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Feature: Battles with obvious outcome will end sooner


semyonkirov
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"our team has almost won round might end earlier"

 

Every time less than twenty minutes to play,these words appeared!

In this way forced to restart, just interrupt fighting surrounding feeling, let player want to leave the game!

 

##### Good game should be able to make money to make a lot of player prefer to stay where not want to leave !!! 

 

Why player leave in halfway?

Emphasis is not on the scores gap.

But because too little reward for losing team!

So it should be increase reward for losing team of play to the end of time. 

Not penalty winner win too more play too long time!

 

Why can not score too many gap continue to play?

This is an incorrect thinking.

Should let players liked to stay inside the game whether win or lose!

 

Games must be player willing to wait stayed inside the game.

But again and again to restart just let such player do not want to stay.

Because fighting mood repeatedly interrupted!
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The timer alarm sounded in a match near the beginning. There needs to be an exclusion for the calculation for at least the first 20% of the designated match length. Oddly, the timer went off for the other team. I assume something like: opponents destroy a couple of our tanks, one of ours takes their flag and is destroyed, flag returned, and they have lots of points, we have few or none, but we are 60 seconds into the game. Then, it started going badly for the other team. The competition level stayed high, but we were advancing flags more than 10 to one (about 13 to 1 final score, if I recall). The timer alarm didn't sound later in the battle. I suspect the losing team would have appreciated a quicker end. 

 

Another, a battle was going well for my side, we were ahead 7 to 1, and I was expecting the timer, but instead, the other team loaded up, and they took over. Final flag count was 15 to 8, my side losing. I expect the experience scores stayed relatively even, but the flag count got one-sided and inevitable quickly. 

 

Regardless of other considerations, the timer alarm calculations need to include factors for the team criteria, be it flags, deaths, or control-time points. 

 

The timer doesn't seem to actually be helping as is. 

 

We also still have the problem of teams or clans, etc. joining and "stealing" battles. I realize that isn't against the rules, but it is frustrating. The drugging problem isn't solved yet either. Cooldowns made it better, but it can still get bad. We need an overall timer on the supplies. The more supplies are used, the longer the cooldowns for all supplies, and this tally should not reset with respawn. It needs to continue to accumulate with supply use, and decrease after time without supply use. 

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The idea is really good, but some improvement is needed. As mentioned above, sometimes the alarm sounds near the beginning of a match.

Some other times, the battle had a tennis score (40 - 0 and counting) and alarm did not sound.

 

Here a couple of rough ideas:

 

You could also add a check on players number, not only on score. For example, if score has a huge spread (compared to battle lenght) and number of players in loser team is << than the other team (but > 0), alarm could sound. Or something similar...

 

Another idea could be to add another check, based on map dimension (or better on distance from the flags). If losing team leaves in a huge map, even with a wasp+boost hull it will be difficult to raise score that fast, even if all players are helping. So, accumulating score rate could vary depending on map dimension.

 

Anyway, keep on with this good mod! :)

Edited by spino.ska

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This update has brought a big amount of LAG in my game..!!!! I dont know for others, but please remove the update unless you fix the lag..!!!

Huge Lag that i cant even play the game, it lags conituously every second, i target someone through rail, in second moment i see he isn't there, everytime...!!!! Very BIG LAGS DEVS PLEASE FIX IT.

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my friend and i joined a game where flag difference was 30

we beat them and they started leaving and timer started there was only one guy and he was not playing we tried our best to cap but he won due to the timer and got all crystal. other than that update is amazing

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This update has brought a big amount of LAG in my game..!!!! I dont know for others, but please remove the update unless you fix the lag..!!!

 

Huge Lag that i cant even play the game, it lags conituously every second, i target someone through rail, in second moment i see he isn't there, everytime...!!!! Very BIG LAGS DEVS PLEASE FIX IT.

same here i cant play on rio now

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Hey Tanki, I was playing today in a game that ended up as 53-8 in Noise. The game was long over after about 15 minutes. The timer never went off. It was 60 minutes.

 

Take this into account please.

 

Happy Holidays!

Skywalker510

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It need to be fixed.I was playing with my friend and the score was 51 - 14 and only 10 minutes left. It was inpossible for the other team to win it but the update didnt work.

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It need to be fixed.I was playing with my friend and the score was 51 - 14 and only 10 minutes left. It was inpossible for the other team to win it but the update didnt work.

Something like that happened to me, only less severe. It would appear the system works based on how many more people are on the winning team then on the losing team, not by score.

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This is a mistake update!

 

Today, in the duel map. I can only play less than ten minutes!?

 

I must let enemy to kill me, in order to continue playing!?

 

What is the update!?

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I like this! How about a timer on flag possession where the enemy is taking our flag as fast as they can capture it? NO fun when it is impossible to protect our flag because team members leave, or their team just outguns us.

 

Ten to one is 300 to 30. That is a long wait.

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It doesnt work very well !!!

 

I was in a battle (normal) with 9 flags to 3 flags and the timer didnt come on then when it finished next battle 0-0 they had our flag then the timer went off just silly

 

though i like the idea but needs inpovement :) 

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my friend and i joined a game where flag difference was 30

we beat them and they started leaving and timer started there was only one guy and he was not playing we tried our best to cap but he won due to the timer and got all crystal. other than that update is amazing

Let me get this straight! You joined the losing side in a CTF game. Your team started winning. In fact, your team started doing so well that they accumulated score 10 times faster then the enemy. The enemy team went empty, only one player stayed. The timer started running, despite the fact that your team didn't capture as much flags as the enemy. The timer ran out and you lost, when you where actually winning...
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Let me get this straight! You joined the losing side in a CTF game. Your team started winning. In fact, your team started doing so well that they accumulated score 10 times faster then the enemy. The enemy team went empty, only one player stayed. The timer started running, despite the fact that your team didn't capture as much flags as the enemy. The timer ran out and you lost, when you where actually winning...

. Yah thats exactly what happened i saw one of ur old post if losing team start accumulating ten time more score timer still starts Edited by jbrockXX
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Personally, I think this is a great solution. I have been on a few.......bad.......teams, and I don't leave in the middle of battles. I just want the battle to end. (Ex. Barda CP, score is Blue-524 and Red-124. Battle was 60 min. I was Red.) This was a great idea and whoever thought it up should be proud of him/herself. :D :tank:

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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.

The idea is decent, but the performance lacks accuracy in my opinion, based on a couple of occasions I participated in such battles.

Further consideration is required.

As for "stuborn" players, why worry about it? If they persist, they get beaten by winning team, the winning team gets more score and all are happy, no?  :)

 

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).

Here are some correct points of view.. But apart from this, that's what I think;

 

What has score to do with lost battles?

Sometimes for certain periods score becomes slow moving or pausing.... Flags even more. But what is the real condition of a lost battle? It's deserting the team. When one team is left with ZERO players, then conditions are met. OR, if a team is left with only 1 or 2 players, the conditions are met to start the timer.

But beware of small teams battles. 2 vs 2 can falsely trigger the alarm if one player is gone, although the one left may be more than capable of maintaining the battle.

So, the second real condition of this timer should be the number of players accorting to initial number. Ideally, large teams are more possible to rightly trigger the alarm. Small teams, carry the danger of creating false alarms...

Take these into consideration.

 

Overall I would propose a combination of a team left with less than 1/3 or 1/4 of initial players PLUS a surrender signial, from these few players. Seems more accurate in my opinion.

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