Open to ideas
Moderators: iwasperdition, SW
Re: Open to ideas
Just start issuing warnings folllowed by bans to the idiots ruining the game. We all know who they are, we could even make an official thread saying who they are for you to take the desired action. They have taken it too far, tankpit is meant to be an enjoyable game. By letting them roam free, it is taking enjoyment out for the majority of the player base. By not doing anything about them, tankpit is catering to the very people responsible for the decline in activity, integrity, and level of skill. This is your main problem, come up with a way to fix it and you're going somewhere with this.
To sherman:
- I personally like the tweaks to the gameplay that SW has made. But it appears we do agree on something, though.
To sherman:
- I personally like the tweaks to the gameplay that SW has made. But it appears we do agree on something, though.
TP 2.0:
ELEGANCE (16)
TP 1.0:
ELEGANCE (12)

BF:
KnOcK KnOcK (2) (11)

ELEGANCE (16)
TP 1.0:
ELEGANCE (12)

BF:
KnOcK KnOcK (2) (11)

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knock

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SW wrote:All I can really think of right now is reducing the effectiveness of faking, which IMO is the worst part of the game. Points from faking should be so low it's useless. The importance of deactivating high ranked tanks should really be boosted somehow.
You are the dev here. How the fuck can you make this work? The game will recognize your intent to kill? Come on dude. This is a completely moot point. The game is fine. We play because it's like battlefield, and not like u-tanks.
Also, if you give some astronomical point incentive on deactivating high ranks, i know what i'd do as well as many others. Just trade kills all day long and get massive points even quicker than faking alone.
Mini-games are the future for you Sunny. (if you care to expand tankpit) As I out-lined in one of my
submissions and now you got Duy suggesting the same thing. Smaller maps - rock block specific - capture the flag specific - 6v6 team battle specific - FFA tournament where everyone gets a rainbow colored tank(regular size map).
How many times do I have to make the most valid points mate. I also seen a nasty glitch but I have no screen cap. If I can re-create I will explain it and maybe try to get a video program :p
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lefty

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Keep the hostility out of here people. I don't care if you think the game needs no update, you're in the wrong thread. Either contribute or leave. Just a warning.

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Jordann


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Maybe increase the role of bots.
Have them shoot mines from time to time on a random timer, move around on their own on the same random timer, have them randomly teleport to coordinates in a raid (0.01% of the time or something to account for spamming during raids).
Have them shoot mines from time to time on a random timer, move around on their own on the same random timer, have them randomly teleport to coordinates in a raid (0.01% of the time or something to account for spamming during raids).

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wardizzle

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some practice tournaments would be cool. like don't reward cups in those tournaments. people just like to play tournaments whether they get cups or not and if you don't give out cups in these practice tournaments then hopefully no one will feel the need to die down/fk
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megaGOD

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tournamentGOD wrote:some practice tournaments would be cool. like don't reward cups in those tournaments. people just like to play tournaments whether they get cups or not and if you don't give out cups in these practice tournaments then hopefully no one will feel the need to die down/fk
I would never ever play a practice tournament. You get 1st then it ends and the hour is just completely erased. WHAT FUN
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lefty

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lefty wrote:tournamentGOD wrote:some practice tournaments would be cool. like don't reward cups in those tournaments. people just like to play tournaments whether they get cups or not and if you don't give out cups in these practice tournaments then hopefully no one will feel the need to die down/fk
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I would never ever play a practice tournament. You get 1st then it ends and the hour is just completely erased. WHAT FUN
this
if I played I would probably bring the d+ game just for the lulz
can't be motivated to try knowing you might decimate the tournament and get nothing for it

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987

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i shoulda clarified. some people*
well maybe it would be a good thing then if some of the more elite players dont play the practice ones and scrubs can get some practice and gain some confidence. there is no downside to it tbh
i know i would take this opportunity to challenge like 2 or 3 people to like maybe a pph off in these practice ones or something fun like no filling or something.
well maybe it would be a good thing then if some of the more elite players dont play the practice ones and scrubs can get some practice and gain some confidence. there is no downside to it tbh
i know i would take this opportunity to challenge like 2 or 3 people to like maybe a pph off in these practice ones or something fun like no filling or something.
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megaGOD

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tournamentGOD wrote:there is no downside to it tbh
the downside would be when someone with no cups gets into a rhythm and wins (see: archangel, molekula) yet gets screwed out of what they deserve
where you see "no downside to it tbh" I see "cruel and unusual"
as soon as this happens, or we have a really solid competitive tournament with most/all of the regulars that isn't counted, you'll see the downside

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987

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987 wrote:tournamentGOD wrote:there is no downside to it tbh
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the downside would be when someone with no cups gets into a rhythm and wins (see: archangel, molekula) yet gets screwed out of what they deserve
where you see "no downside to it tbh" I see "cruel and unusual"
as soon as this happens, or we have a really solid competitive tournament with most/all of the regulars that isn't counted, you'll see the downside
well they would know that they're not gettin a cup before they play, so they wouldnt be gettin screwed out of anything. They can only get better by playing practice tournaments. It's not that bad to play well in a tournament and not get a cup lol. I'm sure they can replicate it again if they can do it in the first place.
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megaGOD

