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Continuing experiments


Marcus
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8 hours ago, RIDDLER_8 said:

@tanki-fish

Teamwork is beneficial for properly maintain a good team.

You forgot after all for this experiment you need new PC, new mobile, new internet link , new servers for tankionline, new tankionline software and of-course don't forget a new team tankiolnine programmers and management too.

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4 minutes ago, vecky said:

You forgot after all for this experiment you need new PC, new mobile, new internet link , new servers for tankionline, new tankionline software and of-course don't forget a new team tankiolnine programmers and management too.

well it is a new Tanki after all. :wink:

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I note one more time I don't like when after long waiting in one mode of playing (rugby) you put me in a death match.

I don't like it If you do OK then you do for yourself, for me PLEASE put me in a game mode that I wanted maybe

If don't know I have a Mission that I must to finish.

If you put me in a different mode I will never finish the mission.

Thank You in advance.

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9 minutes ago, Tokamak said:

well it is a new Tanki after all. :wink:

No it is not. It is something when You want to see a Santa Claus in personal and only you got a masked cousin.

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Just now, vecky said:

No it is not. It is something when You want to see a Santa Claus in personal and only you got a masked cousin.

Santa Claus is a lie in the first place ?

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34 minutes ago, vecky said:

You forgot after all for this experiment you need new PC, new mobile, new internet link , new servers for tankionline, new tankionline software and of-course don't forget a new team tankiolnine programmers and management too.

not forget to have a VPN also , if you are from Belgium or Netherlands .

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The 16x16 experiment with large maps is disastrous for close range turrets such as firebird, freeze, isida,.... I was smashed over and over and over again. The earlier 8x8 games with small and  big maps are very suitable for all weapons and give equal chances

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What is the catch of this update more of the time I notice in a middle of the game after some lag that

i can not do any harm or damage to the enemy???????!

What is the problem?

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Truthfully I have found this experiment just as bad, if not worse than the last one. The trouble with these updates is that they have no regard for different game modes. For example, it was clearly never considered that in assault, the offense would have to avoid 16 defenders. Or in siege, there are now 16 people on the other team to keep from getting inside the capping range, because only 1 opposition player is enough to stop you from capping. Or in CTF and Rugby, that you need to get past 16 people to get to the flag, and then get back past all 16 to get it to your base. It is quite clear that the gamemodes have not been considered with this update because they are all broken and unenjoyable. The only players that are capping are players with defender drone and hopper, and even those are few and far between.

 

It is particularly noticeable in the assault gamemode. On offense, there is no point trying to cap because there are too many defenders to get past. And on defense the top of the scoreboard is continuously isida dictators with mechanic drones, just spamming repair kits because you get a ridiculous amount of points. There is honestly no point to playing assault at all. It has devolved into TDM, and the defense always wins.

 

The one positive out of this was definitely having new maps in the pool. I wish that Tanki would have put a bit more thought into certain aspects of the maps, like the assault capture points are impossible to get to (though this could just be a factor of 16v16, and less so the maps, tough to tell), but overall it was quite enjoyable to play on new maps.

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24 minutes ago, swoody2000 said:

Truthfully I have found this experiment just as bad, if not worse than the last one. The trouble with these updates is that they have no regard for different game modes. For example, it was clearly never considered that in assault, the offense would have to avoid 16 defenders. Or in siege, there are now 16 people on the other team to keep from getting inside the capping range, because only 1 opposition player is enough to stop you from capping. Or in CTF and Rugby, that you need to get past 16 people to get to the flag, and then get back past all 16 to get it to your base. It is quite clear that the gamemodes have not been considered with this update because they are all broken and unenjoyable. The only players that are capping are players with defender drone and hopper, and even those are few and far between.

 

It is particularly noticeable in the assault gamemode. On offense, there is no point trying to cap because there are too many defenders to get past. And on defense the top of the scoreboard is continuously isida dictators with mechanic drones, just spamming repair kits because you get a ridiculous amount of points. There is honestly no point to playing assault at all. It has devolved into TDM, and the defense always wins.

