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Patch Update #675 - Released 14th January 2022


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8 minutes ago, yoni292 said:

I want to suggest additional "improvements" to the game:

1. Each tank will need petrol to drive. Petrol can be achieved only through containers or in the shop

2. The chains of the hulls will wear off in time, so there will be a need to purchase chains to keep the hull moving smoothly. Chains are unique to each hull. There will be modifications for the chains,

3. Turrets may need ammunition. These can be bought in the shop or purchased for crystals. 10 bullets or 2 seconds of melee turrets cost 100 crystals

4. All purchases in the shop will be with New Tankoins. These new tankoins can be bought with current tankoins at the exchange rate of 1 New tankoin costs 5 old tankoins

5. Drones will rust in time until they are useless and you will have to buy a new one again and upgrade it from scratch

When will the dev team implement these improvements?

Surely you're joking right? cuz even one of these changes will absolutely ruin the game .

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12 minutes ago, yoni292 said:

I want to suggest additional "improvements" to the game:

1. Each tank will need petrol to drive. Petrol can be achieved only through containers or in the shop

2. The chains of the hulls will wear off in time, so there will be a need to purchase chains to keep the hull moving smoothly. Chains are unique to each hull. There will be modifications for the chains,

3. Turrets may need ammunition. These can be bought in the shop or purchased for crystals. 10 bullets or 2 seconds of melee turrets cost 100 crystals

4. All purchases in the shop will be with New Tankoins. These new tankoins can be bought with current tankoins at the exchange rate of 1 New tankoin costs 5 old tankoins

5. Drones will rust in time until they are useless and you will have to buy a new one again and upgrade it from scratch

When will the dev team implement these improvements?

6. you need to repair your tank after battle.

7. premium ammo that can be bought for tankoins

8. bank piercing rounds augment - critical hit steals crystals from your opponent. It will be available in limited amount via tankoins auction.

 

couldn´t get more f2p than that xD.

Edited by frederik123456
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15 minutes ago, frederik123456 said:

6. you need to repair your tank after battle.

7. premium ammo that can be bought for tankoins

8. bank piercing rounds augment - critical hit steals crystals from your opponent. It will be available in limited amount via tankoins auction.

 

couldn´t get more f2p than that xD.

9. you need to pay for your tanks being rested in garage

10. vampire isida suck your crystals also

  • Haha 2

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Just now, asem.harbi said:

 

10. vampire isida suck your crystals also

*Only with premium ammo ?.

11. you need to buy slots in your garage if you want to buy more turrets/hull, with ascending prices just like module slots.

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1 minute ago, frederik123456 said:

*Only with premium ammo ?.

11. you need to buy slots in your garage if you want to buy more turrets/hull, with ascending prices just like module slots.

noice

12. if you get from container a turret/hull you don't have slot for, you will pay a tax

  • Haha 3

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47 minutes ago, yoni292 said:

I want to suggest additional "improvements" to the game:

1. Each tank will need petrol to drive. Petrol can be achieved only through containers or in the shop

Fun fact, at the very start, in TO there were Engines that you needed to purchase and upgrade. 

Wear and tear, and a fuel system were probably planned. 

Spoiler

uijYldh.png

 

  • Saw it 2

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11 hours ago, MysticBlood said:

GOOD! I hate that OD when it came to it.  I'm glad they are doing something about it. 

yes it's really annoying with high impact force XD

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47 minutes ago, asem.harbi said:

noice

12. if you get from container a turret/hull you don't have slot for, you will pay a tax

13. In an ultra container there is a chance to get a regular container

  • Haha 7

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Having our free daily containers / shop crystals removed is not good. and then having the ranking before getting 40 k in crystals to now only ( in most cases) only getting 1 k does not balance. we need to have the old containers back to make the game worthy to play. and this is for all players ( most lower ranks need to get items to compete against others who all ready have good items in garages).  why reduce now when new players are not going to stay - mainly cause of others who have been playing been or have garages fully loaded with supply's or items. it just doesn't make any sense to cut back.