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I don't want to stop Q low, etc. Noobs need a way to noob, whether we like it or not.
No practice tournies.
Not going to copy raid bonus ideas from uTanks.
I do think BF was nearly perfect. I'm only concerned that some things (like faking) might be too overpowered and could be balanced slightly better.
No practice tournies.
Not going to copy raid bonus ideas from uTanks.
I do think BF was nearly perfect. I'm only concerned that some things (like faking) might be too overpowered and could be balanced slightly better.
Sun Wolf


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SW


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tournamentGOD wrote:987 wrote:tournamentGOD wrote:there is no downside to it tbh
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the downside would be when someone with no cups gets into a rhythm and wins (see: archangel, molekula) yet gets screwed out of what they deserve
where you see "no downside to it tbh" I see "cruel and unusual"
as soon as this happens, or we have a really solid competitive tournament with most/all of the regulars that isn't counted, you'll see the downside
well they would know that they're not gettin a cup before they play, so they wouldnt be gettin screwed out of anything. They can only get better by playing practice tournaments. It's not that bad to play well in a tournament and not get a cup lol. I'm sure they can replicate it again if they can do it in the first place.
there's a difference between playing well in a tournament and not getting a cup, and winning a tournament and not getting a cup

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987

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SW wrote:I don't want to stop Q low, etc. Noobs need a way to noob, whether we like it or not.
No practice tournies.
Not going to copy raid bonus ideas from uTanks.
I do think BF was nearly perfect. I'm only concerned that some things (like faking) might be too overpowered and could be balanced slightly better.
on that note I'm done wasting my time on this thread. the ideas and discussion are heating up, but clearly you are on a crusade to destroy the point system while not fixing any of the real/obvious/simple issues. good luck and have fun
noobs gonna noob? fakers gonna fake. making it more about skill my ass

