2011-03-07, 04:53:51
Hello everybody.
I see battletanks has a very serious problem these days with games. League games, any games period. Game times and CP capture has seemingly been the most recent objective the development team has been "conquering" lately. Games need to end sooner.
I suggest that work be done to the following aspects of the game:
XP contorol -- if you join an ally in a lane, remove the incentive of that person wanting to leave. Because if you kill a hero, it should benefit your team.
XP control -- tanks should level faster and "ganking tanks" clearly needs a new formula if one doesn't exist already. Tanks should reach their peak levels way sooner.
I don't see the incentive for newer players to even want to play this game more if they can't feel that they have accomplished anything in the game. What I'm saying is that they should be able to get some good weapons and stuff within 40 minutes and be a reasonably high level of tank. Now this may open the door for completely broken games of btanks, but lately that's all we have been seeing... or I have been by watching games. I see that a game is generally over when the K:D ratio is 2:1 past 20 minutes yet we see many teams still struggling on even past 70 minutes. The worst part is if the game is evenly matched it generally runs way over 70 minutes.
A fundamentally flawed part of this game is the fact that after one team gets all CP's that they get about 3k gold every 5 minutes and the opposing team gets like 600 gold. This is what is dragging the game on. It's inevitable that the one team will eventually roll the other team but often times it takes over 30 minutes for that to happen because everyone's still "farming" or just passively farming it with the 5-minute-noob-gold. You see after 30 minutes, that is like 6 incomes of 3k or 18K which determines the game generally. The opposing team not only has to match their aggressor's kill-deaths but surpass it beyond 15 kills to even stand a remote chance. That's not going to happen LOL.
Sure there is the -giveup function but in all reality... a game that necessarily needs to use this every other game .... in league mode at some point is a huge problem. I think more XP and gold need to be injected into this game sooner. The 5 minute income should be rescaled to be more like 3 minute income. This way when a game is clearly going to end, the opposing team won't -giveup but rather just play it out because it's going to end soon anyway.
Btanks needs a much faster paced game if it is ever to attract new players. It needs to allow those new players the ability to not go pure-cookie-cutter builds and still be relatively successful. I think that buying hulls needs to be in some way factored out of the game to the point where it fits in as an "alternate strategy" and not completely necessary as they normally are. I think it is a fair assumption that most players will normally get hulls at points and it should be related to your K/D (ie) your tank level -- even if it is this way now, it isn't noticed as much as to factor out hulls (waste of slot!) -- look at batteries... there used to be mana regen and it was factored out. Weapons need to be stressed more so that newer players won't have to learn the hard way. Killing tanks and assisting in kills needs to be rewarded because when 4 tanks kill 1 tank the XP is divided among 4 players but what if they kill a titan?
I think the whole goal here is to have a "pro" type balanced game run in the timeline of 45-55 minutes. Level 20 should be achieveable in that time as should a reasonable tank like demon tank and TP and say a few lazers or supercell with a hull and speedpack or something. Right now I don't see this as feasible and that's why the game is not being played by a vast number of players. Either they are in a game and can't be successful because the level of learning is steep or they get carried/rolled hardcore. There is no fun on having someone win the game (and likely bitch you out all game) or having lost a game or want to leave because you bought weapons without a hull/tank. It isn't easy to tell a newcomer to save gold when most like spending it.... but if they don't have to wait forever through so much "dry" gameplay as farming and laning then it may seem more reasonable if they think the goal is more easily attainable.
So really who likes 1.5 hour long games?
My first suggestion is to implement a mode that says "I'm ok to play if you are new" -- an easy mode, that is faster paced.
.....or you could continue to do whatever you are doing now which has been fairly consistent expecting different results lol -> like a playerbase that is larget than say... Legion TD.
No I'm not on some sort of "HB soapbox folks"... I'm saying "you need to change some things to get a playerbase" and then after that you can't desert your playerbase by removing the mode. That's backwards and I hope you have learned that by now. If anything, attracting PLAYERS is your goal. Because if you continue as you are... which is just boring the hell out of everyone you'll eventually see me go. I know you want that but I'm telling you I won't be the only one.
