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Revised "Auto-Kick"...


Revised "Auto-Kick"...  

33 members have voted

  1. 1. How do you feel about a "Revised Auto-KicK"?

    • Yes
      23
    • No
      10


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After great deliberation. I have decided to revise my original Idea for Auto Kick. There are a number of reasons for this revision. None of them being that I disagree with the suggested team and system kick.

 
I have a policy to not drug unless drugged against, but what about those players that can’t afford all of the supplies, and decide to base guard, or other consequential positions? Do we say, “Too bad for them! They should find another game?!” I don’t think so...Many players in this situation have become low player on the scorecard, while their teammates who have a large stash of supplies take the top positions.  
 
And even tough there are those cases where a small percentage of players who do not drug, make it to the top of the card. That is the exception and not the rule. We cannot disenfranchise those players who are at an economic disadvantage, in comparison to those who are not. After all, this is what makes the Tanki experience unique to other games. It is the very hallmark of the game to make it possible for all to play.
 
So this got me thinking, “If the developers don’t go with the suggested team/system kick, there has to be another alternative. It may not be a perfect alternative, but it’s better than nothing at all. And it can be improved upon, with the passing of time.”
 
Basically, this proposal involves installing a system that will automatically kick those players who are obvious “mults”.
 
When we look at our scorecards, we know who the “mults” on our team are. Somebody with a loss rate of 20 or more, and a destroy rate of only five is most definitely a “mult”, and should be Auto-Kicked from the team (not being able to rejoin). It’s just that simple. The developers can adjust the system to what they think is a fair number to Auto-Kick a player.
 
It’s not perfect, but it’s a start. And to take up the slack, of those “mults” who may slip through the cracks. The players in this community are going to have to pay more attention to the battle chat and scorecard, so they can start using the /vote for what it was intended for.
 
It’s not a perfect system, but it can be improved upon with the passing of time...And doing nothing, will only make this growing situation worst.
 
Please get involved, and cast your vote...Thank you!
 
Note: Whereas, a healing Isida most often has a high loss rate compared to destroys. The current system recognizes a healing Isida by it’s score. The same is true for a teammate who CAP’s the flag many times, but is also destroyed many times. That same system already recognizes both, which is reflected in the score. As such, “mults” are also recognized by the current system. “Auto-Kick” would allow that system to automatically remove those “mults”, giving all players the freedom to do more important things like “enjoy the game-play”.
 
 
-------------------------------------------------------------------------------------------
P.S. To the Developers:

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So this kicks non-mults because they are trying and cannot make progress. And no, just no.

I have a policy to not drug unless drugged against, but what about those players that can’t afford all of the supplies, and decide to base guard, or other consequential positions? Do we say, “Too bad for them! They should find another game?!” I don’t think so...Many players in this situation have become low player on the scorecard, while their teammates who have a large stash of supplies take the top positions.  
 
And even tough there are those cases where a small percentage of players who do not drug, make it to the top of the card. That is the exception and not the rule. We cannot disenfranchise those players who are at an economic disadvantage, in comparison to those who are not. After all, this is what makes the Tanki experience unique to other games. It is the very hallmark of the game to make it possible for all to play.
 
 
Maybe you read through this too quickly. What I am referring to here, are the obvious "Mults". The people that sit on your team and do nothing at all, but take up space so that the other team has an advantage.
 
The developers should be able to set a reasonable number for what they think the kick should be set at. I have been in games where a player has had a loss rate of 65 with only 10 kills, which is obviously not a player who is trying to help the team. 

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It is usually possible to spot players that are not performing due to either crystal chasing or being just a  MULT to sabotage your teams efforts by not playing.  The other reason that players might not perform is low comparative rank and associated equipment.  The latter is not the fault of the player and they should not be penalized.

