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Tanki Online V-LOG: Episode 377


Marcus
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On 3/25/2023 at 2:41 PM, alpha_beast said:

a simple question 

now - per battle 3 stars 

after update - per battle 6 stars 

3000 stars vs 300 stars 

decrease vs increase overall balanced 

so what is the sense of change more lagg ?

brain crying in corner

Taking the 300 stars metric, completing a mission used to give 5 stars per mission, now it will give 3. Finishing top 3 in battle now is 10 times more valuable. So its like getting 30 stars in the previous metric. Tanki has just shifted from the missions metric to doing good in battles metric. 

I hope I made sense xD

Edited by Alvvays
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On 3/25/2023 at 6:17 PM, Alvvays said:

Taking the 300 stars metric, completing a mission used to give 5 stars per mission, now it will give 3. Finishing top 3 in battle now is 10 times more valuable. So its like getting 30 stars in the previous metric. Tanki has just shifted from the missions metric to doing good in battles metric. 

I hope I made sense xD

If they did increase the no. of stars earned for being top 3, then it will make sense. That's what "shifted focus" is supposed to mean.

Yet, according to what they said, they are not going to do that. So even if we assume a player is able to be top 1 every single game, he still gets fewer stars from the new system compared to the old one. In other words, that's a net loss even for the best-case scenario. That's not "shifted from A metric to B metric". That's a net loss for everyone. And that includes you if you are not aware of it.

Edited by Warpriest

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On 3/25/2023 at 1:51 PM, Warpriest said:

If they did increase the no. of stars earned for being top 3, then it will make sense. That's what "shifted focus" is supposed to mean.

Yet, according to what they said, they are not going to do that. So even if we assume a player is able to be top 1 every single game, he still gets fewer stars from the new system compared to the old one. In other words, that's a net loss even for the best-case scenario. That's not "shifted from A metric to B metric". That's a net loss for everyone. And that includes you if you are not aware of it.

They reduced the total stars needed 10fold, while keeping the stars earned per game the same. In that way the stars earned in battles will hold much more weight than before.
 

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On 3/25/2023 at 3:46 PM, frederik123456 said:

They reduced the total stars needed 10fold, while keeping the stars earned per game the same. In that way the stars earned in battles will hold much more weight than before.
 

This is only necessary because the relation between XP and earnings is totally against the players' favour. Correct that, and people will have more reason to battle things out.  Having decreased the earnings/XP ratio for a long time, tightening the screw elsewhere is the worse solution of the two.

Edited by CortoMaltese

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On 3/25/2023 at 4:46 PM, frederik123456 said:

In that way the stars earned in battles will hold much more weight than before.
 

Crap thing for me. They force us to play 10 hours daily. Now, I just enter game, join 1-2 battle to finish daily mission, log out. Next day, same. Next day, same thing. Next day, same thing.. But now, must play 10 hours daily for crap stars. If I can't finish challenges with 2-3 battles daily, I'm out from this crap game.

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On 3/25/2023 at 10:46 PM, frederik123456 said:

They reduced the total stars needed 10fold, while keeping the stars earned per game the same. In that way the stars earned in battles will hold much more weight than before.
 

I like the way you structure the post as if nothing else has changed but only the weighting between the no. of stars earned from missions and games, which is clearly not the case.

 

Old system

The total amount of stars needed: 3000

Stars earned from

  • Daily missions: 50
  • Weekly missions: 100
  • Ultra weekend/event missions in total: 150
    (this is included in the calculation because it's the norm of how this game works now)

 

Stars earn by completing missions per challenge = (50 * 3 *  7 + 100 * 3 + 150) * 2 = 3000

∴ Players can complete the challenge without playing additional games on top of completing missions.

 

Assumption: It takes 2 games per day to complete all daily missions

The total play time per challenge = 2 * 15 min * 7 * 2  = 7 hr

 

New system

Assumption: the no. of stars earn from the rest of the mission types follows the same scale based on daily missions, i.e. reduced compared to the old system, given this is the direction the Devs are going.

The total amount of stars needed: 300

Stars earned from

  • Daily missions: 3
  • Weekly missions: 6
  • Ultra weekend/event missions in total: 9
    (this is included in the calculation because it's the norm of how this game works now)

Stars earn by completing missions per challenge = (3 * 3 *  7 + 6 * 3 + 9) * 2 = 180

 

Following the same assumption from the old system, assuming It takes 2 games per day to complete all daily missions. Additionally, optimistically assume that the player ends up in the top 3 in all battles.

