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Player's Moderation: Kick2


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^would be perfect.

 

 

 

I asked for some details on the planned matchmaking, so that the community has a chance to think about the ideas of the developers as well. Scenarios like Premium protection (was reduced from 20% to 15% after the overwehelming part of the community explained why) and the first tries of early battle termination (you do remember the sirens, that made you work harder, dont you ;))) have tought me some lessons here.

While DamnSlow kindly forwarded my question for information; the community manager just told me that it will be carefully analysed and that a lot of aspects will be taken into account - Mhm.

Each time I hear such prases in real worlds busines, I can bet on negative outcomes and dissattisfied customers pretty early :)

 

Whatever.. I cant imagine how a matchmaking system will "replace" the benefits of Kick2.0.

Especially as the only way that this would sound a little, litte reasonable to me, would be if tanki takes away the possibility from me to chose my battle by myself; and force me to go through a matchmaking mechanism, to rate me, and to place me in a battle of their choice (I may chose map and gamemode, they chose which of those battles I will enter).

 

I dont think this will happen at the moment..

Besides, as a non-drugger I depend a lot on winning battles. I need the higher income from the wins, as Tanki gives a loosing team only a tiny fraction of the fund. I simply can not afford to be matched into battles; I have to chose them carefully.

 

By the way, after my question the "matchmaking" was deleted from the development roadmap in the Wiki.

Coincidence for sure.

 

--

 

The only thing that makes me accept that Tanki develops without working in cooperation with a community that is willing to help for free, is that it _must be_ kind of hard to deal with the large amount of players that are not willing to accept that this is a commercial game, and not a christmas present. That not all their wishes come true.. and that the in-game-world is more complex then they can think of.

But still, there are enough clever players around here that can make a point for the one or other change, and can think in interdependencies; that are willing to listen and cooperate.

 

But whatever.. we are just sheep here :)

 

 

"we are just sheep here" is exactly why I don't bother playing anymore.  The devs have had a huge resoucre of smart players willing to help make this game better but thier egos will not let them admit that maybe some players may have better ideas then they do. So sad to see, because this game still has amazing potentail. It just needs some smarter leaders. It needs decision makers that look at the long term and not just the short term financial gains.

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Developers are working on a new kick system which will be fair to all players. Your method is not perfect though and even though it's extremely unlikely that a honest player will be subjected to getting kicked, it's also too lenient so it will be ineffective against actual mults. Too easy to bypass.

You are setting the expectation level for that new system really high. People do get more disappointed, in case the expectations may not be fulfilled later on, especially in this for Tanki crucial topic.

 

Well this all-singing, all-dancing matchmaking system is supposed to be the answer to all mults and non-triers and is as perfect as possible. Can't wait to see this brilliant system in action. 

As AbsoluteZero said, let's wait and see this perfect system performing in action.

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"we are just sheep here" is exactly why I don't bother playing anymore.  The devs have had a huge resoucre of smart players willing to help make this game better but thier egos will not let them admit that maybe some players may have better ideas then they do. So sad to see, because this game still has amazing ponytail. It just needs some smarter leaders. It needs decision makers that look at the long term and not just the short term financial gains.

I vote you to be our leader. Where do I put my x?

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Yeah this handling about this topic is really embarrassing for TO.

I share your opinion.

 

Mults are one of the major issues in the high levels of the game.. and here they get a solution for free presented on a golden plate.

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If the devs are planning to add this, then it must be a nightmare to add such a feature.

It's extremely simple in programming terms. They're not planning to add a kick system even after Cedric said they were. They're pinning their hopes on the new clan system but tell me how that's gonna work out for them. Mults will multiply.

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If the devs are planning to add this, then it must be a nightmare to add such a feature.

It's easy.. it's just a littel more maths.. and does consume almost no performance (does not reduce your fps).

Almost all programming is about maths; just because something is described well and detailed, does not mean it is complicated.

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This is how you would find out who can be kicked in programming terms;

 

G8vpere.png

 

 

 

1. Record the time players enter a battle

2. Take the scores that are monitored already and put them into an array, redSc

3. Take the times each player has been in battle and put them into an array, redTi

 

4. Do a little number crunching

 

Loop, nRedPlayers {

     RedPpm(LoopIndex) := redSc(LoopIndex) / redTi(LoopIndex)

     RedTotalScore := RedTotalScore + redSc(LoopIndex)

     RedTotalPPM := RedTotalPPM + RedPPm

     }

 

RedAvgScore :=  RedTotalScore / nRedPlayers

RedSafeScore := 0.55 * RedAvgScore

 

RedAvgPpm := RedTotalPPM / nRedPlayers

RedSafePpm := 0.55 * RedAvg Ppm

 

Loop, nRedPlayers {

     If (RedSc(LoopIndex) < RedAvgScore)

          RedPlayerSc(LoopIndex) = False

 

     If (RedPpm(LoopIndex) < RedAvgPpm)

          RedPlayerPpm(LoopIndex) = False

     }

 

 

Obviously, the graphical user interface would be a lot more detailed but it's just displaying information and clicking buttons which go to a subroutine for each.

