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Continuing experiments


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1 hour ago, TheCongoSpider said:

Freezing speed is decreased by 50% when this augment is equipped. 

 

Each consecutive tick of damage resets the AP timer. 

So... what I said above... 1 second after damage stops AP status goes away...

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16 hours ago, SelenophiIe said:

Experiment 2.0 (16 v 16) is an interesting experiment that has garnered mixed reviews from the community. One thing I can confirm is the addition of new maps to matchmaking is well received by the community. It is refreshing to play in new maps. Games are more intense and overall create an amazing gameplay experience. Also, being able to play with 4 players in a  group is a great way to play with friends. On the topic of player reception of the experiment, from my experience in the experiment as well as speaking to various players and gathering their opinions, I understand both perspectives of the experiment being good and bad. Below, I listed various ways the developers could utilize the experiment and improve the game. 

*Disclaimer: I am speaking through a lens of pure gameplay regardless of turrets, hulls, augments, overdrives, and drones. Yes I know there are some controversies regarding drones and such. They are part of the gameplay and I am grouping all of this as whole.

*Disclaimer 2: I am legend rank 21. I've played Tanki since 2009 on multiple accounts. My opinion may be clouded by my experience longtime experience. Just pointing that out to create an understanding of my view. I will attempt to be as objective as possible.

*Disclaimer 3: This is my opinion and not factual.

8 v 8 for small maps

10 v 10 for medium maps

12 v 12 or 14 v 14 for large maps

The game mode should also matter too. 16 v 16 in certain game modes are not great. I've listed modes ranking in order of fun with the gameplay I've had.


CP: This mode is the best gameplay experience for me.16 v 16 is great for CP as there is more teamwork involved in capturing points and games are usually very competitive to the last second. 

Siege: The second best gameplay experience for me. It is pure intensity rushing for the point with your teammates. 16 v 16 for siege is great. 

CTF mode: The most popular mode. 16 v 16 is too much for this mode on certain maps. There are moments in games where it is impossible get to the enemy base. There are also moments where a game becomes very one-sided leading to a fast game. 

Assault: Gameplay experience in this mode is intense and fun. However, 16 v 16 may be too much in certain maps. 

TDM: Decent. Feels like regular TDM but with more players and much more intensity

Juggernaut: This is my least played mode. Personally, I do not like this mode. I feel that my disdain for this mode will severely cloud my judgement of how 16 v 16 feels in it. I will try to be as objective as possible. 16 v 16 in Juggernaut mode is in a good direction for those who enjoy the mode. There are times where I found myself, a person who usually does not enjoy Juggernaut mode, truly having a fun gameplay experience. 

Concluding Statement:

This experiment presented itself a lot of promise. I will be honest when I first heard of it, I made the assumption that I would hate it. I do not. 16 v 16 enhanced gameplay and the increased intensity is amazing. One key word I keep noticing when I speak to other players about it is intensity. Intensity creates an atmosphere within games that allow players to become fully immersed in the game. 16 v 16 has its positives and negatives and I feel like it could be a stepping stone for Tanki's improvement. The implementation of new maps is definitely a positive and I feel Tanki developers should look into implementing more maps. The Tanki developers should look into balancing the amount of players in each map and each mode. Some modes and maps should have a certain amount of players to keep gameplay intense and balanced for all. This is my first post on the forum. I hope this reaches you guys well. 

Thank You,
SelenophiIe

One swallow does not make a spring. Your opinion is just one opinion and let be that way.

If you read but I think you didn't the player like you is a small one. Many one is hate because of many lags and

because they are in must and force to leave they favorite weapon because is useless on a big maps.

Let everybody use a long range weapons only because of a big maps.

Then Let someone say to us that we will be put in that maps to be able to change on a time equipment.

But no every time I was put in a game mode and with not appropriate equipment  and/or I have a protection

on a weapons which no one have in opposite team and because of that have no effect and/or have a not 

appropriate weapon short ranged on a big map or contrary.

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12 hours ago, Tokamak said:

Please, give your feedback on your experience, and don't assume what the other players might or might not experienced.

Sorry for you but if you didn't notice it is a feedback.

Just read carefully and you will see with your own eyes.

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12 hours ago, DestrotankAI9 said:

I do agree with you in part (although I would say it in a different way) but I was trying to find some positives here, which there are some. My feedback post was very long (so I'm guessing few people will read it!) but if you note at the start I said that overall if either the 1st or 2nd experiment were implemented exactly as they were with no changes, the gameplay overall would be worse. With appropriate balancing regarding scoring/missions and so on however, having different team sizes and new larger maps added to the existing MM 8v8 games and maps could be fun, and an improvement to the game. But also, most importantly of all...

