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Sorry, I've been trying to get into the game for about an hour but it gets stuck on the Spring Bridge screen, Tanki does it work? or are there any problems?

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Posted (edited)
On 3/3/2025 at 7:37 AM, Jeers4U said:

Cue the 'tokens of apology' or random giveaways of 2 containers to bring players back...

 

 

KI482aZ.png

 

Edited by Jeers4U
looks like someone is all delete-y today...
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Just witnessed a crate being picked up by an invisible tank.

It just randomly floated up into the air as if a tank had driven through it.

But there was no tank in sight.

 

10/10

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On 3/26/2025 at 12:04 AM, Jeers4U said:

 

KI482aZ.png

 

When was this ? And why only 4 hours ? I remember, years ago, the compensation lasted for full 24 hours. But now, only 2-3-4 hours... Such a crap game this days...

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@x_Sorinel_x yes thats what iam seying  they give it on game reset time when eu timezone players sleeping.even if not sleep. nobody will enter in game at morning 6  . if we know about it we would do it but nothing was clear +  even they didnot know when they fix it. 

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week ban

for flood. yes.

the 'flood' being text art. 

no wonder chat is dead everyone prob got banned off for saying "hello"

images?q=tbn:ANd9GcSA4RRVhUwY3LjzozVlxt2

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I joined a 10-10 CP battle with bots; ok, no problem. It was 30-5 for us. But, guess what ? My bots started to camp in base, driving in walls. And, enemy bots, just going to points. I was like, what ? What is this stupidity...  Like, I'm ahead, lets sabotage my team by puting my bots in base, the other just running to points. We won with 61-55.

Such a crap game this days...

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Posted (edited)
On 4/6/2025 at 4:17 AM, x_Sorinel_x said:

guess what ? My bots started to camp in base, driving in walls. And, enemy bots, just going to points. I was like, what ? What is this stupidity...

I suggested (asked) that the ai is fluid and is dependent on game flow. 

Someone deleted my sarcastically-toned post.

But I have encountered the same issue you do.

 

Or my favorite is when they want to influence the juggernot score...

If they want your side to lose, your ai juggerbot(not) travels in an almost straight line into enemy territory and spins around like a top while being mostly stationary--Or they increase the defense of the enemy juggerbot(not) to almost invulnerability so you can't kill it (they hide the little damage bar so you can't tell that you aren't really doing any damage to it).

 

If they want your side to win, its reverse.

Or they just make you cause zero damage (and you think it's a glitch)

 

 

 

 

Edited by Jeers4U

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So many crap noob players in this game...

We won a 8-8 Siege battle with 6-4, but, 2 players in my team didn't use overdrive for almost 7 minutes (1 was Titan). I was like, with the ... Why so many crap players this days ? If I was a mode, admin, dev (or something else); who don't use overdrive = 1 week ban; who don't turn turret = 1 week ban; who has score less than 50-60-70 points in a full 12 minutes battle = 1 week ban.

To many noob players this days.

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The fact that you guys worked on this game for many years and couldn't incorporate a better automated system for "challenge accepted" is funny,  I had to contact customer support... TWO TIMES, FOR TWO CHALLENGE ACCEPTED REWARDS IN A ROW! in order to receive them, which is absurd

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Honestly, I can't find any logical explanation for why an Augment like Shock Therapy for Tesla . still exists in the game in its current form. Is it reasonable to introduce such a powerful and destructive modification without any regard for game balance or player enjoyment?!

Battle has become a mess because of this Augment. As soon as one of them uses it, the game turns into hell for the rest of the players. What's the point of developing our skills or buying gear if there's just one item that can destroy everything as soon as it appears?

I'm very angry that Tanki Online keeps making mistakes like this. But now? The game has become dependent on who has Shock Therapy, not who plays intelligently or skillfully!

This Augment kills enthusiasm, destroys balance, and drives old players out of the game. I'm one of them.

If this Augment isn't reviewed immediately, you yourselves are contributing to the destruction of what you've built for years. I demand an immediate change or removal of this feature, or at least a significant reduction in its impact. Otherwise, you will lose a large base of loyal players who have worked hard and contributed to building this game.

opopo22,

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This is a reset.

You all are to complain a lot. 

Then you all are to stop complaining and get tesla and the OP augment.

That way they can re-start the cycle of buff/nerf/repeat cycle through all the turrets.

If I had to guess, I'd say that tesla is the least purchased turret (or one of them).

But now it won't be.

Whatever the next least purchased turret is... that's what will be buffed after tesla is nerfed.

Repeat.

 

 

 

 

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And this warrants a new post:

The new hull mechanics of driving are trash.

Never have so few pixels stopped my 'tank' dead in its tracks.

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I would love it for you, the guys who have been operating for years, to explain to me how an icicle or a salvo, DIRECTLY HITTING THE ENEMY TANK, DOES NOTHING! it has happened so many times, it's absurd.
There were even cases where enemies fired an icicle directly at me and it dealt no damage at all....

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On 4/14/2025 at 11:29 AM, Acecaddy said:

 

Topic Merged

Please use the Complaint Book for constructive criticism instead of the I&S.

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BBots should never use overdrive boxes, this really messes up gameplay. 