 

Many games are deliberately cynically or clumsily set up, with very wide rank spread.  This allows the top ranking players a big advantage.  It is possible for a junior rank to join a small team of similar ranks in a game that is not up to capacity for one reason or another.  This player does reasonably well and is having an enjoyable time.  Then players drift off and new very much higher ranks come in on both sided of the game.  Before very long a high rank abuses the low ranking guy for daring to venture into a game above his rank.  All sound a little familiar.  In this scenario why should the little guy be kicked off or be bullied into leaving.  He was there first, the late guys where the high ranks who took over the game.  As a developing Tanki, I saw many situations like that  both towards me and towards others.

 

People of high rank aught not to forget what they where once and not be so high minded.  Most of us unfortunately do only see things from our own perspective.  We need take back a step before accusing people as nubies or what ever.  Some low ranks may in fact be experienced players with multiple accounts.

 

 I believe that the game set up menu is very poor, many players do not realize that the way the ranking is set up by default might be prejudiced against them.  That even when trying to set a game up properly to reflect their low status, re-change any parameter and the rank spread just reverts to default again, the player believing that he has set it  fairly when in fact it reverted.  This need looking at, a cynical person might be lead into thinking that this is a deliberate ploy employed by Tank to create anxiety, forcing the junior player to spend on modification or purchase supplies.

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It is usually possible to spot players that are not performing due to either crystal chasing or being just a  MULT to sabotage your teams efforts by not playing.  The other reason that players might not perform is low comparative rank and associated equipment.  The latter is not the fault of the player and they should not be penalized.

Yes. In most cases, we as players can easily spot the "mults" on our team, by looking at the scorecard. A scorecard that was developed for us, by those responsible for the technical aspects of the game. As such, those responsible persons also have the aptitude to adjust the  "Auto-Kick" according to what they think is fair. What I am referring to in my proposal is to kick those "obvious" mults that most of us are familiar with. This is not a perfect proposal, which can be improved upon. It's better than nothing at all.

 

The second point of your paragraph holds truth to an extent. I think it would be a good opportunity for you to make a suggestion topic about adjusting the map ranks out, so that higher ranking players cannot take advantage, and invade a map with a majority of low rank players. I really think there should be adjustment in this area.

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Thank you monkeyburn for you reply.

 

I have been in far too many ruined games that either might have been won or would have been close if it was ant for the mults, sabs and crystal gazers.  It is in fact a close game that are most pleasing.  I doubt that anyone resents someone deviating to collect but the professional crystal harvesters,  completely ruin the game I have commented on a 4 star General in another  post who was doing just that harvesting to everyone's detriment.

 

I shall bring up a discussion on game set up and rank spread.  The spread is far too big at present and is unfair to most players, though  genuine new junior ranks might learn something it is not really right.  Their are plenty of second account experienced players for them to learn the ropes.

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The top two or three ranks should be battling it out period and keep the lower ranks out. I do support an Auto-Kick system. Also, some higher rank players have lower accounts or know other players with lower account that will come in and mult! I would like to narrow this window down to a  few top rank players. The wide spread of players that can battle along side of the top rank is a joke and creates the environment for multing. Not only do I support both system but on top of that I would like the game shut down and no one gets any battle fund when cheating is found! This system can be set for all ranks. So put in place an Auto-kick system, narrow the ranks spread down and shut down game with no fund.

 

P.S. Lower rank players will join a high rank game because it produces more crystals to be snatched!

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Basically, this proposal involves installing a system that will automatically kick those players who are obvious “mults”.
 
When we look at our scorecards, we know who the “mults” on our team are. Somebody with a loss rate of 20 or more, and a destroy rate of only five is most definitely a “mult”, and should be Auto-Kicked from the team (not being able to rejoin). It’s just that simple.

 

l2FG5FB.png

 

Was ANCORPSE an ''obvious mult" in this battle?

 

I'm not so sure. I found that we blues where on the back-foot most of this game and we were defending nearly all the time. I can't be sure but I think he was constantly attacking and getting killed for his trouble. It wasn't obvious to me even at 13:33 in the video when he was trying to get past me. He was probably upset with the rest of us for not attacking. The moment I did go attacking we lost the remaining flags and the battle in double-quick time.