  • Agree 2

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3 hours ago, numericable said:

LOOOL i used to watch his video and see him braging with all those 40k crystals uncollected. When i saw that the reward was replaced, i thought he would still have those 40k but i was wrong LOL he must feel disappointed even if he has maxed garage. 

he opened 61 new containers, 56 of them were from rankup 40k crystals rewards (56 x 40k is worth 2240000 crystals) which after update turned into new containers: 

Crystals:     1000 x28                                                : 28000 
                       3000 x5                                                : 15000
              10000, 25000                                               : 35000
Double armor: 400                                                    : 20000       
Repair kits: 400                                                         : 60000
Mines: 600                                                                 : 30000
Speed boost: 400                                                     : 20000
Double damage: 200,                                              : 10000
Mk1: striker, magnum, gauss, : 750, 550, 750     : 2050   

                                                                          Total :  220050 Crystals    +  paints: Epic: Log cabin 

                                                                                                                                          Exotic: nickel

Dont know how much these paints are worth but 2240000 - 220050 = 2019950 crystals. I dont think that these 2 paints are worth that much (2019950). So overall what a complete RIPOFF.

and he also opened 27 old containers,

Crystals:                3500 x8                                              : 28000               
                             10000 x4                                              : 40000
                         1000000 x1                                             : 1000000
Speed boost:  375                                                           : 18750
Repair kits: 125                                                               : 18750
Batteries:  200                                                                : 60000
Double armor:  250                                                        : 12500
Double damage:  300                                                    : 15000
Gold boxes: 5                                                                 : 5000
100 Supply pack: 1                                                       : 35000

                                                                              Total: 1233000 crystals

 

and someone said here that new containers drop rates improved!? LOL

Edited by AwsomeTank_EN
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HEEEEYYYY, What is going on? I was working so hard to up my level and receive my 30k crystals.... Now finally I got it, but just received 1 container and what I won from this? 1k crystallllll

Reallyyyy you do that with me? From 30k to 1k crystal?

That is so unfair! I wanna my crystals!

  • Sad 2

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15 hours ago, Person_Random said:

IMG_4998.webp

Well, by making a probability post, that's how.

A tale of two expectations, Part III

Now, we want to find how many expected supplies you will get and how many expected legendary augments you will get before and after the change. We can't do this perfectly, but we can do so with the following assumptions:

  • Modeling the previous drops of legendary augments with current Ultra Container probabilities assuming the upper tier rewards are still about the same in terms of augment rewards.
  • Scale the model accordingly for a F2P player playing without Premium over a 2-week challenge period. (e.g. compare current containers to old containers AND compare current # of containers you can earn to current # of containers you could earn)
    • We then assume the player completes all missions for 2 weeks and completes the challenge completely without the battle pass. We also assume there are 2 ultra weekends, each offering 7 UCs and 5 regular containers.
    • We also assume the mission rewards to be 3000 crystals and 15 of 3 types of supplies each day just for simplicity.
    • Add in shard passive income and assume the player earns an additional 50 shards to generate 2 containers per day.
  • Assume that all the rewards are according to my sheet - that is, all the rare rewards are unlocked so there are more chances of supplies.
  • Assume the players don't rank up. It would make little difference.

This yields the following: 

  • Pre-update: Player earns 14 UC and 24 Containers, 2 of which are shard containers and not to mention an additional 42000 crystals and 630 supplies for completing missions.
  • Post-update: Player earns 14 UC and 25 Containers.

image.png.79f9def8c547da214e632b7f73e6b709.png

Earning Supplies:

To simulate earning supplies, we make the following assumptions:

  • The prize pool for tiers with multiple prizes is a bag with all rewards listed. (e.g. for common tier for old containers, you would have 3500 crystals, 125 of each supply excluding repair kits/batteries/golds in a bag and you draw one if you get a common prize). I hope this makes sense.
  • Group all supplies as one "general supply" for simplicity.
  • Generalize the supply kits as 125 for old containers (there were kits with more but we can ignore those as they do not have a large impact) and 100 for new containers (there are kits with less but we can ignore those as they do not have a large impact).

