Jump to content
EN
Play

Forum

Continuing experiments


Marcus
 Share

Recommended Posts

The LAG!  OMG the LAG.  I played Tanki a little more than one hour today.  It was very frustrating and no fun at all because of the horrendous waiting times to actually get into a battle, the multitude of crashes, and the LAG.  I haven't played but for the first day of this ridiculous experiment because the game was so unresponsive that first day.  I just assumed that the unresponsiveness and lag would continue because of the immense number of players that Tanki's dime store programming must keep track of in each battle.  Why in the world would Tanki devs think that their game could accommodate 16vs16 when it has lots of difficulty dealing with only 8vs8?

Anyway, I soldiered on because I wanted to know just how bad it really was.  I put a stop watch on the amount of time I was actually in battle,...spawned in and able to shoot and drive.  I was in a majority of partial battles...either spawning in well past half way finished (thanks MM) or the battle crashed and I logged back in to complete the battle. Quite a few battles crashed and by the time I could log back in I was back in the lobby.  In an hour of Tanki I got into ONE potentially complete 6:20 minute battle from start to finish...sadly it ended by score with about 2 minutes left on the clock. 

This is shocking but in 62 minutes of Tanki, (no dawdling and trying to get into TDM battles as quickly as I could) I was in a battle and playing a tad less than 11 minutes.  11 minutes out of 62 minutes!!!!  And there was massive lag on the lowest graphic settings!

This experiment in an abject failure.  It was doomed from the first day.  Based on past performance it's just obvious that the game can't support 16vs16...impossible!   Watch the number of players drop like a rock from this point on now that the parity event is over. 

Tanki...your player base wants to play Tanki, not keep logging in for long waiting times and queues along with outrageous lag.

 

 

Edited by Joeguy
  • Like 6

Share this post


Link to post
Share on other sites

>>MAP SIZE :- All the maps being large is a bit boring.

>>NUMBER OF PLAYERS :-16 per side is too many...tanks are crashing into each  other all the time....12 may be a better number

>>FPNs :- All my graphic settings are all on zero apart from 'show FPNs and PING, no sky box, resolution, quality of tree sprites and anisotropic filtering are all on lowest setting

B U T  my FPN has been  terrible since the start of the experiment...it is really affecting my enjoyment of the game

 

  • Like 2
  • Saw it 1

Share this post


Link to post
Share on other sites

3 hours ago, fighter44 said:

>>MAP SIZE :- All the maps being large is a bit boring.

>>NUMBER OF PLAYERS :-16 per side is too many...tanks are crashing into each  other all the time....12 may be a better number

>>FPNs :- All my graphic settings are all on zero apart from 'show FPNs and PING, no sky box, resolution, quality of tree sprites and anisotropic filtering are all on lowest setting

B U T  my FPN has been  terrible since the start of the experiment...it is really affecting my enjoyment of the game

 

I would like to see 10 tanks per side and 8 minutes play and various size maps! ?

  • Like 4
  • Agree 2

Share this post


Link to post
Share on other sites

6 minutes ago, cool12345 said:

I would like to see 10 tanks per side and 8 minutes play and various size maps! ?

 

Yes I agree with that proposal 8 minutes play and not be dropped in to a game which only has 1 minute left

  • Like 2
  • Saw it 1

Share this post


Link to post
Share on other sites

Okay, mixed reviews:

Positive: I love having the large maps back!

Negatives:  16 per team makes every battle effectively a TDM.  On almost all but the largest maps, the crowding is so tight that having a fast, small tank isn't a benefit.  Wasps can't get up to speed without running into someone.  Missions that require capping a flag or killing a Jug are much much harder, because you are competing against 15 people on your own team to make the kill, PLUS all the defensive (even accidentally defensive) players on the opposing team. 

Teams are so big that coordination has to happen to gain effectiveness.  We would need longer battle times, and the ability to communicate effectively.  Thus, you'd have to bring back language-based servers.

In short, if this were to become the norm, I'd leave Tanki.  The games are not fun, they are frustrating.


 

  • Like 2
  • Agree 3

Share this post


Link to post
Share on other sites

Mix the tests. Big maps/teams. stronger tanks. These maps require more team work. Long range cover fire is needed. Healing Isidas are needed. Runners are needed. I like it for the most part. 

Edited by Healer940
.

Share this post


Link to post
Share on other sites

Please stop with this experiment it is really not getting nice anymore nowadays I get 0-4 fps in every folder while I have a 550 euro pc and the year of construction is December 2019. Stop this experiment or fix those fps drops because that way you only lose players this way I don't hate you but you will understand that this is not fun anymore.

  • Agree 1

Share this post


Link to post
Share on other sites

Please stop with this experiment it is really not getting nice anymore nowadays I get 0-4 fps in every map. while I have a 550 euro pc and the year of construction is December 2019. Stop this experiment or fix those fps drops because that way you only lose players this way I don't hate you but you will understand that this is not fun anymore.

  • Agree 1

Share this post


Link to post
Share on other sites

NO, NO, NO. The experiment failed at all. Big maps and a lot of players = big mistake. Even on smaller maps there is a problem with the balance of power of weapon types, on large ones it is a disaster. Adding more hulls, turrents is the way to hell. Return to roots, simplification, better balance. It's incomprehensible when I hit my opponent 6-8 times and he destroys me with one hit.