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987

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tournamentGOD wrote:Well the nature of the game gives the advantage to people who can run the best. There is no skill in running in a turn based game. So there has to be some sort of reward to fighting multiple tanks or a way to make running harder such as higher shot damage. This would really fuck people with slow connections doe so idk.
I agree, add raid taking bonus. I know SW doesn't want to be known for copying something from utanks but that is one of the best features ever added. Just do it, fuck what the total utanks player population of 3 think about you for using this feature.
Higher shot damage was used at the start of tp1, it was much, MUCH harder to take raids. Correct me if I am wrong SW, it may just be because I was so used to utanks.
SW wrote:All I can really think of right now is reducing the effectiveness of faking, which IMO is the worst part of the game. Points from faking should be so low it's useless. The importance of deactivating high ranked tanks should really be boosted somehow.
1v1's should get low points.
Taking raids should get max points, more points per tank.
I feel the raiders should get more points also, they lose out on PPH for chasing and the raidee loses out on PPH because they are taking. Maybe the point limit should increase for every tank that is on the screen so multi-color mobs would be better pph than 1v1ing or more equal to it at least.
HurleY wrote:The elimination of qing low.
I am all for this, players should not be able to quit with less than 25% fuel.
good and bad points:
Good points:
Simply players will not be able to quit low, newbs will have to die, noobs will have to die, people who decide "I don't need to die because x tank is part of the raid" will have to die. etc..
Bad points:
If people have a connection issue, freeze, or any other problem then they are fucked. Nobody should care about a death but it would suck to die because of one of these problems. Maybe there could be some kind of detection (I know we have uncontrollable tank so if a tank is uncontrollable then the no low quitting rule would detect the tank is uncontrollable and allow a quit low.)
OR
Since it doesn't stop players just running for fuel then quitting with more than 25%. There could be a time limit you have to wait since you was last shot before you can quit, lets say 10/20/30 seconds since you was last hit. This means people who are trying to run from raids can not leave as long as players continue to chase them. I know it will be annoying for the raiders but people like bluntz run until its to much and they have to quit. This will stop that, they will run until they have NO choice but to fight back or die unless the raid breaks.
Good points: see above.
Bad points: Some newbs don't allow people to fill or ever give up chasing so it could screw some legit players who have already took raid after raid who need to leave.
987 wrote:this is going to end very badly
Just stopping to say STFU YOU FUCKING NEGATIVE FUCK.
tournamentGOD wrote:Here's an idea that just came to mind:
perhaps there should be a pts multiplier for being a minority color. Say there are 15 blues in and 11 reds in, the reds would be rewarded with more pts than the blues for shooting people. This should help balance the colors and stop all the color flippin scrubs FACT.
And you get more pts when there's a bigger discrepancy in colors.
This is a pretty damn good idea, it would equal the teams out soooo fucking much because everybody would want to maximize their points. If you are on the majority colour its obvious you are after kills so points should be minimised compared to the guys on the minority colour who are the most targeted. This could also work with raid taking bonus or instead of raid taking bonus. (Using this would mean you are not copying from utanks SW
-Kirby- wrote:On-field referees.
Would be to biased, no matter who you picked .. even the most fair players in the game. It would need people who don't visit the community, don't know ANYBODY in the community, and who understand the game. I doubt there is anybody out there who fits this criteria.
Also, its kind of the same but they used this in utanks tourns, it was a HUGE fail with me and others getting kicked for no reason.
-Kirby- wrote:Newbies should be introduced to the idea of fighting back & generally playing with honor - in other words, an ethics guide should accompany the actual game guide
This,
competition for players to make an ethics guide that all new accounts have to watch/read once before they get to play. PD3.0 wrote:1. How about taking points away from a tank who quits low below a certain percentage. For example, reset them back to 0 points at their current rank. Or take away half of the tanks equipment if they quit low, as if they actually died.
2. More points for being hit by an enemy. This would encourage more/bigger raid taking, as you will receive more points by being hit by more enemies.
1. Losing points for low quitting is a good idea if the other options don't get used. Quit low and get de-ranked, gain a death and lose half your eq, unless the game detects a tank is uncontrollable because these guys will not be able to help the low quit.
2. raid taking bonus .. yes.
tournamentJESUS wrote:the game is fine in my opinion. it's what brought us here in the first place
I agree, I don't want the game to change (meaning speed, shot damage etc...) but features to stop low quitting, encourage raid taking etc... should be added.
X-HayS-X wrote:You want to increase the skill, right? Ban Bluntz, Fluke, and what's his name You get rid of 85% of the cheating. Better yet, Erase their tank name, ability of ingame messaging, and delete all awards. Make them anonymous. Give them the notoriety. It's time the faggots get treated like faggots. Bluntz would lose interest without his awards showing up and his rank/number disappeared. what's his name should be banned from tourneys, he's openly admitted to taking fks from his teammates to help them cup, in tpv2 I might add. I'm just amazed there's still a client base, even if it is the bottom feeders.
Fluke doesn't cheat in tournaments.
I don't cheat in tournaments apart from 2 cups I didn't have a clue what was happening until after the tourn and I found out who I killed.
You need to grow up hays, if you played you would know about the other 17 100% legit cups I've won even though I will count those other 2 as legit also since I didn't plan shit. Also I'll quote sylar for you:
Jordann wrote:just a heads up ill be moderating this thread heavily and any off topic banter will be deleted and multiple offenders will be banned. I dont foresee some mind blowing revelation to occur in this thread but ill atleast give it a chance to try
Stop with the bullshit banter, I don't want to play in this topic. Go make a flaming one or hit me up in any other meaningless topic.
knock wrote:Just start issuing warnings folllowed by bans to the idiots ruining the game. We all know who they are, we could even make an official thread saying who they are for you to take the desired action. They have taken it too far, tankpit is meant to be an enjoyable game. By letting them roam free, it is taking enjoyment out for the majority of the player base. By not doing anything about them, tankpit is catering to the very people responsible for the decline in activity, integrity, and level of skill. This is your main problem, come up with a way to fix it and you're going somewhere with this.
I agree BUT you will be stopping these players from playing the way they enjoy, you would stop their fun so you could have fun. You would be just as bad as them for doing this. Look at all the suggestions and things I added in my post. Adding some of these features would minimize how much of a faggot they can be in game. I highly doubt SW is going to ban/deduct points/remove awards or w.e other punishment for players not taking raids and sniping people only.
wardizzle wrote:Maybe increase the role of bots.
Have them shoot mines from time to time on a random timer, move around on their own on the same random timer, have them randomly teleport to coordinates in a raid (0.01% of the time or something to account for spamming during raids).
Bot should have more roles, good suggestion. SW is capable of making bots i'm sure so he could program 1 bot from each color to play the game rank up and down (rec - leuit) so players could even raid and rank up from them but not so much they can get stars from it. This would help newbs get to higher ranks easier and give them more of a chance at survival. Obvs the bot couldn't be impossible to kill but it shouldn't be easy to kill like the bots we have already.
tournamentGOD wrote:some practice tournaments would be cool. like don't reward cups in those tournaments. people just like to play tournaments whether they get cups or not and if you don't give out cups in these practice tournaments then hopefully no one will feel the need to die down/fk
THIS, we always ask for random tournaments or even if these are scheduled ... no cups, maybe the whole top 25 in the tourn will receive the exp they gain in the tournament onto the tank they played. This would make players want to play their main tanks in tournaments instead of random ones. There would be no point in somebody sitting / faking / fking for an hour because they would get MORE points by doing this in the real map.
This is truly an awesome idea. Sorry if I go over the same points that I did in the paragraph above but this is one I'd like to work on with everybody.
Good points:
All top 25 would receive exp for playing, 100% of the total or another % of the total earned that tourn. (All players who enter could actually receive the exp they earn or a %) If we don't add the kills/deaths/play time stats to main map ALSO then it could just be a 50% total of the exp earned so it doesn't make a huge difference to the players who care about pph in the main map.
Players taking time out of the main map to play these would still be gaining points for the main map BUT not play time. Unless you wanted to add ALL stats from the tourn to the main map? suggestions?
Players could use this to practice, it doesn't matter where they come as a # because its a win/win situation anyway because they still get to take away the points (and other stats maybe?) back to the main map with them.
Players will play their main tanks so players will know who is who and how they are playing and the tournament topics would not be a flame/venting fest it would be more of a help thread for constructive criticism and how players can improve, asking the top 3 how they went about that tourn. Also I would be happy to record every one I play so people can watch over what I did right and wrong through out the tourn.
There would be no need to free kill to place #1,#2 or #3 because they wouldn't gain anything (
) and their exp will still show. It would be pointless to cheat.It would be pointless to cheat because 1v1ing in the main map would gain a lot more exp than it would if you played a tourn for an hour. To make sure of this you could even make it less pp per shot in tourns. Only players who enjoy tourns or want to practice would play these. There would be no cheaters trying to get a sneaky cup by cheating because no cups are awarded lol.
I could go on and on with a little more thought but I want to finish my post lol
Bad points:
Same ones as normal tourns, players could come and ruin the final results by cheating/fking/dieing down etc.. but they wouldn't hurt the end result really because nobody will lose any points or miss out on a cup since none are awarded. All that would be ruined is the true results of the tourn (top 25 list) but they would be outcasted from the community for cheating just so it says they have a better # at the end even tho they don't win anything lol.
Main map will not be active during the tourn, BUT the main map is always fucking rammed with players before and after a tourn so it could increase activity in the main map for a couple of hours.