Stars earn from battle while doing missions = 3 * 2 * 7 * 2 = 84

 

Total no. of stars per challenge by just completing missions = 180 + 84 = 264

Additional star required = 300 - 264 = 36

Additional no. of games required to complete a challenge = 36 / 3 = 12

Additional playtime required to complete a challenge = 12 * 15 min = 3hr

∴ Players are expected to play longer than they used to in order to complete a challenge, even if they are being in the top 3 for EVERY SINGLE game.

 

 

 

The above calculation made a (very) optimistic assumption that players are always in the top 3, which is clearly not the case for most people. The following assumes the player is always getting 2 stars per battle, i.e. the average case.

Stars earn from battle while doing missions = 2 * 2 * 7 * 2 = 56

 

Total no. of stars per challenge by just completing missions = 180 + 56 = 236

Additional star required = 300 - 236 = 64

Additional no. of games required to complete a challenge = 64 / 2 = 32

Additional playtime required to complete a challenge = 32 * 15 min = 8 hr

 

Now, what happens if a user has Premium and always getting 4 stars per battle (i.e. average case, but star earned x2 due to Premium)?

Stars earn from battle while doing missions = 2 * 2 * 2 * 7 * 2 = 112

 

Total no. of stars per challenge by just completing missions = 180 + 112 = 292

Additional star required = 300 - 292 = 8

Additional no. of games required to complete a challenge = 8 / 4 = 2

Additional playtime required to complete a challenge = 2 * 15 min = 30min

 

Conclusion

  1. Players are now expected to play longer than they used to in order to complete a challenge in most cases
  2. Premium is now way more useful than it used to be due to the fact that it doubles the no. of stars earned from games. And can even eliminate the additional play time if the users do get placed in top 3 constantly. --> encouraging people to by Premium

 

On a personal note, thanks to the way the Devs designed Crisis, I'm actually losing crystals every time I play MM games because the drone requires too many drugs to operate. And this will only become worse when drones run on drugs as mentioned in the video. The only exception here is when I have Premium, then I will able to earn some profit. And because of that, obviously, I'm not gonna be happy with the fact that the Devs decided to use these kinds of cheeky little tricks to fill the game lobby and increase their revenue.

Edited by Warpriest
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I did not make any calculations on my part, that´s why I was trying not to make any positive/negative conclusions in that post.

On 3/25/2023 at 6:16 PM, Warpriest said:

Stars earned from

  • Daily missions: 3
  • Weekly missions: 6
  • Ultra weekend/event missions in total: 9
    (this is included in the calculation because it's the norm of how this game works now)

Stars earn by completing missions per challenge = (3 * 3 *  7 + 6 * 3 + 9) * 2 = 180

Was it ever mentioned how many stars will the weekly missions provide?
If it really is the way you present it then yeah, you are right. It also (obviously) makes buying premium account more beneficial than before, which probably was, in part, a reason for this change aswell.
 

On 3/25/2023 at 6:16 PM, Warpriest said:

On a personal note, thanks to the way the Devs designed Crisis, I'm actually losing crystals every time I play MM games because the drone requires too many drugs to operate. And this will only become worse when drones run on drugs as mentioned in the video. The only exception here is when I have Premium, then I will able to earn some profit. And because of that, obviously, I'm not gonna be happy with the fact that the Devs decided to use these kinds of cheeky little tricks to fill the game lobby and increase their revenue.

Yeah I absolutely agree with this one, Crisis is an extremely supplies hungry drone, especially if you are trying to be proactive in battles. It doesnt bother me much anymore, but I abstained from using it at all for a long time while I was still trying to save up crystals for equipment upgrade.
I am curious how the supply consuption will change for all drones, and whether it will make the operating costs difference between crisis and other drones even more striking.
 

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On 3/26/2023 at 1:56 AM, frederik123456 said:

Was it ever mentioned how many stars will the weekly missions provide?

The only thing that's explicitly mentioned is the no. of stars earned from daily missions.

As I've illustrated here, the rests are just assumptions, but it's a fair one in my opinion.

On 3/26/2023 at 1:16 AM, Warpriest said:

New system

Assumption: the no. of stars earn from the rest of the mission types follows the same scale based on daily missions, i.e. reduced compared to the old system, given this is the direction the Devs are going.

