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17 hours ago, YANUKFIN said:

The most accurate sentence i have seen from another player in awhile, although not enough to make the developers sit up and take notice and retract a lot of their appalling updates, including the trash containers. Unfortunately you have a lot of kids who do not know any better and I'm guessing they are the ones keeping the numbers from truly plummeting to rock bottom.

you might be on to something .. like today was in a battle which the team was winning , within 3 minutes after I joined the team sat back and allowed the other team to take over and win. like why do they even join battles when they don't want to play.. it's wasting other good players from enjoying the games .

or having players tell you to leave battles for no reasons..there are rules to this game

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Make Matchmaking factor in gear score as a priority when creating teams and then create a warm-up period similar to that from Tanki X so that when the match actually begins the game inst already decided

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the zero damage in deathmatch  respawn  should be removed.   

    The zero damage was was put in to place because teams could gain territory and position themselves so any player on the opposing team would be killed instantly upon respon. it helps to  prevent a team from being dominated sort of.  personally i think being able to move more and not being able to  take damage flags or points until you pull the trigger  would  be better solution. it would  give the respawn the advantage of the first shot and makes it  clear to the  opponent when he can fire and not waist their shot/life.

    In deathmatch there is no territory that a team  or player can  campout and kill respaws because everyone is your enemy  and your enemy spawns up all around you.  when i respon i expect the enemy to be everywhere  and there is enough time to get my bearings in the time that i am not solid.  If a player is on a streak and killing noobs left an right they should  not be stopped by a respon with 0 damage in effect as it gives an unfair advantage to  players that are responing

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24 minutes ago, LEROYLEMMING said:

the zero damage in deathmatch  respawn  should be removed.   

    The zero damage was was put in to place because teams could gain territory and position themselves so any player on the opposing team would be killed instantly upon respon. it helps to  prevent a team from being dominated sort of.  personally i think being able to move more and not being able to  take damage flags or points until you pull the trigger  would  be better solution. it would  give the respawn the advantage of the first shot and makes it  clear to the  opponent when he can fire and not waist their shot/life.

    In deathmatch there is no territory that a team  or player can  campout and kill respaws because everyone is your enemy  and your enemy spawns up all around you.  when i respon i expect the enemy to be everywhere  and there is enough time to get my bearings in the time that i am not solid.  If a player is on a streak and killing noobs left an right they should  not be stopped by a respon with 0 damage in effect as it gives an unfair advantage to  players that are responing

This is another example of Tanki not thinking the changes thoroughly and impementing them across the board! There were plenty of times in TDM where someone spwaned next to me and killed me in an instant especially with the drone that turns on their supplies upon spawn. This is why I am saying the head game designer has an IQ of the outdoor temperatur in the Red Square outside the Kremlin during the winter! Not only because they made the inital mistake, but also for not fixig it.  But then again when has Tanki fixed any mistakes tha we point out?  It seems that it hurts someone's ego to be proven repeatedly wrong! Yet here he is messing up the game and upseting the stupid buyers! (never mind the rest of us non-buyers!) 

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7 hours ago, LambSauce said:

Actually sometimes they have to test things out specifically on the live servers, but I’m not excusing him for that.

That is understandable, but what is the purpose of testing in a CTF with a Jug without any opposing Jug? We know there is no competition in this scenario. But then again this guy has an ego bigger than his empty head! 

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On 2/1/2022 at 9:01 PM, Iamhereforfun said:

Hey Moisthero, I was in that battle. see my previous comment.  He was on my team and I got his name. (OPEX-RAH)

Thanks. Crazy, right?

 

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On 2/1/2022 at 9:00 PM, Iamhereforfun said:

I was playing in the same battle with Moisthero using one of my accounts and I was surprised to see that player using a Jug in my team and he was bringing the flag in record time!   His name was OPEX-RAH and if I am not mistaken he maybe a Tanki developer.  Could he be that guy that used to be HAZEL-RAH? I remember him 2 years ago he was the head game designer for Tanki with the IQ of the winter outdoor temperature in the Red Square in Moscow!  

Love the comment at the end, Iamhereforfun. IQ below freezing... on Red Square... hahaha... good one.

So I am guessing this was no test, but simply privilege. As dev he could bloody do everything and no one could do a thing about it.... Should be banned this kind of behaviour and TO should make a statement expressing regret.

Edited by Moisthero

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20 hours ago, LambSauce said:

Lead TO developer, Hazel, that's him.

So why don't TO put Hazel in one of our regular tanks and see how much fun he gets from that. How easily he can get a 1-2-3 position five times in a day or two. 

