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Feature: Battles with obvious outcome will end sooner


semyonkirov
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i think that there is two sides of this update.

the benifits of this update is that if one team is beating the opposion by far then the opposition won't be sick of losing all the time and can do nothing about it,the opposition can also get their crystals faster and not lose any because they keep getting killed.

the bad part about this update is that gold box drops will not drop because the battle has been shortened.

one thing this update did not include what so ever is that if a group enemies have taken over your base and you spawn they will just kill you and when you spawn back they will also kill you again and it goes on and on and on.

 

Regards from:arcy1232312

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If the losing team completely quits the battle fund no longer increases!

 

Why wait 15 more minutes when you know nobody is going to show up?

If the entire enemy team quits, then your team won't be accumulating score at all let alone 10 times as much. You still have to wait for 15 minutes :)

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This update seems to work decently. There are definitely less unbalanced battles on servers.

 

Though, it seems like we often encounter battles with obvious outcome, but stubborn players of loosing team does not wish to give up. Also, sometimes on small maps battle end triggered too early. We will look into it.

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There are a lot of people just like to challenge big score gap, also willing to wait for new entrants.

 

Like I usually higher than 10:1 even 30:1 at the game. So now play less than twenty minutes will restart the game, lost a sense of accomplishment. Time is too short to make the game fun greatly reduced. Is it hope to win people drainage lose some points so that the game can continue it? or cause encourage people can quickly lose leave?

 

There are a lot of people do not care about a big score gap. Whether they win or lose just will fight to the last end time. These people are the heart strong really like Tanki online. The game should be designed for people who really like Tanki online, not lose the game immediately leave dispensable fun nature players.

 

Why not set to leave the game midway flip scores mechanism? Because this is the cause of the team's game score gap.

 

In order to solve some people won the game but do not want to wait until the end of time. Why not set Left the game midway can get reward?

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This update seems to work decently. There are definitely less unbalanced battles on servers.

 

Though, it seems like we often encounter battles with obvious outcome, but stubborn players of loosing team does not wish to give up. Also, sometimes on small maps battle end triggered too early. We will look into it.

In my example above based on actual scores:

 

Red team (starting when everyone bailed with about 10-12 minutes remaining - "before" is when we wanted to quit - we wanted to quit at 10 minutes left of the 30 minutes battle and we were wondering why the battle was not ending on its own - "after" is the end of the round):

 

1031 - before

1273 - final

 

difference = 242

 

Blue team:

 

4,413 - before

5,661 - after

 

difference = 1248

 

ratio = 5

 

In this case the outcome was obvious but the ratio of "scoring 10 times more" did not pass - but the team score of 1,000 points and the difference of 13 flags captured from time of blue team quitting until the end (not to mention the 3-39 score) should have made the outcome obvious.

 

By allowing the battle to continue past the point of when it needed to essentially Tanki gave out 1,000 crystals that were not earned rightfully - the blue team simply spawn camped - which is not how the battle fund ought to grow.

 

This is essentially a form of cheating by the winning team - imagine how much Tanki is losing because of this. It seems it would be in your best interest to stop this.

 

Usually what happens is the high scorers give up and leave - opening up slots for people with 0 score. In our case (myself and two friends) we didn't leave - this perhaps prevented the battle from ending simply because our own scores were too high to trigger the early ending criteria despite our giving up.

 

Perhaps the metrics of the "early battle end" should take into account a few things more:

 

1. Overall team scores and player totals with regards to flag capture.

 

2. Map size - a large map will be more difficult for getting scores and flag captures up (such as Lost Temple - it can take a long time to reach the other base and return since most player park themselves near the flag and never leave).

Edited by creeperskelly

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This is how it works: if a battle is not PRO, and one team in it is accumulating score at least 10 times faster than its opponent, the standard battle timer gets replaced with a special one. Once the special timer has reached zero, the round will be over and the fund will be split earlier.

 

If the losing team starts working together and accumulating the score faster, the normal timer returns and the battle proceeds as normal.

These two paragraphs leave room for interpretation. What if the losing team accumulates score 10 times faster then the winning team, what will happen?
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