Last edited by Krusty on Thu Apr 18, 2013 12:42 pm, edited 1 time in total.

SW wrote:I don't want to stop Q low, etc. Noobs need a way to noob, whether we like it or not.
i think the quicker the learn to take a death and get rid of their fear of a death, the better everyone will be. there will be more ranking and raid taking if taking a death wasn't such a big deal to some.
you gotta be able to let noobs make mistakes and learn from it, can't baby them, it's no good for anyone. it just continues this cycle of unwritten rules and players bashing each other and everyone is upset

also i understand the game is fine status quo, but that's all it's gonna be if you're fine with it. can we atleast get rid of the people playing just to be assholes to other people
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megaGOD

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fucking idiot wrote:I agree BUT you will be stopping these players from playing the way they enjoy, you would stop their fun so you could have fun. you would be just as bad as them for doing this
13/10 on the irony scale, taking into context the rest of your post. if I didn't know any better (oh wait, I don't lol) I would think your whole post (and most of this thread) is about cherry picking ways to make your fun > than other peoples fun, which makes this quote from you just mind blowing.
are you trolling? you have to be trolling. I refuse to believe anyone is stupid or bold enough to put a nugget like this in a post like that.

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987

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Sean, I am not trying to make it fun for me by making it less fun for others. I am simply putting suggestions out there to better the game for all or the majority of players. Stop been such a dick, not just here but you are a complete dick as a person. Always negative, always aggressive, always bashing everybody, you are not better than a single person here so don't try to talk down to everybody.
The part I wrote to kyle does seem like one of my worst posts to date but kyle always talked about how fluke etc.. have fun by playing a certain way and ruining the fun for others. So if we ruin there fun so it is fun for us we are no better. I am all for ruining their fun tho lol
The part I wrote to kyle does seem like one of my worst posts to date but kyle always talked about how fluke etc.. have fun by playing a certain way and ruining the fun for others. So if we ruin there fun so it is fun for us we are no better. I am all for ruining their fun tho lol

