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Steps tanki online take to revive the game?


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Hello, 
Today I was just checking the previous v-logs compare to now days v-log. 
Why tanki online started fall down? There used to be many players in the game in matchmaking as well as PRO-Battles. Is there any possible steps in which tanki online can get back to the position where they used to be? 

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The only time when I absolutely lose my hope is Alternativa announcing Tanki Online's shut down (that's when the game truly dies).

As long as the game is alive, there is still hope and chance to rejuvenate the game.

Edited by FrozenRailgun
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I don’t think current world events will permit for the game to revive.

I think it’s the final nail in the coffin - not that I’m glad about that.

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7 hours ago, LunaStar said:

Is there any possible steps in which tanki online can get back to the position where they used to be? 

 

7 hours ago, Cor7y said:

There are multiple steps to revive the game, but they will just be ignored as we all know it.

 

6 hours ago, FrozenRailgun said:

The only time when I absolutely lose my hope is Alternativa announcing Tanki Online's shut down (that's when the game truly dies).

As long as the game is alive, there is still hope and chance to rejuvenate the game.

The only way this game can make somewhat of a comeback is if the current dev team gets fired and replace by a team that'll actually listen to its players.

Otherwise, expect more p2w updates that'll either tempt you into spending money or drain out your wallet.

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In what ways have Tanki become worse? Has it lost players from before? Sorry but I'm ignorant about this.

If true, I guess I can only agree that Tanki should listen to the players about how to improve the game, then try to find a balance between a fair game and attracting buyers for a profit.

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17 minutes ago, qwds said:

In what ways have Tanki become worse? Has it lost players from before? Sorry but I'm ignorant about this.

If true, I guess I can only agree that Tanki should listen to the players about how to improve the game, then try to find a balance between a fair game and attracting buyers for a profit.

You can kind of tell it is going down hill when

  1. It has to merge all servers into one, indicating it is running out of players. In fact, some people are argue that this is also the reason why MM matches players in different GS together.
  2. Keep releasing copied-and-pasted, P2W item into the loot box pool, indicating the Devs are looking for quick money instead of thinking in longer terms
  3. Still sticking to a decade old game and legacy framework. Who the hell play browser games these days?
  4. Failed to make any new products. This group of Devs has made 3 games so far. 2 of them are dead within one year it is officially released and all they have is TO.

The fact speaks for itself.

Edited by Warpriest
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5 hours ago, Warpriest said:

You can kind of tell it is going down hill when

  1. It has to merge all servers into one, indicating it is running out of players. In fact, some people are argue that this is also the reason why MM matches players in different GS together.
  2. Keep releasing copied-and-pasted, P2W item into the loot box pool, indicating the Devs are looking for quick money instead of thinking in longer terms
  3. Still sticking to a decade old game and legacy framework. Who the hell play browser games these days?
  4. Failed to make any new products. This group of Devs has made 3 games so far. 2 of them are dead within one year it is officially released and all they have is TO.

The fact speaks for itself.

Interesting. Appreciate the reply.

Despite the current Tanki's flaws, do you still think it's a fun game?

I find myself enjoying it in spurts but I often end up more irritated by what I think are the flaws in the game. The core gameplay is pretty fun, but could be much more so.

Edited by qwds

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8 minutes ago, qwds said:

Interesting. Appreciate the reply.

Despite the current Tanki's flaws, do you still think it's a fun game?

Well absolutely, wouldn't play it otherwise. I don't play much (~20/30min a day usually), but I think noone should play too much, any game, period.

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6 hours ago, qwds said:

Interesting. Appreciate the reply.

Despite the current Tanki's flaws, do you still think it's a fun game?

I find myself enjoying it in spurts but I often end up more irritated by what I think are the flaws in the game. The core gameplay is pretty fun, but could be much more so.

It is a mixed bag. The core mechanism is fun, but it has been established a decade ago. Yet, the Devs appears to don't know what they are doing. One one hand, they are avoiding big changes that is obvious enough to make the game better. On the other hand, they are releasing a message of "we are trying to make the game fun for every one" while making minor changes that barely changes anything.

