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Do the Devs even realize that their new "cool" ideas are ruining the game?


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I thought I'd ask this since another hovering hull is being added to the game. This time, it's for the medium hulls. We had 9 hulls in the game which was a perfect number since there were 3 classes and 3 hulls in each class. Of course, I'm not too happy that the new hulls are hovering. Like, this isn't Hovercrafti, this is Tanki, it's a game of tanks, look up the definition of tank and you'll see that hovering tanks are nowhere close to being a tank. The hovering hulls aren't the only problem. We got these new overdrives that really ruin gameplay and are super unbalanced. We also got drones that allow you to have hacks. We have Hull Augments and Augments themselves that were perfectly fine when they were Alterations, when you could have a bonus to your turret, but have a minus to it as well, and hull augments should never exist, they suck. The Mk system makes no sense and should be reverted back to the modification system, and the M0-M2 designs should be returned. Along with their shot effects. The shot effects that can be unlocked through containers got to go too.

Sooner or later, Tanki is gonna lose too many players that the Devs have no choice but to shut down their game, and get new jobs, which explains why everything in the shop is overpriced, they're losing money because they're messing up the game. They think adding "cool" things are gonna make people return and they'll get people back, but they're wrong. I'll be waiting for the day to come, when the Devs have to shut Tanki down.

Feel free to correct me if I'm wrong, but good luck with that.

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3 Hovering Hulls, 7 Tracked Hulls....

With the rate Tanki is releasing new hulls, in a year's time, the Hovering Hulls will outnumber the Tracked Hulls and "Hovercrafti" is now a thing.


Honestly, one hovering hull was "good enough". It was suggested many many years ago due to the hulls being unique not in health, but in speed and driving ability.

The hovering hulls after Ares are just lame copy and pastes.

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Just now, Tokamak said:

3 Hovering hulls, 7 Tracked hulls and 3 or 2 Legged hulls... the future is bright.

(Roboti Online?)

Pretty sure World of Tanks doesn't have hovering/walker hulls for a reason.

Same should go for Tanki.

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1 hour ago, Tanker-Arthur said:

Pretty sure World of Tanks doesn't have hovering/walker hulls for a reason.
Same should go for Tanki.

WOT is about real tank, they would add tank that were created IRL from mid-20th century (1930s–1960s) era.

Quote

worldoftanks.eu Enjoy a plethora of historical armored vehicles from the Golden Age of tank-building! 600+ authentically historical vehicles. 


Tanki is something else.

Edited by Tokamak
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1 minute ago, Tanker-Arthur said:

Than why'd the developers name the game "Tanki" then?

Why does it bother you? 

They did not defined what was the game about, i could only find this from Steam:

Quote

Tanki Online is the free-to-play MMO-shooter with real-time PvP-battles. Throw yourself into furious tank battles shoulder to shoulder with other living players and master your skills – destroy enemy tanks, customize your futuristic armored vehicle and compete with tankers from all over the world.

 

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Just now, Tokamak said:

customize your futuristic armored vehicle

If you google the definition of a tank, it will say " a heavy armored fighting vehicle carrying guns and moving on a continuous articulated metal track."

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Every "cool" idea has ruined the game so far. 

 

By the way, hovering hulls are being introduced for mobile players, because driving a tracked hull is too hard, apparently. Probably Tanki is heading towards a mobile playerbase, so we either get used to it, or we leave. 

 

By the way, I am already considering taking another long break from the game, too many "cool" ideas for me.

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1 minute ago, 2shots2kills said:

Every "cool" idea has ruined the game so far. 

 

By the way, hovering hulls are being introduced for mobile players, because driving a tracked hull is too hard, apparently. Probably Tanki is heading towards a mobile playerbase, so we either get used to it, or we leave. 

 

By the way, I am already considering taking another long break from the game, too many "cool" ideas for me.

Exactly, they ruined Magnum's main feature, which was to only turn vertical. X'ing out horizontal turning. It was supposed to change vertically so you can be a mortar. But nope, Tanki ruined that. If they were smart, they'd separate mobile players from PC players.

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5 minutes ago, Emeraldcat345 said:

Exactly, they ruined Magnum's main feature, which was to only turn vertical. X'ing out horizontal turning. It was supposed to change vertically so you can be a mortar. But nope, Tanki ruined that. If they were smart, they'd separate mobile players from PC players.