I totally agree with you on the loading issues, as I mentioned at the end of my post the major problems with loading matches overrides everything else. The game right now is almost unplayable, because you have many matches that don't load at all (after forcing you onto a load screen for 2 minutes, which you can't avoid even by re-starting the game) and many matches that take one minute to load. Considering that you also have to wait 30-60 seconds for a match the total time waiting to get into games (when you also end up in the match when 2 minutes of the game are already gone) the proportion of time spent in game vs waiting to get into game is ridiculous. Loading times in general seem longer these days on HTML5 but there have been huge issues during this experiment, and until all these problems are fixed going beyond 8v8 games is unthinkable right now. IF the infinite load bug and long loading times can be fixed, then and ONLY then can we start thinking about having larger team sizes and maps - until then nothing can change.

Don't even mention the lag of changing the position of a enemy player.

Just right in the last game in a rugby enemy player dictator had a ball and go into the our base.

I was on a base and was saw that he goes right from my position and I was started to rotate to him,

But No lag and jump in a frame rate was in a scene and Boom he was not on my right side he was

on my left side and goes to the base and he scored the goal.

I just left from the game because it is ridicules situation because I can not even guess with my own

eyes where the enemy is. I only can say I am not a Jedi to be able to use a force and see through the walls

or maybe read a mind of a tankionline bugs and error to be able to know where he is now for real.

And we is not in a Hokus Pokus Chiriboo Chiribaa experiment.

And I hope it is not a song of Queen with name "It's a kind of magic".

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Okay so time to tell my opinion about this test

While better than Mad Tanks ( I mean... lets be honest just for a second...ANYTHING is better than Mad Tanks ), it still has its problem and makes some problems even bigger...
First and biggest issue is balance... while its already known that rank difference can be a joke sometimes... this experiment took it too far... For example there was a screenshot of Lieutenant-General with Warrant Officer 1 in the same battle
Second issue is objectives either being too easy or too difficult... like in 8v8, u can find matches where u dominate or u are the one being dominated on... this experiment like its player count in one battle made it happen twice as often. Of course this makes it so people just go for kills and don't go for objectives. Also makes it so sometimes the battle ends after full 7 minutes, but other times ( especially if u go TDM or Assault where at least one team needs to get kills ) the match will end easily after like 4 minutes.
Third issue is the maps... while I liked addition of new maps like Lost Temple or Skylark... most people usually despise large maps and there is a reason why... its full of campers.. and when u double the amount of people, u probably gonna get double the campers, which isn't really enjoyable if u wanna go and cap a flag or something.

Of course there are pros now but that depends on the playstyle:
For example if u wanna go for kills for a mission or u just wanna grind XP - this experiment was perfect for you. I got 48 kills in one match and got 7k XP / 8.5k crystals ( this was during Ultra weekend few days ago ).
Another reason is stars.. it was way easier to get stars.. Of course does not make much of a difference now but if u are behind on a challenge, this could have somewhat helped you.

Overall while it seems like there are more cons, most of the cons were cons already with 8v8 but it just makes the problem bigger with 16v16, and same with pros.. its just easier to get kills and stars in battles... overall nothing really has changed except made the issues and the good stuff be amplified by 2x.
 

Edited by TheRealHZFJ
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Thank god it's over.

 

Will the next experiment be 30 second battles?  Or maybe all controls disabled other than backwards?  Or all battles are two hours long (imagine the size of the battle fund guys...wow what a plus!)  Or even better, all Tanki scores and rewards will be based on your Agario scores with no Tank interaction at all! (Hey devs, think of all the money you'd save on server time!!!)

 

 

 

Edited by Joeguy
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22 hours ago, At_Shin said:

What differences did you notice while playing Tanki from those two PCs?

Ok so:

- The time it took to enter a battle differed by about 30-40s between the PCs respectively

- FPS was only 25 on the 4GB one while 60 on the 16 GB one(all the graphic settings were the same for both PCs btw)

- Sometimes the browser would stop responding for the 4GB one(probably due to the amount of players in a map being 16)

 

Note:

- When I changed the image resolution to its lowest on the lower quality PC(4 GB one), I was able to achieve 35 fps max

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4 hours ago, Joeguy said:

Thank god it's over.

Will the next experiment be 30 second battles?  Or maybe all controls disabled other than backwards?  Or all battles are two hours long (imagine the size of the battle fund guys...wow what a plus!)  Or even better, all Tanki scores and rewards will be based on your Agario scores with no Tank interaction at all! (Hey devs, think of all the money you'd save on server time!!!)

You don't need a third experiment when you can actually take the best learning from the first on how to make MM worth and implement them permanently in MM very soon :wink:

Edited by Tokamak

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1 hour ago, At_Shin said:

Make that mammoth and Ares for me. You should try out those hulls in Rugby and ASL modes too. It's very fun when hunters can not stun your mammoth and IB vulcuns Or Vikings can't decimate your Ares. 

In the battles I've played so far Hoppers were doing 80% of the capping and most battles were blow-outs.

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