I see battletanks has a very serious problem these days with games. League games, any games period. Game times and CP capture has seemingly been the most recent objective the development team has been "conquering" lately. Games need to end sooner.
I suggest that work be done to the following aspects of the game:
XP contorol -- if you join an ally in a lane, remove the incentive of that person wanting to leave. Because if you kill a hero, it should benefit your team.
XP control -- tanks should level faster and "ganking tanks" clearly needs a new formula if one doesn't exist already. Tanks should reach their peak levels way sooner.
I don't see the incentive for newer players to even want to play this game more if they can't feel that they have accomplished anything in the game. What I'm saying is that they should be able to get some good weapons and stuff within 40 minutes and be a reasonably high level of tank. Now this may open the door for completely broken games of btanks, but lately that's all we have been seeing... or I have been by watching games. I see that a game is generally over when the K:D ratio is 2:1 past 20 minutes yet we see many teams still struggling on even past 70 minutes. The worst part is if the game is evenly matched it generally runs way over 70 minutes.
A fundamentally flawed part of this game is the fact that after one team gets all CP's that they get about 3k gold every 5 minutes and the opposing team gets like 600 gold. This is what is dragging the game on. It's inevitable that the one team will eventually roll the other team but often times it takes over 30 minutes for that to happen because everyone's still "farming" or just passively farming it with the 5-minute-noob-gold. You see after 30 minutes, that is like 6 incomes of 3k or 18K which determines the game generally. The opposing team not only has to match their aggressor's kill-deaths but surpass it beyond 15 kills to even stand a remote chance. That's not going to happen LOL.
Sure there is the -giveup function but in all reality... a game that necessarily needs to use this every other game .... in league mode at some point is a huge problem. I think more XP and gold need to be injected into this game sooner. The 5 minute income should be rescaled to be more like 3 minute income. This way when a game is clearly going to end, the opposing team won't -giveup but rather just play it out because it's going to end soon anyway.
Btanks needs a much faster paced game if it is ever to attract new players. It needs to allow those new players the ability to not go pure-cookie-cutter builds and still be relatively successful. I think that buying hulls needs to be in some way factored out of the game to the point where it fits in as an "alternate strategy" and not completely necessary as they normally are. I think it is a fair assumption that most players will normally get hulls at points and it should be related to your K/D (ie) your tank level -- even if it is this way now, it isn't noticed as much as to factor out hulls (waste of slot!) -- look at batteries... there used to be mana regen and it was factored out. Weapons need to be stressed more so that newer players won't have to learn the hard way. Killing tanks and assisting in kills needs to be rewarded because when 4 tanks kill 1 tank the XP is divided among 4 players but what if they kill a titan?
I think the whole goal here is to have a "pro" type balanced game run in the timeline of 45-55 minutes. Level 20 should be achieveable in that time as should a reasonable tank like demon tank and TP and say a few lazers or supercell with a hull and speedpack or something. Right now I don't see this as feasible and that's why the game is not being played by a vast number of players. Either they are in a game and can't be successful because the level of learning is steep or they get carried/rolled hardcore. There is no fun on having someone win the game (and likely bitch you out all game) or having lost a game or want to leave because you bought weapons without a hull/tank. It isn't easy to tell a newcomer to save gold when most like spending it.... but if they don't have to wait forever through so much "dry" gameplay as farming and laning then it may seem more reasonable if they think the goal is more easily attainable.
So really who likes 1.5 hour long games?
My first suggestion is to implement a mode that says "I'm ok to play if you are new" -- an easy mode, that is faster paced.
.....or you could continue to do whatever you are doing now which has been fairly consistent expecting different results lol -> like a playerbase that is larget than say... Legion TD.
No I'm not on some sort of "HB soapbox folks"... I'm saying "you need to change some things to get a playerbase" and then after that you can't desert your playerbase by removing the mode. That's backwards and I hope you have learned that by now. If anything, attracting PLAYERS is your goal. Because if you continue as you are... which is just boring the hell out of everyone you'll eventually see me go. I know you want that but I'm telling you I won't be the only one.