 

The one positive out of this was definitely having new maps in the pool. I wish that Tanki would have put a bit more thought into certain aspects of the maps, like the assault capture points are impossible to get to (though this could just be a factor of 16v16, and less so the maps, tough to tell), but overall it was quite enjoyable to play on new maps.

Like we always said , there's plenty of maps , but we not get them in MM . Why not let every week new 3 maps inside , and if they are big 16vs 16 and small 6vs6 or even 4vs 4 for the small ones . Does not take a lot of effort , since they already exist in pro mode .

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50 minutes ago, swoody2000 said:

Truthfully I have found this experiment just as bad, if not worse than the last one. The trouble with these updates is that they have no regard for different game modes. For example, it was clearly never considered that in assault, the offense would have to avoid 16 defenders. Or in siege, there are now 16 people on the other team to keep from getting inside the capping range, because only 1 opposition player is enough to stop you from capping. Or in CTF and Rugby, that you need to get past 16 people to get to the flag, and then get back past all 16 to get it to your base. It is quite clear that the gamemodes have not been considered with this update because they are all broken and unenjoyable. The only players that are capping are players with defender drone and hopper, and even those are few and far between.

 

It is particularly noticeable in the assault gamemode. On offense, there is no point trying to cap because there are too many defenders to get past. And on defense the top of the scoreboard is continuously isida dictators with mechanic drones, just spamming repair kits because you get a ridiculous amount of points. There is honestly no point to playing assault at all. It has devolved into TDM, and the defense always wins.

 

The one positive out of this was definitely having new maps in the pool. I wish that Tanki would have put a bit more thought into certain aspects of the maps, like the assault capture points are impossible to get to (though this could just be a factor of 16v16, and less so the maps, tough to tell), but overall it was quite enjoyable to play on new maps.

They have and did put a lot of thought into this, trust me.

Cash rules, you have plenty to spare you do well, you have little to none, then for the most part you are cannon fodder for those that exploit the well thought out updates (experiments) that the devs bring into TO. 

It's the path the devs have taken, and if you can't keep up with the multitude of cash driven updates they introduce, then sadly you get trounced in the majority of battles you enter.

Regardless of map size are player size, if you can't afford to upgrade your equipment at various stages through the ranks then unfortunately your experience in most battles will not be a happy one.

Myself and a few other players whom i respect and have a lot of time for (they no who they are, mods included) have pointed this out on numerous occasions in dozens of posts with little are no feedback from the devs.

TO has taken a wrong turn with regards to balance and fair play. 

As long as there are prolific buyers willing to engage the cash driven whims of the devs, the F2P players will ALWAYS be hung out to dry in no-mans land.

As far as the devs are concerned, you either get with the program are become another random who struggles to make a few thousand cry in a game DOMINATED by P2W in every battle you go into.

These are the facts i see play out in every single battle i go into, P2W dominating over everyone else in battle.

Spend cash, you do well. No cash, tough luck.

 

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Six to five minute games with thirty second to a minute and a half loading times are, :sad:. Sometimes you get into a match and it seems like the game clock has already rounded down to the four minute marker.

 

If these are tests then why not make them a mode like TDM and CTF have it be TST and just increase exp or crystals by ten percent? You know you've agitated the hive when everyone whether good or bad gets screwed.

 

sixteen vs sixteen is okay. I just don't play fire,freeze,isda, or hammer.  By the time they get to the other side their back in spawn. 

 

Oh, I looked at your guys discounts? I would pay forty if it was a dlc but for spicy paint and a, chance for early access. NO. Sad part is all the discounts are the same price. Give me a ten, twenty, thirty, fifty. Funny part is you guys had no problem with a two hundred....Blink blink that's like four brand new games to buy at the least and still have some left over. Though I guess if your made of money it doesn't matter. 

 

While were at it can you make a mode called "From the sky"????? Simple all supplies and drones are disabled unless it falls from the sky. You would cure some of tanki's contempt.

 

So I've played with your test and its bland after a while. The maps are very limited. I know you've got quite a few maps. When if ever, we get back to ten minute rounds are normal and not finagled with I'd like to play on different maps.

 

Do I enjoy tanki? Yes, just not as much as I've in the past.