 

I have a policy to not drug unless drugged against, but what about those players that can’t afford all of the supplies, and decide to base guard, or other consequential positions? Do we say, “Too bad for them! They should find another game?!” I don’t think so...Many players in this situation have become low player on the scorecard, while their teammates who have a large stash of supplies take the top positions. 

In the video and scoreboard I provided, the flag sitter on our side finished 2nd. This was a pro battle without drugs and friendly fire set to ON.

Flag sitters sometimes get the benefit of scoring more in situations like these. Not only do they get an on-going supply of enemies to destroy, they sometimes get bonus points should they kill enemies when they are holding the flag.  If on the other hand there are very few enemies attacking a flag where there is a flag sitter, then that flag sitter should maybe think of changing strategy.

 

The point is, It's very difficult to cover any auto-kick scenarios with a high degree of accuracy.

 

I'd still direct players to my idea which covers a degree of automation in the system-vote section, but the final say is still with the players.

 

I can't tell by your wording if you agree with it still or now disagree,

"There are a number of reasons for this revision. None of them being that I disagree with the suggested team and system kick."

 

Semyon basically said when the old team-kick was removed, that a better system was needed.

If no replacement for team-kick emerges then I will 100% agree with some form of auto-kick but it needs to be well thought out, accurate as possible, robust and more importantly, fair!

 

At the moment I neither agree or disagree based on what I've read here but I do agree that we need something.

 

Keep updating the original post as feedback comes in.

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I would suggest that tanki programm that there can be only 1 same IP-adres in every battle.

I really hate mults, nowaday they sit there , not even moving.

Ruining your game.

My suggestion therefor would be 1 same ipadress per server or per battle.

This would make a very good suggestion topic...+1

 

 

l2FG5FB.png

 

Was ANCORPSE an ''obvious mult" in this battle?

 

I'm not so sure. I found that we blues where on the back-foot most of this game and we were defending nearly all the time. I can't be sure but I think he was constantly attacking and getting killed for his trouble. It wasn't obvious to me even at 13:33 in the video when he was trying to get past me. He was probably upset with the rest of us for not attacking. The moment I did go attacking we lost the remaining flags and the battle in double-quick time.

 

In the video and scoreboard I provided, the flag sitter on our side finished 2nd. This was a pro battle without drugs and friendly fire set to ON.

Flag sitters sometimes get the benefit of scoring more in situations like these. Not only do they get an on-going supply of enemies to destroy, they sometimes get bonus points should they kill enemies when they are holding the flag.  If on the other hand there are very few enemies attacking a flag where there is a flag sitter, then that flag sitter should maybe think of changing strategy.

 

The point is, It's very difficult to cover any auto-kick scenarios with a high degree of accuracy.

 

I'd still direct players to my idea which covers a degree of automation in the system-vote section, but the final say is still with the players.

 

I can't tell by your wording if you agree with it still or now disagree,

"There are a number of reasons for this revision. None of them being that I disagree with the suggested team and system kick."

 

Semyon basically said when the old team-kick was removed, that a better system was needed.

If no replacement for team-kick emerges then I will 100% agree with some form of auto-kick but it needs to be well thought out, accurate as possible, robust and more importantly, fair!

 

At the moment I neither agree or disagree based on what I've read here but I do agree that we need something.

 

Keep updating the original post as feedback comes in.

 

No offense to ANCORPSE, but to answer your first question...Unless that’s some sort of new strategy for ANCORPSE to rush head-on into death 29 times with only 2 destroys, at that rank? I’d have to say his chances of being a detriment to his team would make him a likely candidate for “Kick”. On the other hand, you pose your uncertainty – as to ANCORPSE being the only one attacking. In this case, I would have to say his team was a detriment to him.
 
What ever the case may be. I have been in many games (when at a lower rank) where my team does little, or nothing to help me go after the flag. "Ha, Ha, Ha! Jokes on me...After awhile one begins to see the bigger picture. And either joins in, or finds another map where a real game is being played.
 
