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DrStormBomb

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  1. "The aim of this update is to make battles with uneven teams or a clear winner end sooner. This way, the tankers involved in them won’t need to wait too long till the next round starts. This means the action should become even more intense." Hello Developers, here are few thoughts about that new change. Although your aim is to balance the game your approach is not optimal. You are trying to balance with absolute limits which by themselves create other inbalance issues. That is because you forget the secondary effects of your solution. For example today I played a couple of TDM matches, in both mathces the scores were like 70-65 70-60, in both matches the teams were quiet balanced and the games they should have continue going till the time expired. Same goes with one CTF match I played that we lost 4-5 in flags! We were so close to win but we were deprived of the change to , since you limit the game in maximum 5 flags. The problem in all the mathces I menthioned is the hard limit you use to balance the game. To have something more flexible you need to use a combination of hard limits as thresholds and then relative differences to check if the game is inbalanced or not. For example in the case of a TDM with 15mins time length: If max( Team kills) >70 : %wait to reach 70 kills first for a decesion of balance % Check now the balance of the game if Max(Team kill)>2.5 Min(Team kills) : %means that winning team has 2.5 times higher kill ratio than the losing team End Game else : Continue Game Ofcourse you may need to add few more clauses to close corners (ex. if a Gold box is droped dont end the game untill is taken) but that is the general idea. Also in my opinion a bit of inbalance in a game is not a bad thing. Is part of the learning proces for players. Moreover dont forget that some of us actually look those kind of battles for the challenge to turn the game around. The problem is the case of a total ownage of one team to another and that what I believe should be your focus.
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