Now, let's simulate how many supplies you would expect to earn with each prize pool. You just simply look through the prize pool to see how many entries there are for supplies as opposed to other entries, get the proportion of those (listed in each Supply Share Column) and then multiply that with the overall probability to get the EV of supply kits per rarity group. Then once that's done, you add the EV of supply kits per rarity (as getting a common is independent of getting an epic, so the expected values can be added together) to get the end result, or the expected number of supply kits you get when opening a container.

image.thumb.png.d35f79b3798d786866431c47f10ba511.png

image.png.f48b05fe4a4abbacc6d874927568f576.png

Then add any bonus supplies from challenges and weekly/daily missions, and the final values of supplies you earn throughout the week are obtained:

image.png.b44bce9383a50bb9baa0c6972e949109.png

Assuming you use about 25 supplies in a 15-minute battle and that a player plays about 70 battles a week (total of 140 battles) on average to complete all their missions (including Ultra Weekend and possibly arduous weekly missions). 

image.png.160ac835277114edc26dbab7b9baa5fb.png

It's easy to see that you end up with a lot of supplies, and for players who play a lot, they will be constantly lacking supplies. Additionally, I also assumed that all supplies were the same under a pretense of a general supply to make it easier to calculate; however, in reality, often there are fewer repair kits and batteries, which are more crucial and more used, so players can often be in a shortage of supplies from there.

Earning Augments:

This one is a bit easier. You now have 39 chances (14 UC + 25 new containers) as opposed to 14 chances to get legendary augments. Now, let's see how many legendary augments you can expect to earn (assuming you have 35 augments to unlock out of 140 for even 25%):

image.png.57163c98e479345dfa581ff4c0380719.png

To get EV Augment, you multiply Augment Share by Chance (0.01 for regular, 0.02 for UC) and then multiply by number of containers through linearity. Then you sum them up as they are independent variables.

This yields the following chances, which do show that your chances of getting a legendary augment is higher. However, you would expect to only earn 1 legendary augment after 1/0.1325 weeks, or about 7-8 weeks, as opposed to the old 1/0.07, which is about 14 weeks. Despite it being better, it doesn't really give you a great chance at getting a legendary augment, much less one that you'll want to use.

Bottom Line:

  • Earning supplies is going to be a lot harder, and players who lack crucial supplies like repair kits and batteries will be at a disadvantage.
    • There is still consistent supplies income (from challenges and weekly containers) and players will need to be able to manage their supplies very well to stay afloat.
  • You do have more chances to get legendary augments; however:
    • The chances are still very low, so you will need to open a lot of containers to get your hands on one special augment.
    • On top of that, you cannot select which augments you prefer - you could end up with something like rubberized rounds, which could be completely useless.

 

Just forget about the  augments and look at the economy of the essential stuff. You will find that your income if you translate everything to crystals is cut down to at least around third, probably worse. This is a disastrously bad change for everyone except heavy buyers. Though  those with enough supplies may not feel it for a while yet.

It is a complete turnaround  in the business model. Previously they tried to make money from introducing desirable new stuff. Now they want everyone to pay for the basics. Free to Play players are totally looked down again as it had been most of the time before introducing shards. 

Edited by JoyRide

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On 1/14/2022 at 1:55 AM, Person_Random said:

Hi. I'm back. Looking through new container rewards has inspired me to prepare the following:

A tale of Two Expectations, Round II

Is a container truly a better reward when ranking up? Or as a premium reward? Of course, I'd hope by now most of you have developed some sense of mathematical intuition on how this works, but if not, we're here to get to the bottom of it.

So let's work with the given:

  • Previously, you earned 2500 crystals per day as well as 10 of each supply (except repair kits, which were worth 3x as much, so you got 10//3 = 3 of those). 
  • You also earned a crystal amount for ranking up. This would range from 10 - 40000 crystals from Private to Legend.
  • For both of these events, you now receive container.

Now, this means we need to calculate the expected value of a container as well as the values of the previous two events.

For Premium Bonus:

This is fairly simple. We can just convert the supplies to their crystal values and then add to 2500:

4*(10(50)) + 3(150) + 2500 = 2000 + 450 + 2500 = 4950 crystals.

For Ranking up:

If you're a Legend, it's a flat rate of 40000 crystals per rank up. If not (and you're making your way to your first Legend rank), it's a value according to the following chart. For fun, that average is around 11067 crystals - you get more than the average once you reach Major.

For Containers:

*sigh* You know how physics questions always come with a ton of assumptions - e.g. assume this is an ideal op-amp, assume this is an inertial frame of reference, assume air resistance is negligible, and so on? Well, it's time to buckle up our seatbelts and play the assumption game. So for today's episode, we will have 2 scenarios:

1. The complete newbie - this player will have no rewards unlocked except the turrets and hulls as I've looked across accounts and it seems a bit complex (e.g. one account had different rewards as compared to the other) and plus it will not affect the results too much.