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25 minutes ago, Moisthero said:

Love the comment at the end, Iamhereforfun. IQ below freezing... on Red Square... hahaha... good one.

So I am guessing this was no test, but simply privilege. As dev he could bloody do everything and no one could do a thing about it.... Should be banned this kind of behaviour and TO should make a statement expressing regret.

Agreed, if he's gonna test using Juggernaut at least do it in the TJR mode.

Edited by LambSauce
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16 hours ago, Iamhereforfun said:

I thought so. Tanki is a dishonest organization and he is leading the way! There is no need to play with the rest of us mere mortals, who barely have mk7s, with a jug in a CTF!The other team had nothing to counter so it was not balanced.  But then again, balanced is not a word that Tanki knows its meaning! It is not bad enough that we lower ranks  go up against legends trying to complete our missions, we have to content with things like that.    

Exactly. This sort of behaviour on the part of a developer (if indeed, but who else) shows where the game has gone - even the Devs know it is not possible to have a decent game without outstanding, outragous upgrades. More so, the current upgrades are not enough, so a Dev resorted to a Juggernaut which should not even be in that game.

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9 hours ago, LambSauce said:

Actually sometimes they have to test things out specifically on the live servers, but I’m not excusing him for that.

but what would you want to test? To see if a Juggernaut is stronger than anything else? What a surprise. 

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1 minute ago, Moisthero said:

but what would you want to test? To see if a Juggernaut is stronger than anything else? What a surprise. 

No idea, honestly, but he shouldn't go and ruin a battle like that.

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6 hours ago, Bydo said:

you might be on to something .. like today was in a battle which the team was winning , within 3 minutes after I joined the team sat back and allowed the other team to take over and win. like why do they even join battles when they don't want to play.. it's wasting other good players from enjoying the games .

or having players tell you to leave battles for no reasons..there are rules to this game

Today's kids can't stand losing. Many just give up on the game and leave when beginning to lose, and don't have the will to fight on to change the result. Nice generation we are brooding...

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2 hours ago, LEROYLEMMING said:

the zero damage in deathmatch  respawn  should be removed.   

    The zero damage was was put in to place because teams could gain territory and position themselves so any player on the opposing team would be killed instantly upon respon. it helps to  prevent a team from being dominated sort of.  personally i think being able to move more and not being able to  take damage flags or points until you pull the trigger  would  be better solution. it would  give the respawn the advantage of the first shot and makes it  clear to the  opponent when he can fire and not waist their shot/life.

    In deathmatch there is no territory that a team  or player can  campout and kill respaws because everyone is your enemy  and your enemy spawns up all around you.  when i respon i expect the enemy to be everywhere  and there is enough time to get my bearings in the time that i am not solid.  If a player is on a streak and killing noobs left an right they should  not be stopped by a respon with 0 damage in effect as it gives an unfair advantage to  players that are responing

I put forward a suggestion like this - no damage, not flag or ball pick up right after respawn - a few months ago and it was labelled as valid suggestion by a moderator. Though my suggestion was in regards to all modes.

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58 minutes ago, Moisthero said:

Today's kids can't stand losing. Many just give up on the game and leave when beginning to lose, and don't have the will to fight on to change the result. Nice generation we are brooding...

Part of this can be attributed to weekly missions that players can't change.  If that's the only mission they need to complete there's no incentive on staying on the losing team.  Those missions should be removed, or switched to top-4 in battle, regardless of winner-loser.

Even more prevalent now with that special mission out there where you need to be on winning team each day to complete it.

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1 hour ago, Moisthero said:

I put forward a suggestion like this - no damage, not flag or ball pick up right after respawn - a few months ago and it was labelled as valid suggestion by a moderator. Though my suggestion was in regards to all modes.

ya that  is the a frustrating part of the  zero damage thing  tanks should not be able to affect the game   until the are in the game.   Most defiantly  they should not be able to achieve game objectives but i see it all the time. i understand the  theory of Zero damage  stopping teams from being pounded in to the ground  but in reality  tanks are just have adapted  to the Zero damage and its not doing what it was  intended to do.  i would love to see it removed from death match because it does not belong there for any logical reason

Should i post my complaint in  suggestions?

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On 2/1/2022 at 11:47 AM, JoyRide said:

Could you please just STOP LYING about the container probabilities? 

I opened 149 containers. There were only 2 augments  in them.

There were 17 "Rare" containers, and it is very obvious that  augments in the same raritiy  not at all have the same probability as the other  type of prizes. The actual chance calculated from these numbers  is NOT 10% as promised  but 0,59% which  means that in reality  all these augments  belong to "Legendary" items.  (2 level difference)

10000 CR     5
100 Repairkit     11
Augment     1

Considering  that 6 out of  8 the possible "Rare" prizes  were augments  in my case I should have received all 6 of them  twice over.

