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Continuing experiments


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You have to admire the way the Dev's are treating the player base like a bunch of petulent children. "Okay we'll try it your way, lots of players on big maps, but when it doesn't work just remember I told you so!"

"We tried it your way last time with increased armour and better overdrives and what a disaster that was, but you don't listen do you?"

Unsurprisingly this "experiment" is just as poorly thought out and recieved as the last one. Every game is now TDM because unless you are very lucky capping a flag/scoring a goal/playing the objective of the game is pretty impossible. Assault is defender 70-0 every game despite Hopper. You can't cap a flag if there is a Titan sitting on the base with 3 Isida/Dictators surrounding it. I know I've been trying. Rugby is either 5-0 in 2 minutes or 0-0 after a very boring 7 minutes of TDM.

Lots more Magnums and Shafts now that it's a stalemate game from the off, Great fun to be constantly spawn killed by the rain of shells or the campers with Shaft.

Lots of these "large maps" are not very large at all, full of buildings and terrain they are very cramped with 32 players in them. 

You've dusted Berlin off and brought it out but only use half of it for Rugby, why?

If you are going to continue these experiments are you going to make them remotely sensible? 10V10 X10 miuntes 20% increase in armour across the board might be a more middle of the road approach instead of these wild swings.

Funniest sight so far was 6 Isida/Dictators hiding behind a building healing each other while 5 Magnums poured fire on them from the other side of the building?‍♂️

 

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1 hour ago, Matt_Black said:

You have to admire the way the Dev's are treating the player base like a bunch of petulent children. "Okay we'll try it your way, lots of players on big maps, but when it doesn't work just remember I told you so!"

"We tried it your way last time with increased armour and better overdrives and what a disaster that was, but you don't listen do you?"

Unsurprisingly this "experiment" is just as poorly thought out and recieved as the last one. Every game is now TDM because unless you are very lucky capping a flag/scoring a goal/playing the objective of the game is pretty impossible. Assault is defender 70-0 every game despite Hopper. You can't cap a flag if there is a Titan sitting on the base with 3 Isida/Dictators surrounding it. I know I've been trying. Rugby is either 5-0 in 2 minutes or 0-0 after a very boring 7 minutes of TDM.

Lots more Magnums and Shafts now that it's a stalemate game from the off, Great fun to be constantly spawn killed by the rain of shells or the campers with Shaft.

Lots of these "large maps" are not very large at all, full of buildings and terrain they are very cramped with 32 players in them. 

You've dusted Berlin off and brought it out but only use half of it for Rugby, why?

If you are going to continue these experiments are you going to make them remotely sensible? 10V10 X10 miuntes 20% increase in armour across the board might be a more middle of the road approach instead of these wild swings.

Funniest sight so far was 6 Isida/Dictators hiding behind a building healing each other while 5 Magnums poured fire on them from the other side of the building?‍♂️

 

I came across 2 isidas healing themselves at the back of the map, they were on our team so i switched to twins with heavy augment hull and pushed both the noobs over the edge. Complete mults both of them. Sadly this happens a lot, selfish players who have no intention of helping out the team.

Not when i'm around though, i just give up on the battle and make their experience as a bad as possible. 

Edited by cosmic666
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Given the complexity of these new experiments, I thought that I'd try to provide a quick guide to help people.

1.) Firstly, you'll want to select your best turret and hull. What's that you say? You only have one decent combination above Mk6 because you don't spend your entire life and all your savings playing Tanki? Oh...well, you'll just need to take that, I suppose. Let's hope it's Shaft or Gauss on a heavy hull, otherwise you're not going to have a lot of fun I'm afraid.

2.) Secondly, choose a map that you would like to play on. Oh wait...forget that, you can't do that anymore. Ignore this step. No, not even the size. Sorry.

3.) Thirdly, check your missions and spend the few crystals you have saved up in rotating them until you find something you think you might be able to complete. Hint: ignore the special missions, they are specifically designed to be impossible. You want to avoid anything to do with capturing flags and balls, destroying the Juggernaut seventeen times, finishing in the top 3 of the winning team, or dealing ten squillion damage to the enemy.

4.) Time to choose a game mode! Don't let all the choices fool you, this is actually far easier than it sounds - they are basically all just Magnum Fodder (AKA Team Deathmatch) nowadays, even though they might be called something different.

5.) Adjust your settings so that it actually looks like you are playing Lego or Minecraft. This won't help your FPS at all, but when you complain about how slow the game is later, you'll be able to say "I've already tried that" later when someone asks you. Now you're ready to enter the game!