 

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On 3/24/2023 at 11:17 PM, x_Sorinel_x said:

"daily missions won't be contributing towards completing Challenges that much anymore"

Really ? Well, is Game Over for me ! Not wasting 10 hours daily to finish challenge. Right now, I just finish 2 battles each day, finish missions, and log out. But, you want me to waste 10 hours just to finish challenge ? No thanks. Not interested. From a very good, very nice game, right now is just a crap game. Crap Online not Tanki Online.

They're trying to increase players' playtime. It'll all be like gambling rn. Either the entire player base will adapt to the update, or majority of them will just stop playing since not everyone has a lot of time to play 8 battles everyday, finishing in the top 3. If not, 12 battles. ( Assumed numbers ). My best prediction is that the game will lose even more popularity (:

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On 3/25/2023 at 7:14 PM, It_Aint_Too_Late said:

They're trying to increase players' playtime. It'll all be like gambling rn. Either the entire player base will adapt to the update, or majority of them will just stop playing since not everyone has a lot of time to play 8 battles everyday, finishing in the top 3. If not, 12 battles. ( Assumed numbers ). My best prediction is that the game will lose even more popularity (:

There is also a third option, players will stop caring about challenges. That will of course depend largely on the rewards in them, but I personally have not completed like 4 challenges in a row now, because they were not compelling enough to me.
There also was this contracts system advertised a long time ago. Now that the UI updates are heading to a finish line, I would hope it to get added in a reasonable timespan.

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On 3/25/2023 at 2:27 PM, frederik123456 said:

 but I personally have not completed like 4 challenges in a row now, because they were not compelling enough to me.
 

 

Would you say that tanki is losing you as a player as a result of this?

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On 3/25/2023 at 3:47 PM, Alvvays said:

Taking the 300 stars metric, completing a mission used to give 5 stars per mission, now it will give 3. Finishing top 3 in battle now is 10 times more valuable. So its like getting 30 stars in the previous metric. Tanki has just shifted from the missions metric to doing good in battles metric. 

I hope I made sense xD

matrix, jhon wick ok i understand  

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On 3/25/2023 at 6:16 PM, Warpriest said:

I like the way you structure the post as if nothing else has changed but only the weighting between the no. of stars earned from missions and games, which is clearly not the case.

 

Old system

The total amount of stars needed: 3000

Stars earned from

  • Daily missions: 50
  • Weekly missions: 100
  • Ultra weekend/event missions in total: 150
    (this is included in the calculation because it's the norm of how this game works now)

 

Stars earn by completing missions per challenge = (50 * 3 *  7 + 100 * 3 + 150) * 2 = 3000

∴ Players can complete the challenge without playing additional games on top of completing missions.

 

Assumption: It takes 2 games per day to complete all daily missions

The total play time per challenge = 2 * 15 min * 7 * 2  = 7 hr

 

New system

Assumption: the no. of stars earn from the rest of the mission types follows the same scale based on daily missions, i.e. reduced compared to the old system, given this is the direction the Devs are going.

The total amount of stars needed: 300

Stars earned from

  • Daily missions: 3
  • Weekly missions: 6
  • Ultra weekend/event missions in total: 9
    (this is included in the calculation because it's the norm of how this game works now)

Stars earn by completing missions per challenge = (3 * 3 *  7 + 6 * 3 + 9) * 2 = 180

 

Following the same assumption from the old system, assuming It takes 2 games per day to complete all daily missions. Additionally, optimistically assume that the player ends up in the top 3 in all battles.

Stars earn from battle while doing missions = 3 * 2 * 7 * 2 = 84

 

Total no. of stars per challenge by just completing missions = 180 + 84 = 264

Additional star required = 300 - 264 = 36

Additional no. of games required to complete a challenge = 36 / 3 = 12

Additional playtime required to complete a challenge = 12 * 15 min = 3hr

∴ Players are expected to play longer than they used to in order to complete a challenge, even if they are being in the top 3 for EVERY SINGLE game.

 

 

 

The above calculation made a (very) optimistic assumption that players are always in the top 3, which is clearly not the case for most people. The following assumes the player is always getting 2 stars per battle, i.e. the average case.

Stars earn from battle while doing missions = 2 * 2 * 7 * 2 = 56

 

Total no. of stars per challenge by just completing missions = 180 + 56 = 236

Additional star required = 300 - 236 = 64

Additional no. of games required to complete a challenge = 64 / 2 = 32

Additional playtime required to complete a challenge = 32 * 15 min = 8 hr

 

Now, what happens if a user has Premium and always getting 4 stars per battle (i.e. average case, but star earned x2 due to Premium)?