Magnums inital controls were too hard to control, for both mobile and PC-gamers - plus, the 'old' RGC-augment was used more often than any other versions of Magnum. Reverting these two mechanics made completely sense. If players still want to use the vertical aiming-system, they can always use the new RGC-augment, as well as AGLM or Mortar

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Just now, BloodPressure said:

Magnums inital controls were too hard to control, for both mobile and PC-gamers - plus, the 'old' RGC-augment was used more often than any other versions of Magnum. Reverting these two mechanics made completely sense. If players still want to use the vertical aiming-system, they can always use the new RGC-augment, as well as AGLM or Mortar

If that's the case, why haven't the developers added the self-healing feature back to Isida as an alteration?


Granted, it would have to be a nerfed version, but the same goes like Magnum - for years, people were used to Isida being unique with its healing and self-healing ability.

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3 minutes ago, BloodPressure said:

Magnums inital controls were too hard to control, for both mobile and PC-gamers - plus, the 'old' RGC-augment was used more often than any other versions of Magnum. Reverting these two mechanics made completely sense. If players still want to use the vertical aiming-system, they can always use the new RGC-augment, as well as AGLM or Mortar

Oh definitely, I'm going to buy an alteration that costs over 100k crystals for a feature that was previously for free. If people thought Magnum was hard to control, then they should find a different turret. If you learn to master Magnum, you'd have no trouble.

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I dont mind hovering hulls but I dont like that they keep complicating the game. There is something really nice about mindlessly driving a tank around shooting but now you have to consider drones, losing your armor, having supplies deactivated, etc

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Just now, Emeraldcat345 said:

Oh definitely, I'm going to buy an alteration that costs over 100k crystals for a feature that was previously for free. If people thought Magnum was hard to control, then they should find a different turret. If you learn to master Magnum, you'd have no trouble.

Facts.

I learned Magnum's vertical configuration and its pretty easy to use. You just need good memorization skills.

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Hovering hulls were designed with mobile players in mind - standard hulls are more difficult to control for them.

Why should the Mk system be reverted? Mks spread more upgrades across the ranks so that there is less of a power difference between similar ranks.

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1 hour ago, Tanker-Arthur said:

If that's the case, why haven't the developers added the self-healing feature back to Isida as an alteration?


Granted, it would have to be a nerfed version, but the same goes like Magnum - for years, people were used to Isida being unique with its healing and self-healing ability.

That is a poor comparison you make. isida and Magnum are two different turrets with completely different mechanics. Without its healing ability, Isida has kept the same controls and it is debately still playable. This is absolutely not the case with Magnum, as vertical aiming requires completely different controls than horizontal aiming

 

1 hour ago, Emeraldcat345 said:

Oh definitely, I'm going to buy an alteration that costs over 100k crystals for a feature that was previously for free. If people thought Magnum was hard to control, then they should find a different turret. If you learn to master Magnum, you'd have no trouble.

For mobile players, it was near impossible to use Magnum on their device - as @ThirdOnion said above, hovering hulls were also introduced so that mobile players would have a better time playing this game - the device you are playing the game on should not limit the usability and playability of certain items

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44 minutes ago, ThirdOnion said:

Hovering hulls were designed with mobile players in mind - standard hulls are more difficult to control for them.

Why should the Mk system be reverted? Mks spread more upgrades across the ranks so that there is less of a power difference between similar ranks.

Tanki should have never been a mobile game in the first place. Granted, I thought of the idea years ago because sometimes I never had access to my computer, so, I understand why Tanki decided to add it, but they're "biting off more than they can chew" they are taking on challenges that they can't even complete. For one, if controls are so hard for mobile players and the Devs can't fix the controls, then the alternative isn't to add new hulls, it's to scrap that idea and move on with life. I recommend they try and fix the controls, instead of adding things that don't make sense to the game. Another thing to do is to separate mobile players with computer players. That way, things are a lot more fair controls wise.

As for the Mark system, there was nothing wrong with the Modification system, I believe that the rank requirements and pricings were perfectly fine, and the time it took to micro upgrade was fine as well. The Devs just decided to make things longer to upgrade. Plus, each Modification had its own unique look to the equipment, which was another thing that made people happy to wanna even upgrade their equipment... Until the Devs decided to get rid of the M0-M2 designs. Now everyone looks the same, isn't that great? To look cooler, spend money to buy an XT container and get a skin for a turret you don't even use. Amazing right?