2. The whale - honestly, this guy should more about paying his rent than getting container rewards, with all the rewards unlocked except pure repeatable rewards.

Of course, these are a bit on the extreme end, but you can tell where you lie approximately and then be able to assess your expected value from there - just note that your expected values should decrease following a logarithmic pattern (starting at a high value and losing value little by little).

We then try to convert everything into crystal value with the following assumptions:

  • Supplies and augments are converted into their crystal values. That means for the core 4 supplies (BD, BA, Speed Boosts, Mines) that should be 50 crystals, 150 crystals for repair kits, and 300 crystals for batteries. And as for turret augments, it's 149 and 245k or something like that. 
  • The following items don't have an "assigned" crystal value, but I will make a broader assumption giving Tanki the benefit of the doubt:
    • Rare Tier Paints: 100000 crystals (it would be unfair to overlook 10 crystals paint and replace that with maxed 500k paint, so I settled for a more fair medium bound)
    • Epic/Legendary Paints: 500000 crystals (as per highest value, plus it caps out in price)
    • Shot Effects: 100000 crystals (lower value in my opinion - similar to a paint)
    • Hull Augments: 500000 crystals (It's a bit more valuable than some basic turret augments)
    • Legendary Augments: 500000 crystals (to be fair, it really caps out as no augment is a permanent meta buff forever)

So, with that all done and dusted, aha, you thought we were done here. Nope. First, we need to compute the expected value of each tier, then combine that expected value to compute the total expected value. For this, we make another few more assumptions:

  • We assume that all rewards are drawn at an equal probability - i.e. you have the same probability of getting mines as getting 1000 crystals at the uncommon tier. (To visualize this, just think of a bag and put all the rewards in each tier in the bag, then draw one out and replace it for the next container if it is a repeatable item).
  • Just kidding, it was just one assumption. I just wanted to add bullet points because it looks really cool.

Now, it's time to do the math. Let's get the expected (crystal) value for each tier. I went and smashed these into TeXit:

7FFn6vn.pngzYf2GbY.png

Note that I decided to use approximations since it was far too difficult to smash calculator for a difference on the order of 1-2% and I just completely stopped caring about epics for Scenario 1. But here are your values.

Note: Don't forget about utility!

I used crystal values because that is the most neutral way of calculating these. However, keep in mind that utility is also in play. As a very basic example, if you really want an augment and get it, your utility for the reward is high; conversely, if you really didn't want the augment and get it, your utility is low. The perceived value for a reward definitely plays a role, and you'll need to keep that in mind when making your decisions.

Bottom Line

  • The resulting expected value of containers (in crystals, with a generous upper bound) is between 5689 and 32064 crystals.
    • This makes a rank-up container somewhat valuable in lower ranks as a container's reward is far more than 10 crystals for ranking up to private, but this value decreases as time goes on and considering utility.
    • Again, with all things considered (e.g. utility), the premium reward stays about the same in value. However, utility does play a role here. I would rather have a constant supply of same rewards as opposed to putting my reward luck on the roulette.
  • Additionally, the distribution of container rewards is right skewed - i.e. the chances of getting something more common (to the left of the EV bar) is higher and vice versa, the chances of getting something less common (to the right of the EV bar) is lower.
    • The implications of this is fairly simple - for right skewed distributions, the mean is higher than the median. This means even though the EV is higher, you often get a lower valued reward as there are simply more values that fall under the mean (I hope you already knew this). Here's a visual explanation.

image.png

In the end, your expected earnings are higher for lower-ranked rankups, lower for higher-ranked rankups, and a coin toss for Premium rewards. But it all depends on your perceived utility of these items (of which I've inputted generous values as placeholders) as only you can determine that. 

P.S. I won't comment much on shards vs. mission containers. Basically this update only gives containers for playing MM as opposed to some passive income and some active income - again, that depends on your preferences and play habits to see if you win or lose on this one.

Note: Fixed the math, the resolution might be fuzzy because PDF -> png.

So, you just said that older players aren't nothing to you. We that spent a lot of time on this game, work hard to up level and we got less or equal things that a beginner?