Stars earn from battle while doing missions = 2 * 2 * 2 * 7 * 2 = 112

 

Total no. of stars per challenge by just completing missions = 180 + 112 = 292

Additional star required = 300 - 292 = 8

Additional no. of games required to complete a challenge = 8 / 4 = 2

Additional playtime required to complete a challenge = 2 * 15 min = 30min

 

Conclusion

  1. Players are now expected to play longer than they used to in order to complete a challenge in most cases
  2. Premium is now way more useful than it used to be due to the fact that it doubles the no. of stars earned from games. And can even eliminate the additional play time if the users do get placed in top 3 constantly. --> encouraging people to by Premium

 

On a personal note, thanks to the way the Devs designed Crisis, I'm actually losing crystals every time I play MM games because the drone requires too many drugs to operate. And this will only become worse when drones run on drugs as mentioned in the video. The only exception here is when I have Premium, then I will able to earn some profit. And because of that, obviously, I'm not gonna be happy with the fact that the Devs decided to use these kinds of cheeky little tricks to fill the game lobby and increase their revenue.

we need that type of engineer in our office :wacko:

 

On 3/25/2023 at 6:56 PM, frederik123456 said:

I did not make any calculations on my part, that´s why I was trying not to make any positive/negative conclusions in that post.

Was it ever mentioned how many stars will the weekly missions provide?
If it really is the way you present it then yeah, you are right. It also (obviously) makes buying premium account more beneficial than before, which probably was, in part, a reason for this change aswell.
 

Yeah I absolutely agree with this one, Crisis is an extremely supplies hungry drone, especially if you are trying to be proactive in battles. It doesnt bother me much anymore, but I abstained from using it at all for a long time while I was still trying to save up crystals for equipment upgrade.
I am curious how the supply consuption will change for all drones, and whether it will make the operating costs difference between crisis and other drones even more striking.
 

reduction in 10 times then weekly balanced to 5 stars 

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On 3/26/2023 at 1:11 AM, Jeers4U said:

 

Would you say that tanki is losing you as a player as a result of this?

Well, not really. I like the game, and have fun with or without challenges regardless, it is just that I am not going to complete or spend tankoins on them if they are not worth it.

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I believe that changing the star system to more activity in the game should not be implemented now, due to problems with logins, lags, kicking from the game.

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On 3/25/2023 at 2:46 PM, frederik123456 said:

They reduced the total stars needed 10fold, while keeping the stars earned per game the same. In that way the stars earned in battles will hold much more weight than before.
 

Forcing you to play the game more if you want to complete the challenge, which rewards you with naff, devalued useless containers and useless augments everyone has already.

Do they not realise that every time they screw the players over they increase the chances of players just not bothering to do anything, other than maybe complete daily missions.

They could always try and fix the constant lag, that would be a good thing to concentrate on or are they going to leave there pathetic disclaimer in the forum to cover their inability to combat the constant, ever present lag, bugs, glitches, getting kicked from battle, no damage being done, etc, etc.

Why do they never address the real issues in the game that players make them aware of, like the text walls blocking you view in battles. 

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On 3/24/2023 at 5:18 AM, Marcus said:

In today’s episode, we will be talking about the contents of weekly containers. We’ll also be checking out the Remastered Sandal map and telling you about getting stars.

 

 

 

So when will the drones be removed from the game and compensation given? That has not been made clear.

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On 3/27/2023 at 2:36 PM, rebar619 said:

So when will the drones be removed from the game and compensation given? That has not been made clear.

This Friday, along with a bunch of other updates. They waited this long because the St. Patricks celebrations have been ongoing lately, so they couldn't release updates during that time. April Fools celebrations start this Friday which is a perfect time for new updates.

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I am concerned with this star change, but we will see how it goes soon. I like to play 1-3 battles daily since I have to watch my playtime daily

cause I have other things to do.

15 mins per battle is sort of long, someways good and bad.

 

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On 3/25/2023 at 11:57 PM, frederik123456 said:

There is also a third option, players will stop caring about challenges.

Fact is that a lot of players play daily just for the rewards in challenges. Seems like tanki planning on adding bots is quite reasonable, since battles will be dusty and silent in a few years ( or months, who knows? ) time. 

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