24 minutes ago, BloodPressure said:

That is a poor comparison you make. isida and Magnum are two different turrets with completely different mechanics. Without its healing ability, Isida has kept the same controls and it is debately still playable. This is absolutely not the case with Magnum, as vertical aiming requires completely different controls than horizontal aiming

 

For mobile players, it was near impossible to use Magnum on their device - as @ThirdOnion said above, hovering hulls were also introduced so that mobile players would have a better time playing this game - the device you are playing the game on should not limit the usability and playability of certain items

First off, there was nothing wrong with Magnum's controls, it was the same as rotating your turret. Just us Z and X. The reason why Magnum got changed was because people were complaining they weren't good at Magnum, it's not like they trained with Magnum and attempted to master its ability, they had no excuse to convert Magnum to a horizontal rotating turret. Like I said, if Tanki's only option was to add things into the game that changes gameplay and makes no sense, like hovering hulls and Magnums special vertical rotation ability, then mobile shouldn't exist for Tanki Online. Or, the Devs can keep figuring out how to fix mobile controls.  Another good idea would be to separate mobile players from computer players, that way, you'll play with players who have the same controls as you, and the game won't be ruined. You ever wonder why they don't do sales on shop items in events? It's because on mobile, the Google Play Store doesn't allow discounts on in-game prices. PC Tanki never had this problem.

Can't wait to see what other problems mobile Tanki brings to the game. :)

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Just now, Emeraldcat345 said:

Another thing to do is to separate mobile players with computer players. That way, things are a lot more fair controls wise.

Yeah the controls on mobile are wack. They should just make a new game completely, call it "Tanki Mobile", and give it optimized mobile controls. (Like Double Joysticks, with a top-down view)

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Just now, Tanker-Arthur said:

Yeah the controls on mobile are wack. They should just make a new game completely, call it "Tanki Mobile", and give it optimized mobile controls. (Like Double Joysticks, with a top-down view)

Exactly, something kinda like that. anything works as long as it has nothing to do with the main game.

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Just now, Emeraldcat345 said:

Exactly, something kinda like that. anything works as long as it has nothing to do with the main game.

Yeah, and like how they did with Tanki X, existing Tanki players who join "Tanki Mobile" can enter a promo-code or something and get a certain reward. 

If they ever need to persuade people to play on "Tanki Mobile"

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3 minutes ago, Tanker-Arthur said:

Yeah, and like how they did with Tanki X, existing Tanki players who join "Tanki Mobile" can enter a promo-code or something and get a certain reward. 

If they ever need to persuade people to play on "Tanki Mobile"

There are tons of better alternatives than what Tanki currently did. Also, I like how they're taking ideas off a game that was shut down(Tanki X).

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37 minutes ago, Emeraldcat345 said:

For one, if controls are so hard for mobile players and the Devs can't fix the controls, then the alternative isn't to add new hulls, it's to scrap that idea and move on with life.

It is very strange to scrap a business venture you have sunk a lot of effort and money into, and to forgo a great opportunity to gain players and revenue into just because the controls are (ostensibly) not ideal.

37 minutes ago, Emeraldcat345 said:

As for the Mark system, there was nothing wrong with the Modification system, I believe that the rank requirements and pricings were perfectly fine, and the time it took to micro upgrade was fine as well. The Devs just decided to make things longer to upgrade.

The jumps in power that the modification system offered were too great. Players only a few ranks higher had access to far better equipment. In addition, subsequent modifications were significantly more expensive than the ones before them, and there was a long gap in ranks between them. This was especially true with M2s, which cost three to four times as much as M1s. Players were required to save crystals for long periods of time, and not all players did so. It was common to see players with M1s at ranks when they should have had M2s because they had spent their crystals unwisely. With the Mk system, upgrades are incremental and less expensive. Coupled with the relatively recent increase to EXP gains, this allows players to keep their garage competitive without having to save crystals for long periods of time (and thus decreasing the possibility of wasting them).

Because unlocking the next Mk is much faster than it was unlocking the next M, there is no reason in my opinion to micro-upgrade anything except for Mk7 and possibly Mk6, so I don't see how upgrades take longer.

Edited by ThirdOnion
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34 minutes ago, Emeraldcat345 said:

As for the Mark system, there was nothing wrong with the Modification system, I believe that the rank requirements and pricings were perfectly fine, and the time it took to micro upgrade was fine as well. The Devs just decided to make things longer to upgrade.

You think it was fine to get a smoky m1 at sergeant and then upgrade that to m1.10?

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