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Feature: Battles with obvious outcome will end sooner


semyonkirov
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The 10-times faster is too big. If it is 10 players vs. 1 player and the 1 player gets a kill every once in a while, the timer does not kick in. Everybody has to wait for this dead boring battle to end its standard time. I have seen at least one battle where one team is roasted, most of its players are gone, and the standard timer is on.

 

The criterion should be based on accumulating crystals, not scores. 1 team could have better score than the other while beaten 20:0 in CTF. The team is screwed, and they should actually leave the battle because of the meager rewards they are getting. That is a dead battle where the timer should kick in too.

 

They can see that this timer will kick in in 1% of the battles, but the problem is a lot bigger.

 

Conclusion: Sorry, not impressed. I expected better.

Edited by Baby_Sam
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I think this is a bit unfair because once my team was outnumbered 8-3 to we were down 11-0, but we ended up inviting people and came back 12-11 win. If this new rule was in effect we would have lost long ago. I think the rule needs to be more specific. People could also try to find loopholes for better fund by letting them capture once or something. I feel like this rule needs to be a little more specific. Thanks.

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I think this is a bit unfair because once my team was outnumbered 8-3 to we were down 11-0, but we ended up inviting people and came back 12-11 win. If this new rule was in effect we would have lost long ago. I think the rule needs to be more specific. People could also try to find loopholes for better fund by letting them capture once or something. I feel like this rule needs to be a little more specific. Thanks.

I agree about the loophole, but the friend invitation thing you have to do within the early timer. Anyway, even if a battle ended early, that is not the end of the world, you can go to another battle or create a new one. My problem is that the timer would rarely kick in. Chances are your mentioned battle would not get the early timer. I feel like the early timer is in the case where one team has completely left or there was only one person and that person abandoned the battle and started playing parkour. We one had a battle where there was only one person left of the other team, and we started to play parkour, and he joined us. I don't think even in that case the timer would start because nobody was acquiring any scores.

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Maybe they should add a manual override (like the server thing) that if most of the players (most of each team) decide to continue or end early (regardless of the score), they should be allowed to do so, but this feature is soo good they would only add it to PRO battles.

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It did not work for this battle, which everyone had to leave. I joined to check the timer when there was 5 against 1. I then left and came again.

261 crystals were lost. :)

 

4llMNr.jpg

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This 'losing rate, 10 times faster' measurement is a new idea from Tanki - as far as I could see no-one in the forum asked for this.  However, I can see Tanki liked this idea because it's a simple rule and the rate can be adjusted up or down to make it more of less sensitive once we get some feedback.  My suspicion is that it will not kick in soon enough - but 'creative tankers will think of ways e.g. the use of 'spare tanks' to help speedup matters!  However, I think the use of spare tanks like this probably breaks Tanki rules and could lead to an investigation and ban.

The best option I could come up with was to use a flag limit for all arcade (non pro) battles.

5 min match 10 + 10 flag limit = 20 flags

10 min match 20 + 10 flag limit = 30 flags

etc.

This way when all the opposition has left we can end the match early by running flags (at no score to any of us) at least, this keeps us busy (- although I do enjoy the parkour games somethimes.)

However, I could see this being abused in that 'spare tanks' could be added to the losing side to allow some points to be gained = cheating.

Although I have never seen anyone doing this kind of cheating (which is still possible even with the new scheme!)

 

I know I'm repeating one of my previous posts: what I would really like is a mechanism to help prevent so many battles being so 'one sided' in the first place!

I'm sure we all like close battles even if these do hurt our crystal bank balance by having to lose once in a while! :0)

How about a simple rule that all the losing side get full time double speed automatically when they fall 5 flags behind.  Returning to normal again when only 4 flags behind etc.

This makes it more worthwhile for the top players to join the losing side - at present top players will mostly only join the winning side - and so this makes the imbalance more likely.

Also the less experienced players are not so good at getting into the winning side (less patient) and so they join the losing side and this make matters worse.

However, this 'balancing' mechanism (by automatically 'boosting' the losing side in some way) must be made a map 'Option' because not all tankers will like it and I want to be free to choose - so tankers effectively 'vote with their feet'.

Please try this as an experiment and see how many like it?  I'm sure something like this could solve the imbalance problem that blights many Tanki battles.

By the way, I do recommend top tankers join the losing side from time to time - I have had some of my best battles this way.  (And I have no idea if I'm a top tanker or not - but I do average a K/D ratio better than 1 using a Wasp!

Edited by racer22_online

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its a good idea, but if the battles will end earlier, the battle fund is gonna be small, and gold boxes will never drop. Although you could balance it by making gold boxes have a chance to drop 1/5000 than 1/7000 and making the battle fund growing faster. I know this might make some tankers rich, but if battles end earlier, most of the tankers are going to be poor..

 

Sry for my english.. :)

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Does this not make a new way to mult and steal funds? Mults who don't play so the enemy score is increasing much faster?

 

Also, players on a team might be split. Some might surrender and stop playing, others who play on will feel unfairly.

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