Game Development Community

Wish list from an avid player, my feedback.

by Tank Dork · in ThinkTanks · 05/17/2003 (9:38 am) · 45 replies

These are some of the things I would like to see added to Think Tanks.. Which by the way is the funniest and funnest game I have played in a long time.

I have edited my list. After ALOT more play... somethings just need to stay the same. I also added some good ideas others have been adding.

TEAM SCRUM:
(1) Add an indicator of what team you are on so we don't have to keep checking the list. The starting statement is nice, but a visual representation on the tank would make it easier for us forgetfull folks.
(2) Team speech hotkeys, for those who actually
co-op.
(3) A map with a static goal at each end.. with tank spawn points in the "sideline" area and the scrum spawn in random areas in the middle of the field of play.. Would make team strategies alot more usefull.. and allow for the heavy tank goalee. =)
(4) Ability to pass the scrum.. maybe using the targeting array but activated with a seperate key. Or as Tally suggested, a way to "release" it so it can be passed without ramming.

SCRUM:
(1) HOTKEYS! We need instant message hotkeys like Orbz!! Simple stuff like Good one!, Wow did you see that!, Sometimes I amaze even myself, Good job!, and a few taunts.

MISC:
(1) Ability to change tank without exiting to main menu.
(2) Remove the ability to make DEMO (name) by paid players.. gets em riled up to see a speeder with DEMO (SoandS0) go flying by.
Not a biggy but I am sure it wasn't intended.
(3) Obscenity filter in names. We can't have [bot] so no reason to allow DEMO (@#&$ off). Yes, I know there is a "parental" setting, but it is too restrictive... everyone is seen as player 1,2,etc and no chatting is allowed.
(4) Change player/bot spawn to different areas than goal/scrum spawn points.
(5) Ability to send a "team" or "private" message.

Thats all I have, which is a tribute to your fine product!

Beware of the Tank Dork!
Chris
#21
05/24/2003 (4:47 pm)
chris's suggestions in the realm of communication are positive. i think everyone, for the most part, can agree that additions that increase community are positive ones.


I think there are still issues with the weapons and overall balance of the game, concerns over which im sure the developers have absorbed at this point. however, we should keep in mind the beautiful simplicity that makes this game a winner, and the game development cautionary tale that is the myth series.


three things make this game fresh for me: my driving, my shooting, and my strategy. i like knowing that, for the most part. what i see is what i get, with the small exception that someone might have grabbed a power up that i did not see, and thus, i might be about to get lit up.


beyond that, i understand everything i see, and i see everything i understand. the suggestions above are good ones, but im not sure they are good ones for this game. it's not a..platformer, and its not a playstation game. i want to know that when i outplay someone, they arent going to pull a 360 and shoot me into a vortex, or lay down an oil slick and laugh while i go sliding over a hill. i feel like two things will happen with so many additions, like shields:

the first is an unwanted rock-paper-scissors situation

the second....ack, i forgot the second...ill get back to it.


anyway, for you myth players, i think you understand the analogy i'm working towards. overcomplication, play balalnce gets messed up, the engine breaks down, and suddenly, the uber-fresh community building over 3 or 4 years, committed kids, goes by the proverbial wayside. nobody asks where everybody went, because they know their game isn' any good anymore.

avoid that scenario. we can all think of sweet weapons, defensive weapons, oil slicks and such, but the point is:

find the reward in a good smart play or a good shot, not stumbing upon the next BFG scissoring someone's paper.


check out dan's post in the other forum. i think we should concolidate.

seeyas...
on the battlefield

:)
#22
05/26/2003 (9:40 am)
I agree with Tally's review of Chris' suggestions.

The weapon changes are interesting, but I think would change the balance of the game for the worse. Plus, the coding and animations for all those powerups would probably take a while. I do think that some defense powerups would be nice. Perhaps a force shield to protect your tank from incoming fire, but not from being rammed in Scrum.

-What about a powerup that lets you ram other tanks out of the way when you have the scrum? It would let you get those pesky goaltenders out of the way.

-The idea for a health meter is good, but the simplicity of the smoke coming out from the tank is pretty nice. An ammo indicator is useful, but hearing the 'click click click' as players run out of ammo because they ignored the 'low ammo warning' is rather satisfying. I think that would happen less if people saw how much ammo they had left.

-All of the communication suggestions made by Chris were great. I second those.

shoseph
#23
05/26/2003 (12:46 pm)
Regarding the health meter and ammo meter question, I think the current smoking tank method is better than a health meter. Much more seat-of-the-pants which is more the style of Think Tanks.