Pretty sure Sean is just being skeptical, thats all. From my experience with games I would say he has good reason to be though. My thoughts are that online gamers are generally pretty fickle people. Also, its alot harder to pull players back to a game than to keep them in the first place.
Firstly, because there is no true way of implementing ideas/mechanics other than a 'trial and error' basis, I feel it would be a good idea to have a test server to test these changes on. My only concern here being that any noobs that find their way to TP currently find themselves with a rather well balanced game. If we are testing out ideas that are ever so slightly adjusting the balance of the game, this could have a detrimental impact on the incoming player base, not to mention the impact it could have on the current players.
Secondly, it might be worth having a voting thread allowing players to vote for a selection of ideas picked by SW. This would give SW a better sense of what ideas would be welcomed/discarded before he has invested the time in implementing them.
Everyone must remember that some of the best games on the market these days are games that are very well balanced. I consider TP to be a very well balanced game, which makes the consideration of changes to gameplay alot more dangerous.
Before I go on, ya'll must appreciate the fact I am retarded when it comes to putting the ideas in my head into words. So here goes...
My ideas -
Eliminating Q'lowers:
Presuming its even possible to start with, how about having a hit timer on each tank that lasts for no more than 5 seconds. For example, if you take 1 hit from any tank (bot or player) then a 5 second timer is initiated. If you take no more damage in the next 5 seconds then the timer resets to 0 and will not initiate again until hit.
My thinking here is that if you are hit by 5 different tanks within that 5 second timer, the ability to Q'low should be eliminated. This means if you are being raided by 3-4 players, you can q'low at any point. If you have 5+ raiders on you and they are firing homers etc, you cannot q'low until you get out of the 5 second hit window on your tank. This not only makes it more difficult to q'low but will also potentially eliminate marathoning. Even if you try to marathon to the other side of the map and q'low, if you have 5 homers hit you when you land, you aint going anywhere for atleast 5 seconds. This 5 seconds is more than enough time for a decent raid to appear on that tanks screen and get a shot off, thus stopping him from q'in low.
Obviously this has the ability to be tweaked with perhaps a 4 second timer, 4.5second timer, 3 hit limit, 4 hit limit etc.
It could even change depending on the amount of players in game. For example, if the map is at 20% capacity then the hit limit could be for 5 seconds, needing 3 hits within those 5 seconds to deactivate the Q button for that tank.
If the map capacity is at 80% then the hit timer could go up to needing 6-7hits within a 5-6 second period to deactivate the use of the Q button.
Sorry if this didnt make much sense, hopefully I explained it in a way that accurately translates my idea. (Any questions please ask)
Encouraging Raid Taking:
Slightly tweaked format from my 'Happy Hour' idea awhile ago. Going on the basis of 'what would encourage someone to take a raid?', I came up with the idea of having a key that players can press ONLY while the deactivated tank screen is up. This hotkey would allow a tank who has just been deactivated to make himself immune to all damage for a 3 minute period directly after they have been killed. If the player chooses to hit this key within the allocated window, they will be immune from all damage and unable to shoot any targets (other than mines) for a 3-4 minute period. Thus allowing them to fill without being hussled out of the game by noobs chasing them trying to re-fill.
Furthermore, it would encourage players to take raids if they were given a 10-15minute window after being killed to gain a 1.5x points increase. For example, I have just been deactivated and am sitting looking at the yellow bar go across my screen until I can re-spawn. During this time I hit the 'H' key to enable immunity for 3 minutes. After my 3 minutes of filling my equipment are up, I have a 15 minute period of play where all my shots are giving 1.5x the xp as opposed to the standard 1x xp. If I leave the game after 10 minutes, the next time I join I will continue with my 5minutes of 1.5x xp.
At the moment, the ONLY incentive for players to take a raid is to keep the 'cycle' going. With this idea, players are encouraged to take, they are rewarded for their take and ultimately, what have they lost? If they have been raided for 15-20mins then giving them an xp boost for 15 mins is only gonna help get them back to the xp they lost for taking. Seems legit to me. Any thoughts though?
One potential hazard is if players press the H key and activate immunity after being killed, they could return to a raid on someone else and troll it by blocking shots. In this case, the tank operating under immunity should have the same values as a rock. Also, I cannot see many people doing this because it just means they would be missing out on their 1.5x xp boost.
Sorry for the long ass post, I am sad a twat, I know!
Edit - I didnt read SW's last post before replying, my bad!
Firstly, because there is no true way of implementing ideas/mechanics other than a 'trial and error' basis, I feel it would be a good idea to have a test server to test these changes on. My only concern here being that any noobs that find their way to TP currently find themselves with a rather well balanced game. If we are testing out ideas that are ever so slightly adjusting the balance of the game, this could have a detrimental impact on the incoming player base, not to mention the impact it could have on the current players.
Secondly, it might be worth having a voting thread allowing players to vote for a selection of ideas picked by SW. This would give SW a better sense of what ideas would be welcomed/discarded before he has invested the time in implementing them.
Everyone must remember that some of the best games on the market these days are games that are very well balanced. I consider TP to be a very well balanced game, which makes the consideration of changes to gameplay alot more dangerous.
Before I go on, ya'll must appreciate the fact I am retarded when it comes to putting the ideas in my head into words. So here goes...
My ideas -
Eliminating Q'lowers:
Presuming its even possible to start with, how about having a hit timer on each tank that lasts for no more than 5 seconds. For example, if you take 1 hit from any tank (bot or player) then a 5 second timer is initiated. If you take no more damage in the next 5 seconds then the timer resets to 0 and will not initiate again until hit.
My thinking here is that if you are hit by 5 different tanks within that 5 second timer, the ability to Q'low should be eliminated. This means if you are being raided by 3-4 players, you can q'low at any point. If you have 5+ raiders on you and they are firing homers etc, you cannot q'low until you get out of the 5 second hit window on your tank. This not only makes it more difficult to q'low but will also potentially eliminate marathoning. Even if you try to marathon to the other side of the map and q'low, if you have 5 homers hit you when you land, you aint going anywhere for atleast 5 seconds. This 5 seconds is more than enough time for a decent raid to appear on that tanks screen and get a shot off, thus stopping him from q'in low.
Obviously this has the ability to be tweaked with perhaps a 4 second timer, 4.5second timer, 3 hit limit, 4 hit limit etc.
It could even change depending on the amount of players in game. For example, if the map is at 20% capacity then the hit limit could be for 5 seconds, needing 3 hits within those 5 seconds to deactivate the Q button for that tank.
If the map capacity is at 80% then the hit timer could go up to needing 6-7hits within a 5-6 second period to deactivate the use of the Q button.
Sorry if this didnt make much sense, hopefully I explained it in a way that accurately translates my idea. (Any questions please ask)
Encouraging Raid Taking:
Slightly tweaked format from my 'Happy Hour' idea awhile ago. Going on the basis of 'what would encourage someone to take a raid?', I came up with the idea of having a key that players can press ONLY while the deactivated tank screen is up. This hotkey would allow a tank who has just been deactivated to make himself immune to all damage for a 3 minute period directly after they have been killed. If the player chooses to hit this key within the allocated window, they will be immune from all damage and unable to shoot any targets (other than mines) for a 3-4 minute period. Thus allowing them to fill without being hussled out of the game by noobs chasing them trying to re-fill.
Furthermore, it would encourage players to take raids if they were given a 10-15minute window after being killed to gain a 1.5x points increase. For example, I have just been deactivated and am sitting looking at the yellow bar go across my screen until I can re-spawn. During this time I hit the 'H' key to enable immunity for 3 minutes. After my 3 minutes of filling my equipment are up, I have a 15 minute period of play where all my shots are giving 1.5x the xp as opposed to the standard 1x xp. If I leave the game after 10 minutes, the next time I join I will continue with my 5minutes of 1.5x xp.
At the moment, the ONLY incentive for players to take a raid is to keep the 'cycle' going. With this idea, players are encouraged to take, they are rewarded for their take and ultimately, what have they lost? If they have been raided for 15-20mins then giving them an xp boost for 15 mins is only gonna help get them back to the xp they lost for taking. Seems legit to me. Any thoughts though?
One potential hazard is if players press the H key and activate immunity after being killed, they could return to a raid on someone else and troll it by blocking shots. In this case, the tank operating under immunity should have the same values as a rock. Also, I cannot see many people doing this because it just means they would be missing out on their 1.5x xp boost.
Sorry for the long ass post, I am sad a twat, I know!
Edit - I didnt read SW's last post before replying, my bad!
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Molekula