This is ridicules  predetermined conscious  malpractice, and I bet it is illegal to mislead the costumers about the products you are offering. 

 I demand  correction and proper compensation to ALL OF US !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

Fellow tankers, it is time to revolt. We are totally taken as fools. Please spread the word, let us start a movement to force HONESTY on these people!!!!

Has this reached the developers?

My case is very clear  because I only had  6 augments plus the 2 permanent prizes. The probability of not getting an augment out of  16  rounds is around  0,0000000233% which means that the average  number of open containers needed  to reproduce my numbers (1 out of 17 Rare)  4294967296 . I managed to  produce these outrageous numbers  out of 149.  There is simply no question that  this is intentional, the developers are lying through their teeth. 

Edited by JoyRide
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On 2/2/2022 at 7:39 PM, LEROYLEMMING said:

ya that  is the a frustrating part of the  zero damage thing  tanks should not be able to affect the game   until the are in the game.   Most defiantly  they should not be able to achieve game objectives but i see it all the time. i understand the  theory of Zero damage  stopping teams from being pounded in to the ground  but in reality  tanks are just have adapted  to the Zero damage and its not doing what it was  intended to do.  i would love to see it removed from death match because it does not belong there for any logical reason

Should i post my complaint in  suggestions?

It's just brutal on maps like Sandbox.

In a Siege battle, the cap-points are half-way between the teams.  An enemy spawned 20m from our team as we were capping and that tank was able to kill one of ours before we could even affect it all.  In this case it had nothing to do with spawn-killing.

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1 hour ago, JoyRide said:

Has this reached the developers?

My case is very clear  because I only had  6 augments plus the 2 permanent prizes. The probability of not getting an augment out of  16  rounds is around  0,0000000233% which means that the average  number of open containers needed  to reproduce my numbers (1 out of 17 Rare)  4294967296 . I managed to  produce these outrageous numbers  out of 149.  There is simply no question that  this is intentional, the developers are lying through their teeth. 

You are assuming all items in a container level have the same likelihood of dropping.  The just gave the drop rates for the different levels, not the likelihood of specific items within a level.  For example, you may have 5% chance to get epic reward but out of those 45% may be RK, 45% may be crystals.  I think if they release actual probabilities for all items, people would be very angry.  

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46 minutes ago, DaringDeer said:

I think if they release actual probabilities for all items, people would be very angry.  

Assuming they are truthful about it, that is.

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2 hours ago, wolverine848 said:

It's just brutal on maps like Sandbox.

In a Siege battle, the cap-points are half-way between the teams.  An enemy spawned 20m from our team as we were capping and that tank was able to kill one of ours before we could even affect it all.  In this case it had nothing to do with spawn-killing.

      its just a theory of my as i am not a Helper Developer or Modator. it does give a team that is being dominated an advantage when a losing team can't stay alive long enough to fight back is where the zero damage is helpful for the dominated team. this leads to players leaving games because losing was hopeful option and getting killed 20 to 1 is what was being served up. i stay for most of these matches and think there should be some kind of extra incentive for placing top 3 in a losing game.

      Yes Sandbox is a perfect example of how zero damage goes beyond its original intent and dirtying up the game. in cf if a player is running the flag chances are they will be killed by a zero damage tank before they get home. When an attacker does get to the base it will be protected by a bunch of freshly killed Zero damage tanks that were killed along the way to the enemy base. Then players wonder why everyone is playing death match instead of CF.

 
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On 2/3/2022 at 1:39 AM, LEROYLEMMING said:

ya that  is the a frustrating part of the  zero damage thing  tanks should not be able to affect the game   until the are in the game.   Most defiantly  they should not be able to achieve game objectives but i see it all the time. i understand the  theory of Zero damage  stopping teams from being pounded in to the ground  but in reality  tanks are just have adapted  to the Zero damage and its not doing what it was  intended to do.  i would love to see it removed from death match because it does not belong there for any logical reason

Should i post my complaint in  suggestions?

Sure.

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On 2/4/2022 at 5:35 PM, DaringDeer said:

You are assuming all items in a container level have the same likelihood of dropping.  The just gave the drop rates for the different levels, not the likelihood of specific items within a level.  For example, you may have 5% chance to get epic reward but out of those 45% may be RK, 45% may be crystals.  I think if they release actual probabilities for all items, people would be very angry.  

I am not assuming anything, except that they are not allowed to lie. There are laws forbidding the misrepresentation of a product.

We need to force honesty on these people!

Edited by JoyRide
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