I would not want to see an ammo meter. But a "low ammo" warning that appeared - and stayed - on screen would be a good compromise.
#24
05/26/2003 (12:56 pm)
maybe a strobing light off to the radar corner.
#25
05/26/2003 (2:55 pm)
After a point in a scrum is scored there is usually a delay of a few seconds before the radar shows where the scrum is (which is sometimes off the radar screen). Is this intentional? Also would be nice to have the plaryer with the scrum be shown a little more prominently on the radar.
#26
05/27/2003 (9:17 am)
Way.. just look for Tally Ho.. the scrum will usually be on his head.
I am an expert on dying in Think Tanks. I have learned to read the smoke.. if it is pouring out heavily.. my brain is about to pop.
Ammo meter? You mean we actually run out of ammo! =P

"Whats that clicking sound?"
Tank Dork
#27
05/27/2003 (9:46 pm)
tally ho does indeed find himself on top of the scum, in a vertical sense, while some yutz demo player below him, driving stakes into the green area, backs into a freebie.

mister anderson feels the arena is...becoming more

competitive...
#28
05/28/2003 (9:09 am)
Good Agent Smith impersonation Tally =)
#29
06/03/2003 (10:11 am)
Perhaps some day my weapons will make it into a ThinkTanks mod. In my head I can argue how they could be balanced but then again I can see how they would make it more like Mario Kart so I can understand why someone wouldn't want them. :-D

Two other things I'd like to see happen:

1) When a player is chatting, have an option to flash their player name in the list. (in-game and out)
2) Have the ability to mute someone so that you do not see their text in the chat window (any chat window in-game or out) but still see their name flash when they're chatting. Would need the ability to mute and remove mute in-game so that if someone that you muted is chatting up a storm; you could unmute them temporarily to see if they're saying anything that you care about. I would like to see the mute settgins persist through sessions and a mute list in the options that I can edit by hand out of game.
#30
06/03/2003 (10:27 am)
We had a long meeting yesterday and tlaked over all of the suggestions and are deciding which ones to include and which ones not to include in the next release, and which ones to push off for 'the future', and which ones not to consider.

Some suggestions, while seemingly very simple, are not so simple when it comes to implementation.

Take chatting for instance. Right now, the way it works, if youi bring up a chat window, you can still keep moving and shooting. So, one can choose to be curteous to those chatting, but we see the potentail for abuse, where poeple are bringing up the chat box in order to appear 'chatting' while actually sniping. So then this brings in the whole 'no fair' whining that accompanies such unscrupulous behavior.

We are listening very carefully to all the suggestions, but we want to make sure that any change is for the better and does not impact the game in a negative way. This is not as simple as it sounds, as every little change has the potential to make the game less fun.

We also don't want to get into a cycle of adding features to fix features that we added to fix gameplay issue that came out of the added features, etc, etc...

We hope to have a list fairly soon about what we plan to add and when we plan to add it, and at that point we can address in detail any particular issues with any of these suggestions. All suggestions that were put on the NO list were put there for a particular reasons, some related to implementation (would require a TON of work for little value) and some we feel would impact the gameplay in a negative way.

So keep the suggestions coming. We are working on seeing what we can do to make the game better.
#31
06/03/2003 (1:39 pm)
Joe, are you going to give us an idea list before you begin working on a new version so we can toss around pros and cons based on experiences?

"Hmm, my light tank odometer is about to roll 100000..."
Tank Dork
#32
06/03/2003 (1:55 pm)
Yes, we are going to try. The condensed list was 15 pages long, and there was a lot of discussion of many of the things on the list. We are going to attempt to outline a roadmap of what we intend to do as time permits. We have much to do. We are trying to work on ThinkTanks as well as prototype our next project and tie up some loose ends that were left hanging near the end of the development of ThinkTanks.

We want to get the information out there for review, but it all depends on how long it takes to get it into a presnetable format.

Here is the overview:

We are going to make a few subtle shell and interface changes based on the feedback tht we can do without breaking the build totally (forcing everyone to upgrade).

We are going to try to incorporate some community tools that have been suggested (again, without breaking the builds and making present demos out there unusable)

Some of the more complex reuests and additions are going to be put off until later when we feel we can integrate them elegantly. Ever feature request made has impact either as a technical challenge or as a possible feature that disturbs the play balance.

We want to do the rollout in a controlled fashion so that we can be sure that what we add makes it better.

The Heavy Testing server is step one in trying to move things in a postivie direction.
#33
06/09/2003 (6:18 am)
Guys - you have the best multiuser game of the past thirty years here - don't add too many bells and whistles (actually, I'd quite like a tank with a whistle...)

Please don't add anything that reduces the speed and general sparkling liveliness of the online game - that's your best asset.

Fantastic work, thanks!

Gnomie
#34
06/09/2003 (11:22 am)
Wow! This is becoming one huge thread! Well, I just wanted to add my thoughts on some ways to improve ThinkTanks. But I wanted to say a few words to start: First, I'm new to the forums here, but not new to TT. Been playing it now since shortly after it was released. So, hello to all of you! Second, I just wanted to add a comment that ThinkTanks is a fabulous game, and it's the first one I've become addicted to in a long while! Great job guys, keep it up!!