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Is it possible that the bots have become even stupider in the past couple of weeks?

...10 years.

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OThings are getting worse, there is more lag, it is difficult to play with so much lag, when I turn on over drive my tanki crashes.

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And again.

Invisible tanks picking up crates.

Status effects that don't happen.

Magical bot critical hits.

 

Thank you tanki developers for all your hard work with this new modifications to this game.

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Posted (edited)

How to fix TO so that the complaints are at a bare minimum, (because you can't please everyone all the time.) This is gonna take some time, but here we go.

This post will be addressing THE main contributing factors that have turned TO upside down and back to front....... In My Opinion.

1-PAY TO WIN - I agree that there has to be a financial element to any game and TO is no different, BUT how do you manage this in a fair and reasonable way. 

My solution. - All OP gear regarding hulls/turrets that EXCLUSIVELY NEED CASH to obtain should be sold as seen/described (after thorough, proper testing) and not nerfed in any way for a period of 3 months, REGARDLESS of how many complaints F2P players make. This is a fair amount of time for players willing to spend cash to gain an advantage in battle.  Also they do not go into containers for at least 2 months. 

This idea is fair and does not undermine the economy of the game.

2-MM - This part of the fix incorporates several factors that WILL improve dramatically this concept once and for all.

A - XP/CRY ratio should be reversed in favour of more cry/xp after every battle by a ratio of 2-1. Also your score should be the same as any xp gained in battle, not less.

B - All ranks including and up to marshal should have the amount of XP needed to rank doubled. This very easy fix would ensure that players have more time to strengthen their garage before moving onto the next rank. 

C - Protection modules should be available to purchase for crystals from the get go. You should be able to choose your first three modules for a fee of 50.000 cry each. After that any module you want to purchase will be 75.000 cry and the upgrading process should be at least 25% cheaper than it currently is, which is just insane. As for armadillo 75.000 and only 25% more expensive than regular modules to upgrade. As for the 4th slot-1.500 tankoins instead of the 500.000 cry needed at the moment. All the modules become free to acquire once Marshal is reached, not General. 

D - Scrap the XP gained through missions, very bad idea for lower ranks.

E - Minimum of 15.000 cry for ranking up.

F - Because buyers will always be fixated on gaining an advantage, give it to them, but at a price. Make the early access for higher modifications available 3 ranks before they reach that particular rank, but double the current rubies needed to gain this advantage and when you can acquire MK7 gear this further goes up by an extra 50%. ((( you buyers want an advantage, then pay for it. )))  This has TWO advantages for the game 1- Players/buyers will be way more inclined to do this because they know that they will have more time to use their advantage due to the longer duration they will stay at any particular rank and 2- MORE players/buyers will spend cash, making the economy of the game better for it. 

All these fixes combined will improve MM and as stated in F improve the economy, but just as importantly, it will give players imo more desire to engage in the game more frequently than they do now, myself included. <<<<----not that this matters in the greater picture/scheme of TO.   

3-HOVERING HULLS (better known as the hated trashcans/flying tanks) I SAY SCRAP THE LOT OF THEM but failing that, at the very least disable hopper's ability to jump and maybe give it a wider area to It's overdrive when activated. Paladin should have It's speed halved to negate It's ridiculous ability to heal itself and allies. As for Ares and Crusader, there fine as far as I can tell, for trashcans at least. 

4-AUGMENTS - These more than anything have DESTROYED game play. I SAY SCRAP THE LOT OF THEM.

A- Augments have made protections to a large extent useless. 

B- They have given once unique turrets the ability to mimic each other. Turrets are no longer unique and have lost their individual status as being "UNIQUE" because of augments.

C- They play a HUGE role in dictating the outcome of battles, especially if allied with the trashcan paladin in particular.

                                                                                                           TWO POSSIBLE SOLUTIONS FOR THE AUGMENT PROBLEM

1a- If these THINGS have to stay in the game then having only two per turret, regardless which two each turret has, has got to be better than the copy/paste fiasco the game currently employs.

2b- A better overall solution would be to give each turret one unique advantage that only this turret can use, no more copy/paste nonsense. Also because each turret only has ONE augment there is no counter to it, unless you spend 1000 tankoins, rising by 100 tankoins per counter after that.  Augment problem solved to a large extent and game economy increases as a by product, win, win.

If you can't afford the price to counter with tankoins then a crystal trade off of say 500.000 rising by 100.000 per counter after the first one. This is the advantage buyers have for helping the economy of TO. 

5-OVERDRIVES - I believe that overdrives of all the mechanics that can be applied in battle are the least offensive. Having said that I would like to see them re-worked and reverted back to their original status, that is restoring full HP to the player that activated the overdrive, laying a mine and giving this effect to any allies right next them. Cooldown should be 3 minutes even if you pick up the overdrive box in battle. I will go one step further. If your cooldown has say one minute to go and you pick up the box then your countdown resets back to 3 minutes, so there really is no advantage in trying to beat the clock.  Also this version of the overdrive enables team play to take full advantage of It's effects in battle.

I feel that the biggest fix and the one that will benefit most players is the MM one and it does not bypass the sacred economy that enables the game to exist.

Edited by POWER-OF-ONE
spelling

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