6.) The instant you have spawned, you'll want to frantically hit "2" on your keyboard repeatedly, whilst the game automatically chooses a random way for you to spend the next one point five seconds. A helpful onscreen message will inform you of your chosen fate before you die:

  1. Armor is destroyed
  2. Burning
  3. Freeze
  4. Stunned (Supplies are disabled)

7.) If you somehow managed to get your shields up fast enough and not die, the next step is to find somewhere to hide. This way, you might have a chance of leaving the battle with a very respectable K/D ratio of 0:1. Of course, you'll need a bit of luck on your side as trying to get to these hiding places through the rush-hour traffic that is the rest of your team isn't going to be easy. If you've ever sat in a Bumper Car at a fairground, you'll know exactly what to expect here.

8.) You should under no circumstances - no matter how tempted you might be -  stick your nose out from behind your safe place to see what's going on. Trust me, you'll regret it the instant you do it and you'll need to go back to step 6.) so just keep your head down, and wait for the battle to end.

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Sorry to tell but that's not an experiment....it’s a disaster!

I decrease the quality to minimum and still can’t play a normal game.

Takes ages to load, and after many trials and after restarting the client for several times you are already in the middle of the game. and  If  your lucky enough without any serious lags.

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After playing for a while, I'm left with mixed feelings. I'm happy to see some of my old favorite maps like Scope and Dusseldorf added to the rotation, but the matter of fact here is that 16 on 16 simply places far too many players in the vast majority of the maps in MM. This is a match size that should be reserved for only the largest maps in the game, like Berlin. In all other cases, matches are too cramped to be enjoyable. I would hardly consider the likes of Barda or Serpuhov to be large maps, and such maps are not suitable for 32 players. I found myself constantly tripping over my own teammates, and trying to play objectives was far more difficult. Battles did feel more fast paced, but these competitions, as some others have mentioned here, were essentially just TDMs. In these battles I'm left with no room to breathe, trapped between too many teammates who are mostly nothing more than obstructions and a constant onslaught of enemies. I will remark that this experiment has left me with a feeling of concern, since someone on the dev team thought that cramming 32 players into average-sized maps that are loaded with obstacles was a good idea. 

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Hello dear Developers and Players, 

I want to share my opinion about this experiment.

MM Group 

It seemed to be a good idea to increase the maximum number of group members to 4 because these little teams can make the whole team stronger. However, it also has a backward: it takes longer time to get into a battle (usually 90 seconds), not only in group but alone if I have to do missions in a specified mode. It isn't worth to release forever. Decrease this number to 3. 

16 vs 16 battles

Doing kills in these battles is a bit easier (if you are the Juggernaut, it's more easier) because you can easily find a player who wants to kill other player(s) who is not you (except if you are the Juggernaut). Despite of this fact, I don't like this because huge and big maps like Deathtrack, Dusseldorf, Lost Temple, Skylark and Scope are loading for me almost for 2 minutes and when I got into the battle, I have bigger PING value than 300 and it hardly decreases under 100 or 50 (yeah, and I've decreased the image revolution to minimum and the battle screen size by 15 units before, so my FPS was usually 45-50)... (May it depends on my laptop that is almost 4 years old and it doesn't have the proper system requirements that was required in 2016 on Flash before.)

Then I've tried myself on Mobile version but I can't even get used to that... at least, there it works properly (because I've got my phone almost 2 months ago). It's easier for me to play on laptop or on PC because these are more comfortable comfortable platforms (in my opinion). Sooo... if there will be increased drop gold rate at Christmas (or at other events), don't make or choose bigger map that's area is more than 2000-2500 square meters. 

It was much harder to capture even a flag or touching down the ball because of increased number of players. If you are going to stay at this system, you must remove the mission "Capture 3 balls" (or flags), and replace the mission "Capture 1 flag" (or ball) to the hardest daily missions section for 70 stars.

I suggest you to decrease this number to 10 vs 10 or to 8 vs 8. I don't like so much these 16 vs 16 battles.

Assault mode

In the opposite of Mad Tanks! experiment, it was much easier to win the battle being in the defender team and I don't even remember to a battle where defender's team has lost the battle... Decrease the number of players per team there or provide more possibilties to take flag for the attacker team. Supporter drones are really effective here but if you put more places to take flags for the attacker team, changes at supporter drones are not necessary (I think). 

Conclusion

You must leave this 16 vs 16 format, it won't work at all for long-term and the base of your players will significantly increase if this system will be released forever.

That's all.

 

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Greetings, Tanki Org.

Coming right to the point, I did not like the new changes. I use freeze as my turret, and I'm literally getting owned by the long rangers. I die a minimum of 13-14 times in a match, which makes the game a lot less enjoyable. Consulting other short-range-turret players, they also did not like these changes. I hope you will consider this segment of the players' well-being.