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15 minutes ago, Warpriest said:

It is a mixed bag. The core mechanism is fun, but it has been established a decade ago. Yet, the Devs appears to don't know what they are doing. One one hand, they are avoiding big changes that is obvious enough to make the game better. On the other hand, they are releasing a message of "we are trying to make the game fun for every one" while making minor changes that barely changes anything.

And on the other other hand, they are keen on making changes that make the game worse and try to come up with an excuse for them. But the real reason is is always so they can make a quick profit.

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Falling player numbers are considered a sign of the game dying, but that may be the wrong angle. It may just be that the intention is to cleanse the game of useless players a.k.a. F2Ps such as me. Looking at it this way, I think the developers have been quite successful. If enough people like me leave, those players who remain will offer a more sensible expense-profit ratio from a business perspective.

It may look like economical suicide from the outside, but there probably is quite an intelligent strategy behind it. It is just different from the customer-oriented ideology that I am used to from where I live. But in and of itself the idea of increasing pressure on your non-paying clientele makes sense. Let's face it: the likes of me have never contributed anything to the game revenue, really. Instead, we've eaten up game resources, server time, electricity, you name it. After all we're utterly expendable. It's obvious that this kind of parasitic behavior isn't tolerated anymore. 

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45 minutes ago, SaulTigh said:

It may look like economical suicide from the outside, but there probably is quite an intelligent strategy behind

Only problem with this strategy is:

 

Just like F2P players can play for free because of the buyers, said buyers are buying because of the F2P players. If the F2P playerbase are nonexistent, then the buyers would lose the motivation to buy in the first place.

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4 hours ago, SaulTigh said:

It's obvious that this kind of parasitic behavior isn't tolerated anymore. 

The game is advertised as "FREE TO PLAY". 

For whatever reason, they continue to increase prices for less reward. Opening containers (which are USELESS) giving 1 "useless container" for ranking, shop prices "a disgrace", increasing crystal prices just because they change something about a certain turret/hull.  

In the last 2 years TO has become unplayable for all but the buyers, who lost their battle with the developers a long time ago, they just don't have the required brain power to realise how much the developers have duped them. 

 

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5 hours ago, SaulTigh said:

Falling player numbers are considered a sign of the game dying, but that may be the wrong angle. It may just be that the intention is to cleanse the game of useless players a.k.a. F2Ps such as me. Looking at it this way, I think the developers have been quite successful. If enough people like me leave, those players who remain will offer a more sensible expense-profit ratio from a business perspective.

It may look like economical suicide from the outside, but there probably is quite an intelligent strategy behind it. It is just different from the customer-oriented ideology that I am used to from where I live. But in and of itself the idea of increasing pressure on your non-paying clientele makes sense. Let's face it: the likes of me have never contributed anything to the game revenue, really. Instead, we've eaten up game resources, server time, electricity, you name it. After all we're utterly expendable. It's obvious that this kind of parasitic behavior isn't tolerated anymore. 

I’ve always thought the exact same but never put it into words.

4 hours ago, BruhBruhThingThing said:

Just like F2P players can play for free because of the buyers, said buyers are buying because of the F2P players. If the F2P playerbase are nonexistent, then the buyers would lose the motivation to buy in the first place.

I think because of the nature of the game - free to play, browser based MMO - and how accessible it is, there will ALWAYS be a population of F2P players, mostly young children who don’t know any better and are perhaps impressed by the visuals and mechanics of TO, but don’t delve into the malicious stuff underneath.

So in my view whatever new P2W gimmick the devs come up with, it’s a win-win for them because that core group of naive players will stick around simply because they have nothing else or ‘better’ to play. After all this game is probably quite impressive to, let’s say, a 12 year old who might not be permitted much time on the computer or allowed to play more adult games such as CoD, Battlefield, etc. Such players are unwittingly cannon fodder for the average buyer and the buyers will therefore keep buying.

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8 hours ago, SaulTigh said:

Falling player numbers are considered a sign of the game dying, but that may be the wrong angle. It may just be that the intention is to cleanse the game of useless players a.k.a. F2Ps such as me. Looking at it this way, I think the developers have been quite successful. If enough people like me leave, those players who remain will offer a more sensible expense-profit ratio from a business perspective.