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12 minutes ago, ForEveReigns said:

Six to five minute games with thirty second to a minute and a half loading times are, :sad:. Sometimes you get into a match and it seems like the game clock has already rounded down to the four minute marker.

 

If these are tests then why not make them a mode like TDM and CTF have it be TST and just increase exp or crystals by ten percent? You know you've agitated the hive when everyone whether good or bad gets screwed.

 

sixteen vs sixteen is okay. I just don't play fire,freeze,isda, or hammer.  By the time they get to the other side their back in spawn. 

 

Oh, I looked at your guys discounts? I would pay forty if it was a dlc but for spicy paint and a, chance for early access. NO. Sad part is all the discounts are the same price. Give me a ten, twenty, thirty, fifty. Funny part is you guys had no problem with a two hundred....Blink blink that's like four brand new games to buy at the least and still have some left over. Though I guess if your made of money it doesn't matter. 

 

While were at it can you make a mode called "From the sky"????? Simple all supplies and drones are disabled unless it falls from the sky. You would cure some of tanki's contempt.

 

So I've played with your test and its bland after a while. The maps are very limited. I know you've got quite a few maps. When if ever, we get back to ten minute rounds are normal and not finagled with I'd like to play on different maps.

 

Do I enjoy tanki? Yes, just not as much as I've in the past.

Check out their price for the tankoin paint.

Just make sure you are sitting down first.

Only those with empty space between their ears would even consider buying it.

I once screened it and posted it in the forum, it was taken down in a nanosecond.

To buy that paint i would want it to be able to give me immunity against everything for 99.99% of the duration of any and all battles i went into, and then some. 

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1 hour ago, RIDDLER_8 said:

When this experiment ends, will we have a third experiment focusing on playing only on medium sized maps? That could be possible with 10 vs 10 players.

Sounds like a good idea :happy:

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22 minutes ago, Boef said:

 

Just because you dislike the experiment does not mean everyone has to hate it too, we all have a different opinion.

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Good things about this experiment:

- 16 vs 16 is good (only in very large maps)

- I did see a slight change in the density of turrets used, however this was pretty miniscule to me(I am not very happy about that ? )

Things that did not go so well:

- I hate to say this but melee and short range turrets are not being used as often as I would like to see - that being said, due to the increase in map size, more shafts and railgun users are appearing. The only place where I see a decent variety of turrets users is in the Assault Mode(however only in the defending team)

Things to improve on:

- Make the density of players per team to eight or ten(max)

- Add a range of maps size - both small and big

 

Other things to note:

- Have the devs actually played in battles against normal players? Do they know what it feels like to use melee, short, medium and long range turrets(with and without alts)? 

- Have the devs tried to use a variety of turrets to check whether they balance the game out or were they using gauss and shaft to promote those turrets only?

- Do they understand how the type of game mode will affect the combinations will be used by players?

 

Asking us is a good thing, yes... yes, it definitely is!

But wouldn't you want to experience it too?

Try a game in Capture the Flag using Isida(with or without alt) or twins(with or without alt) against players who have shaft(not to mention the heavy capacitors augment as well) or who have railgun(not to mention plutonium rounds or even the electromagnetic accelerator "scout" too). You will see from my point of view - how I feel everyday when I "play" tanki ? 

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I guess that Isida is the only useful melee turret in huge maps because it can better be used as a healing turret. Firebird and Freeze are not so good on large maps because they spend too much time searching and hunting for enemies.

Medium and long range turrets do great and are best to use on large maps. Shaft is superb to snipe enemies dead at the far end of a huge map. Developers should create one mega map at some point where 100 vs 100 players can fight each other with only using long range turrets. That would be something good to experiment with.

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2 hours ago, The_one_and_only said:

Good things about this experiment:

- 16 vs 16 is good (only in very large maps)

- I did see a slight change in the density of turrets used, however this was pretty miniscule to me(I am not very happy about that ? )

Things that did not go so well:

- I hate to say this but melee and short range turrets are not being used as often as I would like to see - that being said, due to the increase in map size, more shafts and railgun users are appearing. The only place where I see a decent variety of turrets users is in the Assault Mode(however only in the defending team)

Things to improve on:

- Make the density of players per team to eight or ten(max)

- Add a range of maps size - both small and big

 

Other things to note:

- Have the devs actually played in battles against normal players? Do they know what it feels like to use melee, short, medium and long range turrets(with and without alts)? 