The big or long-range maps provide a ground for these unfair killing contests. I bring to your notice that players like me who don't buy their resources with real money depend on matches for accumalation of resources. We are currently not able to get much. In the earlier settings, when the short-range maps were available, I used to get an average of 1000 crystals per match in small maps, but now get a lowly 400.

I am aware that these changes are merely an experiment, and so request you to refrain from making them permanent. 

Hope you will consider this.

Yours Faithfully,

Imfreakinawsome

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I didn't played for 3 days but checking online players daily. It isn't crossing 8k+ in peak hours. Good Job. Keep it up. I wonder who spend money in this game. Lol.

Have fun 8k skill less buyers with shop content.

I know its going to be deleted. Have fun!

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1 hour ago, The_Pakistani said:

 

You can call buyers unskilled players, yet there are plenty of f2p-players who do not even know how to play properly. For the same, buyers can be skillfull just like normal players can. Prior discussion can exclude that buyers have an advantage concerning equipment, we all know that, but effectively using your equipment is a requirement to be successful for both F2P-players and buyers - not taking into account overpowered equipment such as EM-salvo or IBHI-vulcan. 

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Completing the mission where you are required to finish in the top three is a nightmare for this experiment. It is time to remove that mission. It should be replaced with a better one. I played a juggernaut mission earlier on and it fits in so well with 16 vs 16 players because when you become juggernaut, you can just wait for players to come at you and you can kill them one after the other. With 8 vs 8 players, there are not enough players to kill when becoming a juggernaut. The juggernaut battle mode is more interesting with 16 vs 16 players.

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Alright let´s give devs what they wanted. Constructive critisism and a view of a player. 
16 vs 16 is a bit too much for many maps.
Reasons:
1. Spawn is crowded. For the past 13th days it felt like I was fighting the enemy and at least half of my team for positions. Everybody is trying to go where they want, resulting in pushing each other, blocking and so on.
2.Game modes aren´t made for 32 players.
CTF became a trench war from WW2. Every team is defending with magnums plowing the no mans land in between the 2 defending lines.  It is VERY hard to capture. Perfect example is Highways, Lost Temple.

ASL was easy win for attackers the previous experiment. Now it is easy win for defenders. They are just way to many of them.
SIE (siege) became almost gurantee win for the team which capture the first point. Because they get bonus charge for their overdrives. Making it very hard for the other team to comeback.
TDM became a speedrun of the game. But at the end everybody gets only small reward. The speed of the battle destroy any aspect of strategy. 

3. Being able to play only on big/huge maps means it is hard to use Fire and Freeze effectively. Sure, you can defend the flag with freeze, but then you are almost guranteed to get one of the lowest score in the end. Because your score is dependent on enemies attacking. 
 

Conclusion:
IMO the game became as frustrating as it was the previous experiment, but for different reasons. Now it is because nearly every battle is just camp fest at base and spam enemy base with magnum, rail, shaft, gauss. 

My solution:
Developers should revert the game back to 8 vs 8, MAYBE 9 vs 9 or 10 vs 10 at max. It realy depends on the map and on the game mode. I don´t think players want a change of battle format. I think what would be nice is some new maps, we have so many of them in the game. I did the math and we have 78 maps in the game, but on MM there are only 39 (and I counted the big and huge ones which became playable in this experiment and the small maps which were playable in the previous one. So with the experiment over this number will decrease a bit.). Why aren´t we getting any new or reworked maps in the MM ? Or work on the balance of the game. Some drones ...ehm, defender, ehm, booster ehm... are just overpowered. The same goes for magnum. New game mode, turrets. I think there are still some unused potentional and room to grow the game. I would love to come up with some ideas for you developers. I really like this game. And I want it to help as much as I can.



 

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Good experiment! Much better than the last one!

 

Please leave it as it is now and add maps like Silence, Iran and and Canyon for example. 

 

 

Kind regards,

 

HildeHo

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when the community clearly doesnt want no damn expirements why do u keep addding them??? 
whys there a "feedback" if u r gonna do stuff on ur own and not care what we say???
why do u add hulls that are overpowered to the game???
why do u release a new hull for 100us and the next day its in the garage for 150 crystals???
why dont we get what we want as long as we are the players???
why do devs keep adding useless hulls "cRuSaDeR" even though hopper was a mess and it uses to catch every damn gold???
why cant we bring the old tanki back???
why did the game turn to a "pay to play" although uve made so much money and still asking for more???
why do we have to deal with the "trash expirements" instead of giving us the choice wether to play normal tanki or the aids one???
why do ur vlogs get so many negative comments and its all about the new updates???