And then there are those teams who are just unwilling to leave the base. I can’t help but wonder, if that Twin/Mam sitting on your flag-stand would have led an attack party, if the blues would have won. Any how, the debate about “this and that” could go on forever.
 
As for your uncertainty in your statement: "I can't tell by your wording if you agree with it still or now disagree" 
After great deliberation. I have decided to revise my original Idea for Auto Kick. There are a number of reasons for this revision. None of them being that I disagree with the suggested team and system kick.
 
 
Conclusively? Mindful of the fact that this revised Auto-Kick Proposal is meant to be an alternative in the event the developers don’t adopt the team/system kick. I see no need to, as you put it “Keep updating the original post as feedback comes in”.
 
P.S. Good Day... :)

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I would suggest that tanki programm that there can be only 1 same IP-adres in every battle.

I really hate mults, nowaday they sit there , not even moving.

Ruining your game.

My suggestion therefor would be 1 same ipadress per server or per battle.

Excellent suggestion, I really hope that this is adopted.  1 IP address per battle!  Make that in suggestions or make a new post

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What ever the case may be. I have been in many games (when at a lower rank) where my team does little, or nothing to help me go after the flag. "Ha, Ha, Ha! Jokes on me...After awhile one begins to see the bigger picture. And either joins in, or finds another map where a real game is being played.

This exact thing happened to me today. I just quit after a while because when I clicked on the scoreboard I could see that few were actually capable of making a difference. Maybe I'm being harsh but I felt like the joke as you put it was definitely on me.

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I have also been in games when the team that I have joined, just stood by, more or lees stopped playing, while I battled back and forth for the flag all on my own except every now and the one other player did assist me.  On an occasion that our flag had been taken, I left the flag that I had just captured with team member and successfully returned the stolen flag after quite a battle.  On returning, the player that I entrusted with the flag, refused to take it to the proper place.  I even tried pushing him.  Eventually he was destroyed by the other team and it all started again.  We or I did eventually win but I left as soon as the game was over.  That is not the only time this sort of thing has happened.  I do not know if it is on some sort of racial/cultural thing or Clan orientated.  The fact that very nearly the whole team stopped leads me to suspect Clan.

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When we look at our scorecards, we know who the “mults” on our team are. Somebody with a loss rate of 20 or more, and a destroy rate of only five is most definitely a “mult”, and should be Auto-Kicked from the team (not being able to rejoin). It’s just that simple.

An ex .. when i'm bored , i play with isida , what about these kind of players ? Why should i be kicked if i've got 5/60 and i do my job ? Or i must play full drug to can play the map ?

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An ex .. when i'm bored , i play with isida , what about these kind of players ? Why should i be kicked if i've got 5/60 and i do my job ? Or i must play full drug to can play the map ?

Good point.

 

I also run an Isida. The existing system recognizes the Isida from the other turrets of the game, by its score.  I will only attack when necessary, so most of the time I keep my team alive. In those games I have a very high loss rate, and low destroy rate. However my score compensates (High score). The system recognizes this high score. A healing Isida will then not be kicked, if its score is maintained.

 

And as I stated: When we look at our scorecards, we know who the “mults” on our team are. Somebody with a loss rate of 20 or more, and a destroy rate of only five is most definitely a “mult”, and should be Auto-Kicked from the team (not being able to rejoin). It’s just that simple. The developers can adjust the system to what they think is a fair number to Auto-Kick a player.

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2pycj08.png

 

After great deliberation. I have decided to revise my original Idea for Auto Kick. There are a number of reasons for this revision. None of them being that I disagree with the suggested team and system kick.

 
I have a policy to not drug unless drugged against, but what about those players that can’t afford all of the supplies, and decide to base guard, or other consequential positions? Do we say, “Too bad for them! They should find another game?!” I don’t think so...Many players in this situation have become low player on the scorecard, while their teammates who have a large stash of supplies take the top positions.  
 
