planning any new ones at the moment, but the idea is there.


Finally, players wanted to know what programming languages the developers use, and they are: Java, Kotlin, React + Redux, WebGL / OpenGL.

 

Well, now that these final questions have been answered, let's wrap it up.

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That's all for now; I've covered just about anything and everything from this recent livestream. There were definitely some great answers and insightful information, including some development plans, so I hope you'll learn something new and interesting about the game. Be sure to keep up to date on the game to see when some of these changes happen.

If you missed out on the livestream or want to watch it again, just simply look down here and catch up on everything:

 

 

Anyways, that's enough from me; enjoy watching and thank you for reading!

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Let's kick off today's issue with a review of the livestream with our CM Marcus; Person_Random breaks down everything in the 2-hour stream in this summary article. If you missed out on the stream or want a recap, check it out!

Spoiler

Hi @Marcus; I hope you enjoy the finished product!

 

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nice! I couldn't watch the livestream too so thanks xd.

 

On 11/3/2020 at 10:35 PM, Person_Random said:

Why did you destroy PRO battles? Be honest.

Short Answer: The majority of resources are given to Matchmaking as they are more popular than PRO battles. However, should they become more popular, more resources will be given to it.

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Here's how it works. We directed our resources to matchmaking, to daily missions, to this system. There were simply no resources left for PRO Battles. And so, when there were problems, we solved these problems by turning off features in PRO Battles, like crystals in XP/BP. Of course, from your point of view, it looks like we came and broke everything out of the blue, but from our perspective it was just a diversion of resources in the other direction.

Once PRO battles become relevant again, we will do everything we can to develop them, but until that moment they will stay on the sidelines.

rly good question, though idk how PRO battles would be automatically "relevant" again without the devs actions first. 

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Wonderful summary!

Got an insight into the Developers' minds, and was surprised by some decisions... not fixing Incendiary Band and Heat Immunity problem is sad...

Battle chat in TO Mobile!!! Can't wait!

Imo they haven't destroyed PRO battles - that's an extreme word. They shouldn't touch PRO battles now unless they intend to make them better.

 

Thanks a lot PR for this wonderful recap!

Edited by Venerable
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