- lieutenant
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Krusty wrote:Sean, I am not trying to make it fun for me by making it less fun for others. I am simply putting suggestions out there to better the game for all or the majority of players. Stop been such a dick, not just here but you are a complete dick as a person. Always negative, always aggressive, always bashing everybody, you are not better than a single person here so don't try to talk down to everybody.
The part I wrote to kyle does seem like one of my worst posts to date but kyle always talked about how fluke etc.. have fun by playing a certain way and ruining the fun for others. So if we ruin there fun so it is fun for us we are no better. I am all for ruining their fun tho lol
... lmao.
makes a complete 180 within the same post. this is good tho, try not to focus on the fact that's its me saying this, and instead focus on the inherent dilemma that is presented by manipulating the game to suit "fun". its extremely easy to add "fun" for one group at the expense of another, especially if you start warping multiple aspects of the game mechanics. that should not be the goal here. remember: different people.. different reasons. you want to put some stuff on the table, while taking as close to nothing as possible off. work on the assumption that we are very very close to begin with, and instead of opting for something that's big and a game changer, you instead want something that only mildly refines and complements the dynamic already in place.

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987

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SW - if you are so concerned about faking being overpowered I can recommend a fix.
A shot counter. When you engage a player it would have to start a clock. After 'x' amount of duals have been fired on the same tank within a time frame, dual shots get deactivated for 'y' minutes. This would force faking players to use single shots more than duals, keeping the points more reasonable.
Kitsunegari

Also - if they are ineffective fakers - the dual shots wouldn't get deactivated. So it would only shut down extreme 1v1. (and eliminate free-shooting)
Would be funny to see if that changed some people's tournament consistency
A shot counter. When you engage a player it would have to start a clock. After 'x' amount of duals have been fired on the same tank within a time frame, dual shots get deactivated for 'y' minutes. This would force faking players to use single shots more than duals, keeping the points more reasonable.
Kitsunegari

Also - if they are ineffective fakers - the dual shots wouldn't get deactivated. So it would only shut down extreme 1v1. (and eliminate free-shooting)
Would be funny to see if that changed some people's tournament consistency

Last edited by lefty on Thu Apr 18, 2013 1:26 pm, edited 1 time in total.
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lefty

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Molekula wrote:Pretty sure Sean is just being skeptical, thats all. From my experience with games I would say he has good reason to be though. My thoughts are that online gamers are generally pretty fickle people. Also, its alot harder to pull players back to a game than to keep them in the first place.
Firstly, because there is no true way of implementing ideas/mechanics other than a 'trial and error' basis, I feel it would be a good idea to have a test server to test these changes on. My only concern here being that any noobs that find their way to TP currently find themselves with a rather well balanced game. If we are testing out ideas that are ever so slightly adjusting the balance of the game, this could have a detrimental impact on the incoming player base, not to mention the impact it could have on the current players.
Secondly, it might be worth having a voting thread allowing players to vote for a selection of ideas picked by SW. This would give SW a better sense of what ideas would be welcomed/discarded before he has invested the time in implementing them.
Everyone must remember that some of the best games on the market these days are games that are very well balanced. I consider TP to be a very well balanced game, which makes the consideration of changes to gameplay alot more dangerous.
Before I go on, ya'll must appreciate the fact I am retarded when it comes to putting the ideas in my head into words. So here goes...
My ideas -
Eliminating Q'lowers:
Presuming its even possible to start with, how about having a hit timer on each tank that lasts for no more than 5 seconds. For example, if you take 1 hit from any tank (bot or player) then a 5 second timer is initiated. If you take no more damage in the next 5 seconds then the timer resets to 0 and will not initiate again until hit.
My thinking here is that if you are hit by 5 different tanks within that 5 second timer, the ability to Q'low should be eliminated. This means if you are being raided by 3-4 players, you can q'low at any point. If you have 5+ raiders on you and they are firing homers etc, you cannot q'low until you get out of the 5 second hit window on your tank. This not only makes it more difficult to q'low but will also potentially eliminate marathoning. Even if you try to marathon to the other side of the map and q'low, if you have 5 homers hit you when you land, you aint going anywhere for atleast 5 seconds. This 5 seconds is more than enough time for a decent raid to appear on that tanks screen and get a shot off, thus stopping him from q'in low.
Obviously this has the ability to be tweaked with perhaps a 4 second timer, 4.5second timer, 3 hit limit, 4 hit limit etc.
It could even change depending on the amount of players in game. For example, if the map is at 20% capacity then the hit limit could be for 5 seconds, needing 3 hits within those 5 seconds to deactivate the Q button for that tank.
If the map capacity is at 80% then the hit timer could go up to needing 6-7hits within a 5-6 second period to deactivate the use of the Q button.
Sorry if this didnt make much sense, hopefully I explained it in a way that accurately translates my idea. (Any questions please ask)
Encouraging Raid Taking:
Slightly tweaked format from my 'Happy Hour' idea awhile ago. Going on the basis of 'what would encourage someone to take a raid?', I came up with the idea of having a key that players can press ONLY while the deactivated tank screen is up. This hotkey would allow a tank who has just been deactivated to make himself immune to all damage for a 3 minute period directly after they have been killed. If the player chooses to hit this key within the allocated window, they will be immune from all damage and unable to shoot any targets (other than mines) for a 3-4 minute period. Thus allowing them to fill without being hussled out of the game by noobs chasing them trying to re-fill.
Furthermore, it would encourage players to take raids if they were given a 10-15minute window after being killed to gain a 1.5x points increase. For example, I have just been deactivated and am sitting looking at the yellow bar go across my screen until I can re-spawn. During this time I hit the 'H' key to enable immunity for 3 minutes. After my 3 minutes of filling my equipment are up, I have a 15 minute period of play where all my shots are giving 1.5x the xp as opposed to the standard 1x xp. If I leave the game after 10 minutes, the next time I join I will continue with my 5minutes of 1.5x xp.
At the moment, the ONLY incentive for players to take a raid is to keep the 'cycle' going. With this idea, players are encouraged to take, they are rewarded for their take and ultimately, what have they lost? If they have been raided for 15-20mins then giving them an xp boost for 15 mins is only gonna help get them back to the xp they lost for taking. Seems legit to me. Any thoughts though?
One potential hazard is if players press the H key and activate immunity after being killed, they could return to a raid on someone else and troll it by blocking shots. In this case, the tank operating under immunity should have the same values as a rock. Also, I cannot see many people doing this because it just means they would be missing out on their 1.5x xp boost.
Sorry for the long ass post, I am sad a twat, I know!
Edit - I didnt read SW's last post before replying, my bad!
a test server is basically a requirement. this should be one of the lasting lessons from utanks. you can't just start throwing shit out there and watching what happens on the main server, this irrovocably damages the history and integrity of the map.
voting could be useful, but could also be counterproductive. anyone who has read more than 2 of my posts can probably guess why I feel this way. very situational..
also agree obv on the balance perspective, however this is why I can't agree with anything that promotes a different base exp rate at different times. this also permanently warps the history and integrity.
either way I like this post, even if I don't agree with it entirely. keep going.