And even tough there are those cases where a small percentage of players who do not drug, make it to the top of the card. That is the exception and not the rule. We cannot disenfranchise those players who are at an economic disadvantage, in comparison to those who are not. After all, this is what makes the Tanki experience unique to other games. It is the very hallmark of the game to make it possible for all to play.
 
So this got me thinking, “If the developers don’t go with the suggested team/system kick, there has to be another alternative. It may not be a perfect alternative, but it’s better than nothing at all. And it can be improved upon, with the passing of time.”
 
Basically, this proposal involves installing a system that will automatically kick those players who are obvious “mults”.
 
When we look at our scorecards, we know who the “mults” on our team are. Somebody with a loss rate of 20 or more, and a destroy rate of only five is most definitely a “mult”, and should be Auto-Kicked from the team (not being able to rejoin). It’s just that simple. The developers can adjust the system to what they think is a fair number to Auto-Kick a player.
 
It’s not perfect, but it’s a start. And to take up the slack, of those “mults” who may slip through the cracks. The players in this community are going to have to pay more attention to the battle chat and scorecard, so they can start using the /vote for what it was intended for.
 
It’s not a perfect system, but it can be improved upon with the passing of time...And doing nothing, will only make this growing situation worst.
 
Please get involved, and cast your vote...Thank you!

 

I can't put spoilers on quotes (on my tv...): In any case, I disagree with this because some people just are having a bad day... And, they get 5 kills and 20 deaths... and they weren't mults.... so, I do not support this idea!

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Excellent suggestion, I really hope that this is adopted.  1 IP address per battle!  Make that in suggestions or make a new post

bad idea... My network that I usually play on has at least 3 people on TO at a time, sometimes...It is at a university, that's why

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I can't put spoilers on quotes (on my tv...): In any case, I disagree with this because some people just are having a bad day... And, they get 5 kills and 20 deaths... and they weren't mults.... so, I do not support this idea!

Yes. I understand your point. Not too often, but I have had those "bad days" too. I either don't play on those days, or get out of the game, rather than spoil it for the other players. If you were playing football, or some other team sport and not feeling "up to it", you would be taken out of the game. 

 

bad idea... My network that I usually play on has at least 3 people on TO at a time, sometimes...It is at a university, that's why

Yes, I overlooked this as well. I live in a community building and several people use the same terminal. This subject would still make a good suggestion topic, so that people can give their ideas, or opinions.

 

Perhaps, Tanki can place an "identifier" on each account, like they require you to connect your account to your own e-mail address. I'm sure there would be some way to identify each player.

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 I have 3 accounts, from field marshal down. My views on a kick system are mixed. Say i join a battle where everyone on my team is drugging and attacking but i defend the base by laying mines just in case an opponent gets through. But have very little drugs to use should i be kicked?. If i do not like the battle i leave. I also use twins a lot where i have found you can significantly damage an opponent only for a rail, thunder, smoky to steal the kill. 

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 I have 3 accounts, from field marshal down. My views on a kick system are mixed. Say i join a battle where everyone on my team is drugging and attacking but i defend the base by laying mines just in case an opponent gets through. But have very little drugs to use should i be kicked?. If i do not like the battle i leave. I also use twins a lot where i have found you can significantly damage an opponent only for a rail, thunder, smoky to steal the kill. 

I understand your concern. I have set up a good line of defense (mines) in my time as base guard. And sat there waiting for an attack that never comes, because the mid-field play was so intense. During this time my loss rate is minimal, if at all, which mirrors my destroy rate. As much as I hate to leave the base, and my masterpiece of a minefield. I know it’s time to advance to the mid-field flank. Just far enough to be more of a help to my team.
 
And then there are those games where nobody is willing to leave the base (playing it safe). I have laid a good minefield as well, but somebody has to make a move. Bear in mind that this Auto-Kick is an alternative to the team/system kick. And the developers can adjust it accordingly.
 
As for Rails? Rails have been “kill-stealing” ever since I can remember. I don’t think there is one player who hasn’t dealt with the frustration of “steals”. that’s an issue for another topic. 

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