My 35k crystals have become 1k crystals just now, following your 'mathematics'

Congratulations by logic.

Edited by AzaborBR

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4 hours ago, yoni292 said:

I want to suggest additional "improvements" to the game:

1. Each tank will need petrol to drive. Petrol can be achieved only through containers or in the shop

2. The chains of the hulls will wear off in time, so there will be a need to purchase chains to keep the hull moving smoothly. Chains are unique to each hull. There will be modifications for the chains,

3. Turrets may need ammunition. These can be bought in the shop or purchased for crystals. 10 bullets or 2 seconds of melee turrets cost 100 crystals

4. All purchases in the shop will be with New Tankoins. These new tankoins can be bought with current tankoins at the exchange rate of 1 New tankoin costs 5 old tankoins

5. Drones will rust in time until they are useless and you will have to buy a new one again and upgrade it from scratch

When will the dev team implement these improvements?

 

3 hours ago, frederik123456 said:

6. you need to repair your tank after battle.

7. premium ammo that can be bought for tankoins

8. bank piercing rounds augment - critical hit steals crystals from your opponent. It will be available in limited amount via tankoins auction.

 

couldn´t get more f2p than that xD.

9. After each battle, there will be a cooldown to join another match, the cooldown is 20 minutes but for 100 tankoins you can buy energy and speed it up. The cooldown is meant so after battling, the tank would'nt be too tired to play another match so the tank itself have to chill a bit, the tank has feelings too, the tank isnt a slave.

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12 hours ago, wild001 said:

all the super math tells nothing than a picture of truth

super under-common ultra (7 ultra = 4 old common containers.), forget about the ultra weekend. …
 

i can imagine my 1k RP, 12k DA, 8k DD, 2k SB, 28k mines to slowly down to a point that playing in ultra missions just become painful. Since epic + legendary wont means nothing much when you got most stuffs already.

Crisis eliminated my 15k DD and 18k SBs and I'm learning that after 3 years of plenty, life without speed boosts is miserable.

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3 hours ago, AwsomeTank_EN said:

he opened 61 new containers, 56 of them were from rankup 40k crystals rewards (56 x 40k is worth 2240000 crystals) which after update turned into new containers: 

Crystals:     1000 x28                                                : 28000 
                       3000 x5                                                : 15000
              10000, 25000                                               : 35000
Double armor: 400                                                    : 20000       
Repair kits: 400                                                         : 60000
Mines: 600                                                                 : 30000
Speed boost: 400                                                     : 20000
Double damage: 200,                                              : 10000
Mk1: striker, magnum, gauss, : 750, 550, 750     : 2050   

                                                                          Total :  220050 Crystals    +  paints: Epic: Log cabin 

                                                                                                                                          Exotic: nickel

Dont know how much these paints are worth but 2240000 - 220050 = 2019950 crystals. I dont think that these 2 paints are worth that much (2019950). So overall what a complete RIPOFF.

and he also opened 27 old containers,

Crystals:                3500 x8                                              : 28000               
                             10000 x4                                              : 40000
                         1000000 x1                                             : 1000000
Speed boost:  375                                                           : 18750
Repair kits: 125                                                               : 18750
Batteries:  200                                                                : 60000
Double armor:  250                                                        : 12500
Double damage:  300                                                    : 15000
Gold boxes: 5                                                                 : 5000
100 Supply pack: 1                                                       : 35000

                                                                              Total: 1233000 crystals

 

and someone said here that new containers drop rates improved!? LOL

It's even more of a rip-off since you are using a cost of 50 per supply.

No one pays 50 crystals for each supply.

having 40k crystals would allow better buying of supplies on sales days.

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1 hour ago, numericable said:

That paint, and paint globally are in legendary rarity, not exotic, exotic dont exist anymore for common conts

W5NlPhU.jpg

According to tanki wiki, container rarity is exotic. Dont know what is the difference between garage rarity and container rarity but he got it from container so i assumed that its exotic.

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Not gonna lie, Firebird ''nerf'' is in reality a buff, especially if you have defender maxed out with viking + firebird mk8 with incendiary mix, it's wayyy too op, even more op than freeze cause damage is increased and reload time is around 1-2 sec I did literally 1200 xp in one battle of siege using this and I carried my team to not let enemy win and we ended up with 2-2

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