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987

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lefty wrote:SW - if you are so concerned about faking being overpowered I can recommend a fix.
A shot counter. When you engage a player it would have to start a clock. After 'x' amount of duals have been fired on the same tank within a time frame, dual shots get deactivated for 'y' minutes. This would force faking players to use single shots more than duals, keeping the points more reasonable.![]()
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Kitsunegari![]()
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Also - if they are ineffective fakers - the dual shots wouldn't get deactivated. So it would only shut down extreme 1v1. (and eliminate free-shooting)
Would be funny to see if that changed some people's tournament consistency
good general train of thought, poor execution. you are penalizing skill. I will never vouch something that does that, and this is my issue with trying to nerf faking to begin with. how does this apply if only 2 people are in? how do other ideas that have the same intent translate over to tournaments? do they? these are the questions..
and yea, I guess even tho sws post did kind of piss me off, I can't just bail due to that, even tho I bet some of you wish I would ;/
this is way too important

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987

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987 wrote:... lmao.
makes a complete 180 within the same post. this is good tho, try not to focus on the fact that's its me saying this, and instead focus on the inherent dilemma that is presented by manipulating the game to suit "fun". its extremely easy to add "fun" for one group at the expense of another, especially if you start warping multiple aspects of the game mechanics. that should not be the goal here. remember: different people.. different reasons. you want to put some stuff on the table, while taking as close to nothing as possible off. work on the assumption that we are very very close to begin with, and instead of opting for something that's big and a game changer, you instead want something that only mildly refines and complements the dynamic already in place.
There was no 180 ... maybe a 360 back to my original post? I meant exactly what I said in my first post. You just didn't give it chance like you don't with ANYTHING.
I understand what you are getting at but if I want to roll with some of the idea's OTHERS suggested but I added to then I will.
I want your views on duys practice tournaments idea along with my suggestions (see my last quote from duy and the reply at the bottom of my TLDR).

Encourage raid taking? Up the requirements for tank and death medals as well as a new heroic or a 4th death medal.
If it took 50 deaths for combat, 100 for battle and 250 for heroic no one would care to die. Lets remember for majority of the players their awards control how they play.
If it took 50 deaths for combat, 100 for battle and 250 for heroic no one would care to die. Lets remember for majority of the players their awards control how they play.

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Jordann


- brb j break
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Switch heroic and combat around and nobody would give a fuck about dieing!