and the last question is : why would u do all the stuff above and u know ur gonna lose more players and get broke so we find in the shop pay 200usd to get everything upgraded in the garage to attract players???

well im not hoping this game get better because i know it'd never and ive lost hope but , would u feel ashamed answering my questions???

i know if anyone forwards this message to the devs theyre gonna get fired ? so i dont really blame the community managers and anyone thats english but the devs themselves 

Edited by Melance
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count the Shafts (and those were just the ones with augments)

B6kJF8o.jpg

(they lost 1-0, my team capped during the last few seconds)

Can't wait until this is over

(edit: I didn't achieve much in this battle because I kept trying to get close enough to the enemy flag to take a screenshot of the four Shafts camping next to it)

Edited by SporkZilla
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The developers wanted some oponions, so here you go. 

I really dont like the 16vs16 experiment, its not that bad it just dont fit to most of the maps it was tested on. I think maps should have specific number of players in it so it dont get overcrowder or empty, which has a connection with the previous experiment. Also I would like to see some new maps in the game. Because of this new experiment the game gets really boring and last few days I played My Tanks where I realised how much I miss the long time battles, yeah you have maps you can create yourself but no one is playing it, so I would love to see long battles as before, especially xp/bp polygon formats and battles like that, because those with arrival of matchamking system just dissapeared. I dont think its a good idea to stick with only making 16vs16 MM battles, because for example CTF mode just became TDM with flags laying around, because no one is trying to capture the flag, its just a waste of time, you get killed anyways. Close range weapons just became impossible to use. And I also really dont understand why did you removed DM mode. But JGR mode in 16v16 was great because you had more players to kill when you were playing with JGR. Other  modes really depends on map you playing in.

I think tanki developers should focus to new maps because before the experiments there were only a few maps and it got really boring to play them over and over again.. I would also like to get a system of matchmaking where you can choose from long (around 30 minutes) and short (6-7 minutes, just like it is now). And on maps get specific number of players to play in, because you cant just make every map play in 16vs16 or 6vs6 it just dont fit most of the maps.

I hope someone will read this, but I dont think someone will read text this long anyways xD

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6 minutes ago, K.IIr said:

The developers wanted some oponions, so here you go. 

I really dont like the 16vs16 experiment, its not that bad it just dont fit to most of the maps it was tested on. I think maps should have specific number of players in it so it dont get overcrowder or empty, which has a connection with the previous experiment. Also I would like to see some new maps in the game. Because of this new experiment the game gets really boring and last few days I played My Tanks where I realised how much I miss the long time battles, yeah you have maps you can create yourself but no one is playing it, so I would love to see long battles as before, especially xp/bp polygon formats and battles like that, because those with arrival of matchamking system just dissapeared. I dont think its a good idea to stick with only making 16vs16 MM battles, because for example CTF mode just became TDM with flags laying around, because no one is trying to capture the flag, its just a waste of time, you get killed anyways. Close range weapons just became impossible to use. And I also really dont understand why did you removed DM mode. But JGR mode in 16v16 was great because you had more players to kill when you were playing with JGR. Other  modes really depends on map you playing in.

I think tanki developers should focus to new maps because before the experiments there were only a few maps and it got really boring to play them over and over again.. I would also like to get a system of matchmaking where you can choose from long (around 30 minutes) and short (6-7 minutes, just like it is now). And on maps get specific number of players to play in, because you cant just make every map play in 16vs16 or 6vs6 it just dont fit most of the maps.

I hope someone will read this, but I dont think someone will read text this long anyways xD

if you want your post to be noticed, then its better to highlight the main points you make. or you can shorten it and only post bulletpoints. I did read it though, so no worries :]

Anyways, many people posted their negative experiences with the 16vs16 experiment in this section, so I assume that helpers and developers are aware of it 

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2 hours ago, K.IIr said:

And I also really don't understand why did you removed DM mode.

Simply because most players find DM boring and that caused them to avoid the mode. When there's not enough players for DM, dev removed that feature.

 

I liked the DM and Solo Juggernaut mode myself (but it did required me to use my manual supplies to perform decent by very least).

Edited by FrozenRailgun

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On 12/15/2020 at 12:29 AM, FrozenRailgun said:

Simply because most players find DM boring and that caused them to avoid the mode. When there's not enough players for DM, dev removed that feature.

And now after this new update I found that tankionline started to be boring.

I only do a daily missions (after I rotate them more then 3 times to find easy

one because they started to be a hard one too) and after that I loose my will

to play game and go out.

If they think that it is a good thing to fight (in a rugby) all game long with every

possible drug supply and to be the finale result is 0:0???

Then fine it is not for me.

Edited by vecky

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