  • Like 1
  • Agree 1

Share this post


Link to post
Share on other sites

17 hours ago, RIDDLER_8 said:

@Knaagdier

Alterations are needed because they alter turret parameters. Without them, we would always use the same turret parameters, which would make gameplay boring over time.

Alterations only work if you can do the math to keep the balance in the game. The fact that the designers resort to mass testing shows that they have no idea how to rebalance the game. A mass test will not resolve the problem of hard to stop paying players that ruin the game for players who want to spent little or no money. You will just get more of the same. Just look at the reactions in the forum referring to the game balance during the test. The only thing that really works:  Go back to the drawing board and do your math!

  • Like 1

Share this post


Link to post
Share on other sites

overall, the experiment is good, as it varies the maps played. before, on regular tanki, often MM could become quite boring as the same maps would be played over and over. 16v16 is fun, alth most ppl dislike it.
 

i think new maps should be added, and unplayed maps such as Lost Temple should be 16v16 ( as it is larger)

Share this post


Link to post
Share on other sites

6 hours ago, At_Shin said:

The first time I was able to score a goal in the new experiment.

Map - Massacre Rugby.

Combo - Smokey and Ares.

(I used the BFG to go on an invincible run towards the goal post. Ended up destroying 3 enemy tanks along the way! ?).

Screenshot_2020-12-09-21-38-21-710_com.t

Scoring goals and capturing flags has become harder, am I right?

I did it on Dusseldorf with Hunter-Ricco(plasma-torch) & Defender (of course).  First try I was 5m short.

And yes, with 16 vs 16 it is much harder.  But not quite so bad on the super-large map because defenders are (usually) spread out more.

It's basically impossible on the medium maps unless you run with Hopper - the OD smooths the way.

Share this post


Link to post
Share on other sites

I have many problems.

first of all, this update makes short-range tanks nearly useless, as when trying to cover ground u will always get sniped. Nearly everyone now has long range turrets and shafts and gausses are more common than ever. those tanks just sit behind enemy lines and snipe. u have a very low chance of making it to their side without getting hit at least once. 

for this i suggest doing something similiar to one aspect of madtanks, in which all short range turrets got boosted. i also suggest that hornet and wasp get a speed/and or health boost, preferably both. this can give a better advantage to short range players, like me. (at least i used to be one - with this update it is nearly useless).

 

My second problem is again, with 16 v 16 capturing flags, rugby, etc, is very hard as someone will snipe u and a teammate will steal the flag/ or n enemy will steal the ball and capture it. again, adding a speed boost to wasp/hornet will allow the railgun/isida/firebird/freeze players to capture flags, goving them  battle point advantage over the heavily favored snipers.

thanks

  • Like 1

Share this post


Link to post
Share on other sites

Hola, buen experimento, el otro me parecio mas bueno, en este cuesta mucho apuntar, como que la imagen va lenta, se ponen rojos el fps y el otro, gracias por el juego ?

PD: una critica, es dificil poner una bandera, hacer un tray, capturar un punto de asedio...

Share this post


Link to post
Share on other sites

I do understand now that it does make sense to have larger maps because there can be more players in them. By adding more playing in the same battle, means that there are more and better use of each turret and hulls in the game. Therefore, more battles will be able to host much more turrets and hulls within the same battle.

  • Haha 1

Share this post


Link to post
Share on other sites

The doubling of team sizes has definitely led to an increase in spawn-killing.

I spawn and there are one or more enemies with full drugs right next to me. They kill me before I can get more than one supply going.

This happens way more often than is ideal (or even mildly satisfactory), and it wasn't that big of an issue before this experiment.

Share this post


Link to post
Share on other sites

3 minutes ago, GrayWolf8733 said:

The doubling of team sizes has definitely led to an increase in spawn-killing.

I spawn and there are one or more enemies with full drugs right next to me. They kill me before I can get more than one supply going.

This happens way more often than is ideal (or even mildly satisfactory), and it wasn't that big of an issue before this experiment.

In my opinion that happens only if your team has more than 1 player less than the enemy team. Otherwise, spawn-killing doesn't happen much (very rare, and only when enemies have plenty of supplies with drones like Crisis).

Share this post


Link to post
Share on other sites

Just now, Emil said:

Why are you not playing? (If allowed to ask)

The lag and unresponsiveness of the game is so bad with 16vs16 that it makes it too frustrating to play.  I try, it's awful, I quit, angry.  I eagerly await Dec 16th and hope to hell this is the last moronic experiment that Tanki rolls out.

 

 

  • Like 2
  • Agree 5

Share this post


Link to post
Share on other sites

well, I like it BUT.

melee turrets are having a hard time, and missions like be top 3 on the winning team.

I have the incediary band aug for Vulcan and due to the slow flying speed it is too hard.

so if you change that then it is fine ^^

Share this post


Link to post
Share on other sites

My opinion of the experience this (16 vs 16) in MM Battles is very, very bad! Because I'm getting lag in battles and i can't play good. Hope this experience end soon and hope it will be last experience 

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...