Now, I haven't read through every single post on these forums, (I just don't have time for that!) but I haven't seen anyone make many suggestions for the Solo gameplay mode. I don't play Solo all that much, since the online modes are more fun. But I realized the other day that the reason I DON'T play it much is because it gets insanely frustrating. For one thing, WHY is there no Save function in Solo? I can't express how annoying it is to have to start off at the beginning on level one every time I want to play the Solo game. I've had some really good games during the first world that I really REALLY wished I could save, but alas, there's no way to do that (unless I'm missing something) Please put some function in it where we can start up a solo game from where we last left off. Even if the save only happens after you beat a boss it would be a start. I think even that would get annoying, but it's better than nothing. Secondly, I also wish that some heal power-ups showed up, even if sporadically, in the Solo game mode. That would at least give players a fighting chance to keep going. As it is now, there's no way to heal yourself if you've taken damage, and no way to save a game. Those are 2 things that almost every other game I've ever played that involves some form of fighting, shooting or defending yourself, has. But TT doesn't. Can the game developers please explain that to me? Maybe there's a logical reason for it, but I just don't see what it could be.

Phew! OK, I just needed to vent those frustrations. I feel much better now!

Now, as for other games modes, I agree with some of the early posts on this thread, that it would be nice to have your team colors displayed more predominantly in any "Team" modes. I personally never get confused as to which team I'm on, partly because I always join the "blue" team, but I can see hwo other players that switch teams a lot can get disoriented.

Another thing that might be nice to see which has been mentioned here, is some kinds of very simple gauges for health and ammo. I'm not totally convinced that either of those are needed, so if they don't make it in to a future version, I won't cry. I agree with some posters here that the smoke coming from your rear is a good enough indication that you're hurtin'

One other thing I'd like to see. I believe this was mentioned *somewhere* in the forums, but I don't recall where. I'd like a way to know if players are chatting with each other. I only say this because I realized that I've killed other players while they were chatting. I tend to get very fierce out on the battlefield, so anyone beomes fair game. If someone is just sitting idle in the middle of the field, not moving or shooting, I go after them. (in Battlemode of course) But I realized on several occasions that they must have been chatting, and I just ended up taking advantage of the situation. I actually feel bad about doing that, because I wouldn't want anyone to do it to me. Maybe that just adds some more strategy to the game- i.e., How can I chat without becoming a sitting duck!? But overall, it's kind of unfair, since a player is very vulnerable while chatting.

Anyway, those are my few thoughts on TT. And I'd just like to say once more to the developers- Thank you so much for creating this fantastic and crazy game. I'm sure I'll be a fan for a long time- just keep the improvements coming!

PS- I just go by the name "Mike" online. Have I played against any of you?
#35
11/19/2003 (7:33 am)
This was the BEST Feedback thread i have ever read here!

The NEW racer.....
#36
11/19/2003 (10:30 am)
Yea, I just spent the last hour reading all the posts from May 17.

I notice that a lot of the upgrades that were suggested in this thread have already been implemented.

For example, when you need ammo, the ammo station on your radar blinks now. Same when you need health power up, and there's a health power up somewhere on the map. In solo, all the bots come out separately, instead of on top of you. I'm sure there are a few other differences that I'm not even aware of.

Few Suggestions that I agreed with;

Team Skins! Maybe use Tankys Matrix skin for the green team and a wicked cool blue skin for the blue team.

Hotkeys! This would be more of a luxury than anything else, but when you press GG, it comes out Good Game!, or n1 would be Nice One! gj would be Good Job!, g tw would be Good Team Work!, TT would come out Think Tanks, so on and so fourth...

Save Solo Game! You know how many times I get to level 6 or 7 and have to stop playing because I run out of time? Too Often! I would love a game save feature in Solo!

If I could throw my 2 cents in the mix, I would suggest putting a link to the forums in the online game screen.

@Joe Maruschak and collaborators, Thank you very much for creating this game... I love it :-) Keep up the good work!
#37
11/19/2003 (5:03 pm)
Ditto with all those posts!!
#38
11/19/2003 (7:26 pm)
Hadn't seen Tank Dork in ages. Saw Nov 19. Cool. Then I look at the date of the posts. Who dragged this old stuff out! Toad ... Forgot this name. Guess I'm an old timer too.
-PREY
#39
11/30/2003 (7:55 am)
Anyone have any information on where TT is at this point?
I can't find any updated information.. no new plans or updates on Bravetrees site.. did I miss something or has a new project shoved TT to the shelf?

Joe?

"take a couple of months off and you fall behind a bit"
Tank Dork
#40
11/30/2003 (11:37 am)
No updates since before your departure really. the biggest news is -z-'s work on ctf, which looks like it may well turn into a self-running league-ish thing. ill try and track down the link. otherwise, i make skins :).