It may look like economical suicide from the outside, but there probably is quite an intelligent strategy behind it. It is just different from the customer-oriented ideology that I am used to from where I live. But in and of itself the idea of increasing pressure on your non-paying clientele makes sense. Let's face it: the likes of me have never contributed anything to the game revenue, really. Instead, we've eaten up game resources, server time, electricity, you name it. After all we're utterly expendable. It's obvious that this kind of parasitic behavior isn't tolerated anymore. 

Game cannot survive without a large contingent of F2P takers.

Without the F2P takers the buyers will be fighting buyers.

How long you think they will continue to spend $$ when they are not getting the advantage they have over F2P tankers?

it IS economic suicide to encourage F2P tankers to leave.  MM will collapse.

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On 3/16/2022 at 11:08 AM, LunaStar said:

Why tanki online started fall down?

The gross incompetrence of the dev team. There is no other possible reason. 80% of the time I am disgusted playing tanki nowdays. The last innovation - they removed battle chat but left the lobby chat. Anyone can make any sense of that??

???

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  • Make the gameplay more fast-paced by giving all hulls their M7 speeds right from the start, and have their speeds remain unchanged when hulls are upgraded.
  • Make health re-generate automatically, as it does in almost every modern action game. This makes gameplay also more fast-paced. It also ensures that hulls can keep being played with in their intended style, instead of being stuck with low health and changing style - for example a heavy hull with low health acts must play like a light hull until it dies/managed to get repaired, when its health is meant to be its strength in battle.
  • Make players able to customize hull and turret stats freely. Everyone's hulls (and turret) would be unique and tailor-made to their playstyle! That would be fun and could be Tanki's schtick. It could work like if one stat is increased, some other is decreased, so you're always trading strengths for weaknesses. Hulls would be limited within their class, a heavy hull with maximum mobility could only be as fast as a medium hull, perhaps.
Edited by qwds

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On 3/17/2022 at 8:49 PM, Warpriest said:

It is a mixed bag. The core mechanism is fun, but it has been established a decade ago. Yet, the Devs appears to don't know what they are doing. One one hand, they are avoiding big changes that is obvious enough to make the game better. On the other hand, they are releasing a message of "we are trying to make the game fun for every one" while making minor changes that barely changes anything.

This ^

As I like to say, the team went on the right highway with TO but they're getting off at all the wrong exits.

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On 3/18/2022 at 7:31 AM, LambSauce said:

So in my view whatever new P2W gimmick the devs come up with, it’s a win-win for them because that core group of naive players will stick around simply because they have nothing else or ‘better’ to play. After all this game is probably quite impressive to, let’s say, a 12 year old who might not be permitted much time on the computer or allowed to play more adult games such as CoD, Battlefield, etc. Such players are unwittingly cannon fodder for the average buyer and the buyers will therefore keep buying.

It's very clear that the devs are aiming the game toward children now, with a more "simplistic", practically dumbed down interface, and mechanics. Removing a lot of good features/adding unnecessary ones to improve QoL for "new players" (such as merging MU/buy buttons or adding auto self destruct). It's obvious that devs know more kids are playing their game now and aren't as smart. If you look at the old trailers for the game, the targets seem to be teenagers and the teaser itself encourages intelligent crafty play, even showing off Rico's bouncing mechanics and flaunting different equipment and upgrades. One of its selling points was even "ONLY REAL PLAYERS", which is going away soon as the devs plan to add bots.

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I have found out, that the developers do plan to advertise the game.
They also plan to obtain skins from the now-closed Tanki X game.
Voice chat for group members, bringing all Web features to Mobile.
And... AI Tanks and bots... (I wonder how noob or pro they'll be, but looks fascinating).

- Information from Development Plans.

(No worries, I have seen that they are bringing back some old features as well, but in the future with no estimated time of arrival.)

Edited by FunXTime

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On 3/17/2022 at 9:36 PM, Warpriest said:

Who the hell play browser games these days?

I only play tanki become i come play in any place in any computer without install 2GB client like cod online or something like that.

Means i can open in friend's home browser and continue without affect other's computer, 

---- 

I play in tanki mobile now since there is mobile option

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