Eliminating Faking -
Using the hit accumulator that lefty and myself have highlighted, this could be used to eliminate or at the very least reduce the effectiveness of faking. I know that altering points output is a risky business but if the hit counter is able to detect that you keep hitting the same tank, then it would be wise to reduce the amount of points those 2 tanks are receiving. This could also work vise-verse, with a tank taking hits from 3-4 different tanks within a set amount of time, receiving higher points per shot ratio for as long as they sustain multiple tank hits.
Edit - It would greatly increase noobs incentive to play if they dont get chased around the map by a Gen/Col until death. Their is no reason what so ever for a Gen or Col to feel hard done by for not being able to kill a serg or lieut.
Serg's should only be able to be attacked by - Recruits, Privates, Corps, Sergs, Lieuts, Capts
Lieuts should only be able to be attacked by - All of the above + Maj's
etc etc
Double Edit - That idea is retarded because if a serg jumps in a raid and kills a gen then that new col will be pissed he cant kill the new lieut lol..
Using the hit accumulator that lefty and myself have highlighted, this could be used to eliminate or at the very least reduce the effectiveness of faking. I know that altering points output is a risky business but if the hit counter is able to detect that you keep hitting the same tank, then it would be wise to reduce the amount of points those 2 tanks are receiving. This could also work vise-verse, with a tank taking hits from 3-4 different tanks within a set amount of time, receiving higher points per shot ratio for as long as they sustain multiple tank hits.
Edit - It would greatly increase noobs incentive to play if they dont get chased around the map by a Gen/Col until death. Their is no reason what so ever for a Gen or Col to feel hard done by for not being able to kill a serg or lieut.
Serg's should only be able to be attacked by - Recruits, Privates, Corps, Sergs, Lieuts, Capts
Lieuts should only be able to be attacked by - All of the above + Maj's
etc etc
Double Edit - That idea is retarded because if a serg jumps in a raid and kills a gen then that new col will be pissed he cant kill the new lieut lol..
BF -
Mole -



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Mole -




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Molekula-





Radioactive Man -


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Molekula


- lieutenant
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This has been a great read thus far...
Any idea that penalizes skill is a bad idea.
Any idea that fundamentally changes the game is a bad idea.
Practice tournaments are a bad idea. I’m no tournament professional or anything but, if you want to practice ranking quickly make a new tank. Learn how to pick up equipment quickly. Learn how to fight red-1 as quickly and effectively as possible until you become a lieutenant. If you take over a half hour try again.
Quitting low has been a bitch to deal with since 1997 and I for see it remaining as is. You can’t manipulate this without drastically changing the game.
If you play Tankpit because of how your tank awards look you have a sad miserable life.
Players SHOULD be banned for certain things. (Fluke, Bluntz, possibly what's his name) They did not purchase this game they have no say in the service it provides.
Any idea that penalizes skill is a bad idea.
Any idea that fundamentally changes the game is a bad idea.
Practice tournaments are a bad idea. I’m no tournament professional or anything but, if you want to practice ranking quickly make a new tank. Learn how to pick up equipment quickly. Learn how to fight red-1 as quickly and effectively as possible until you become a lieutenant. If you take over a half hour try again.
Quitting low has been a bitch to deal with since 1997 and I for see it remaining as is. You can’t manipulate this without drastically changing the game.
If you play Tankpit because of how your tank awards look you have a sad miserable life.
Players SHOULD be banned for certain things. (Fluke, Bluntz, possibly what's his name) They did not purchase this game they have no say in the service it provides.

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BOSS7


- captain
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Krusty wrote:987 wrote:... lmao.
makes a complete 180 within the same post. this is good tho, try not to focus on the fact that's its me saying this, and instead focus on the inherent dilemma that is presented by manipulating the game to suit "fun". its extremely easy to add "fun" for one group at the expense of another, especially if you start warping multiple aspects of the game mechanics. that should not be the goal here. remember: different people.. different reasons. you want to put some stuff on the table, while taking as close to nothing as possible off. work on the assumption that we are very very close to begin with, and instead of opting for something that's big and a game changer, you instead want something that only mildly refines and complements the dynamic already in place.
There was no 180 ... maybe a 360 back to my original post? I meant exactly what I said in my first post. You just didn't give it chance like you don't with ANYTHING.
I understand what you are getting at but if I want to roll with some of the idea's OTHERS suggested but I added to then I will.
I want your views on duys practice tournaments idea along with my suggestions (see my last quote from duy and the reply at the bottom of my TLDR).
already addressed practice tournaments directly, and a lot of your suggestions fall into umbrella categories I've also already addressed.
sorry to disappoint but I doubt anyone wants to read the same post with diff words, and I'm not typing that shit again, especially thru a phone

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987

- general

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Where is this post?

I think ~85-90% of problems become immaterial if the quantity and quality of activity on the field is increased, especially quantity though.
Get more players into the game and as a bonus, get the majority of them to accept death.
Someone quits low? Big deal, target the next guy. He marathons? Not a big deal if there's still 20 other targets in the map. Two people are faking in the water / in a corner somewhere? Not for long, the other 40 players in the map will probably take notice. With enough players in the game, it becomes hard to organize anything at all in terms of points and kills.
Every problem that exists right now is magnified because there is less activity. When someone quits low, it's a big deal because you might not have an opportunity to rank again for days. If heightened activity was sustained it wouldn't be much of a problem.
Take some initiative and go advertise. For real, if there were a constant 20 players in the map there would be nothing to complain about (except tournaments, maybe.)
Get more players into the game and as a bonus, get the majority of them to accept death.
Someone quits low? Big deal, target the next guy. He marathons? Not a big deal if there's still 20 other targets in the map. Two people are faking in the water / in a corner somewhere? Not for long, the other 40 players in the map will probably take notice. With enough players in the game, it becomes hard to organize anything at all in terms of points and kills.
Every problem that exists right now is magnified because there is less activity. When someone quits low, it's a big deal because you might not have an opportunity to rank again for days. If heightened activity was sustained it wouldn't be much of a problem.
Take some initiative and go advertise. For real, if there were a constant 20 players in the map there would be nothing to complain about (except tournaments, maybe.)
Last edited by -Kirby- on Thu Apr 18, 2013 10:31 pm, edited 1 time in total.
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