- Have the devs tried to use a variety of turrets to check whether they balance the game out or were they using gauss and shaft to promote those turrets only?

- Do they understand how the type of game mode will affect the combinations will be used by players?

 

Asking us is a good thing, yes... yes, it definitely is!

But wouldn't you want to experience it too?

Try a game in Capture the Flag using Isida(with or without alt) or twins(with or without alt) against players who have shaft(not to mention the heavy capacitors augment as well) or who have railgun(not to mention plutonium rounds or even the electromagnetic accelerator "scout" too). You will see from my point of view - how I feel everyday when I "play" tanki ? 

What the devs need to do (not that they care one bit either way) is to play TO with one account, AS A F2P player. Every dev takes a turn for 1 hr a day. Playing time 3hrs per day.  

That account should be this:- RANK-CAPTAIN.

GARAGE- A mixture of MK3- MK4-MK5 protection modules (including turrets and hulls) with lets say at least 3 modules that they do not have-that being vulcan-gauss-hammer. 

Turrets- RAIL-THUNDER-TWINS-ISIDA-SMOKEY. I'm gonna be nice here and let them all be MK5 but only upgraded half way for each of them. The rest of them are MK3s and MK4s no upgrades, remembering they do not have vulcan gauss or hammer.

HULLS- WASP MK4-HUNTER MK4-TITAN MK4. I will allow them a fully upgraded hunter, the other two hulls are half way on upgrades. 

Supplies:-300 rk-500 da-500 dd-200 m-500 sb-0gb-100 batteries.

DRONES-LIFEGUARD 2 upgrades BRUTUS 5 upgrades.

CRYSTALS-Let's be kinda nice on this one and give them 75000 cry.

Of course they can only do the silver tier on the challenge because they have no cash whatsoever to spend.....EVER.....

Be nice if they actually tried this out and saw how difficult it is being a non buyer, and having to manage supplies with no cash WHATSOEVER to replenish supplies, just using whatever cry they earn to manage their account, supplies, hulls, turrets, protections and drones.

And also remembering their k/d is 0.75, just emphasising their very weak garage because they have no cash to keep up with upgrades as they rank due to the very unfair XP/cry ratio they themselves insist on.

So in my estimation by the time they hit colonel which will have MK6/MK7 players wrecking them for fun, their k/d should plummet to about 0.25.

Also they might if they are very misely with supplies have maybe a couple of hundred of each. Not batteries of course, they will have none left by then.

So DEVS you gonna take this challenge on. See what it's really like to play your own game as just another random F2P player with no cash.

Even picked out a name for this account:-USER 0.1 <<<<< ( that will be your k/d by the time you hit legend) if your a good player.

1 last thing, any and all containers you happen to get always give you mines are speed boosts.....nothing else, with the exception that the very first container you do open gives you ten days of premium, just to help you on your way to the higher ranks way quicker than your garage can handle.

I put this premium one in because i have a colonel account which i do not want to rank to quickly. I opened 10 containers which i had saved and got 20 days of premium.....BUMMER. 

@Marcus should do the first stint on this very average F2P account for the whole 3hrs on the first day.

You up for the challenge @Marcus.

If you do take up this challenge i pray to the tanki gods that we meet in battle, omg i'm gonna wreck you so badly i might even feel sorry for you......nah i won't, i will enjoy it immensely. See you in battle @Marcus  if you do decide to take up this challenge.

And no handing it off to some random youtuber are mod if you do take this challenge on. DEVS ONLY.

Edited by cosmic666
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On 12/13/2020 at 6:56 PM, cosmic666 said:

 

Just to let you know, I am not "confused".

I reacted with <Hmm> because I find your post interesting...

The idea of devs playing like non-buyers is pretty cool...

BUT Marcus is not a developer... how sad

Edited by Venerable
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