 

Of course it takes a little time but we've been putting up with mults for years now.

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We're all mightily relieved. A new update code named Quick Battles is here!

No more mults! Yay!! They'll never be able to operate now with this button in the game!!!

Bonus feature - no more sabotage! Hazel is a genius!!!

 

 

d89de9128e794767bde9304b1a1e3f12.png

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i wish someone could explain to me for short,i only understood 20% of the idea

So, could you briefly describe your new system?

 

Kick2 continuously assesses your teammates’ contributions in a battle in terms of score and work-rate. Team averages are worked-out and from those, two personalized safe-zones are calculated, one for your score and one for your work-rate.

 

If both your score and work rate fall below these zones, (below 55% of the team average), then your presence is deemed to be virtually indistinguishable from that of a saboteur or mult. Other members of the team, should they feel the need, would be able to issue you enough votes to put you on probation. Once on probation, you have a brief opportunity to improve or be kicked.

 

How does it protect against innocent tankers?

 

Well that all depends on how you define innocent! This is where the crux of the matter lies doesn't it? The question should be - Are you completely innocent if you trying but are not competitive enough? I think in this game you can't be both innocent and uncompetitive because if you're not competing and you're staying in a battle regardless then you're ultimately playing dishonestly and failing your teammates. I believe consideration should be given by every player when entering a battle.

 

With that said, Kick2 does not require you to be an expert or average tanker to be safe from being voted for. You will also find it is also okay to be well below average, but, if your contribution is exceptionally poor compared to the rest of your team then you might find you will get voted for.

 

Kick2 is extremely well balanced and the clever part is how it determines the safe zones and who gets protection. For example, You can have a poor score but a good work-rate and you'll be safe. Or, you can a poor work-rate but a good score and be safe. The ones to worry are the ones not concentrating on playing!

 

How does the voting work?

 

Imagine there are 10 players including you on a team then 5 kick-votes are needed for kicking (divide the number of players by 2 essentially). There are two types of vote, a ‘score vote’ and a ‘work-rate vote’, (I refer to this as a ppmVote in the topic), each are worth ½ a kick-vote.

 

If you are in your safe-zone for your score then you are allowed to vote against those who are considered to be unsafe in score. Similarly, if you are in your safe-zone for work-rate then you are allowed to vote against those who are considered to be unsafe in work-rate. Basically, if you see a Kick icon next to a players name then you are able to vote for them. When you vote the system will consider your own standing first with regard to your score and your work-rate before issuing the player with a ½ or 1 full kick-vote.

 

Once someone gets enough votes they are notified and put on probation. They then get a short time in which to improve their contribution and should they fail to climb back into one of the safe zones then they are kicked from the battle, unable to rejoin. Players can only come back from probation once!

 

Could you give us an example of your system in action?

 

Scenario: 9 players have been in a battle for 10 minutes and have all scored 200pts each. This means their average score is 200pts and their average work-rate is 20 points per minute (ppm for short). 55% of these values is 110pts and 11ppm respectively. Let’s say you have joined the battle a little late and have been there for 8 minutes and have amassed 100pts. Because you have scored less than 110pts, you could get a maximum 4½ kick-votes against your name from the other 9 players. However, your work-rate will save you because that works out to 12.5 ppm. Therefore you cannot receive the 5 full votes necessary to put you on probation. Remember, you are only truly at risk of being kicked when both your score and your work-rate drops out of the safe zones.

 

Above scenario:

 

vMnITo8.png

 

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Good idea, but I would make the threshold for being kicked out more like 40% instead of 55%. Some people just have a bad battle/ period in time where they get killed before they can do anything (Monte Carlo comes to mind, where you can be Shafted before you get under cover.)  

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Because they're not using/they don't own the appropriate module/combo. Therefore, they have nothing to do in this map and deserve to be kicked.

 

Modules don't make you invincible. Just because you have everything you need to fight powerfully doesn't mean everybody else does and you can't force them to do that. In a battle where lots are drugging the non-drugger could have less than half a drugger's score, and you can't be that harsh.

 

In fact, what you want is a system that kicks out all players that aren't playing full-on drugging.  You aren't even trying to disguise your motives as trying to help the mult problem.  SOmebody without the appropriate module isn't a mult (most F2P players only have one strong module).

 

You can't just kick out people who are less skilled or drug less. That is not how Tanki works.  That shouldn't be your attitude in a game.

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