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Simulated Battle Commencement & Temporary Mutual Standstill


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Updated. Added time extensions to TMS.

 

i recommend you add a timer. it could go slower instead of completely stopping. for example one team caps 60 flags and the other has 0 flags. no one will join the team with 0 flags if lets say the team is unbalanced. if tms is activated with no timer, then the match will never end unless the one player leaves and ebf is activated. with a timer which goes slower this compromises for both not stopping the timer and keeping the timer on as some people may want to play quick games and not have to wait. For example the timer is at 2 min and tms is activated maybe the time could be extended to 1.5 times (3min) or 2 times (4 min) the time left. this way, time is given for players to join but at the same time, players dont have to wait a very long time

It was recognized that something needed to be done for timed battles, however making the clock change slower isn't really ideal. Simply adding time would be viable. Multiplying the time would add too much time, so I came up with the preset amounts of time per how many players fit within the match. Also adding time when a player enters so they have enough time to spawn and get their bearings. Time subtracted when a player leaves in an attempt to make players stay. This may backfire, so it is subject to change.

 

Also added an aspect of CV-Raiders suggestion to EBF, which will be expanded on in the next update.

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I really like this idea. But, it seems really extreme. First of all, the no leaving in 5 mins could easily be bent... Just exit Tanki and come back, and boom you aren't in a game. Second of all, imagine you've been playing normal, and a friend comes on and wants to play with you, or your clan leader comes on, and decides to do some practice. Well, it's a little ridiculous you can't leave the battle. That should be taken out in my opinion.

Third, you shouldn't have to wait for the battle to fill to be able to make the signal to start. Many games become fun and intense before they get full, and the classic Dusseldorf may never get full.

Fourth, when one player leaves, the game shouldn't pause. Because one player would "troll" everyone, and leave and enter, leave and enter, over and over. Also, many games at lower ranks have players that are leaving often, and then the game coming back. I think there should be a certain % of players not in the game anymore for the game to stop, or to make the voting system (like the thing to start the battle), if a player leaves.

 

Ok, that's my opinion. Below I reserved a post, and I will be posting a completely new addition I think would work. It will be up asap. :)

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My addition to the suggestion:
Bring back the vote to kick player from battle system, New And Improved! ;)
the */vote <player nick> system has really been ruined. Voting someone really does pretty much nothing, and most players don't even bother to do it. Why? Because even if a mod comes (which rarely happens), it takes a very long time for them to arrive, and do something. So, a new and improved player kicking system needs to be implemented, so players can remove that annoying, hacker, spammer, sabotager, insulter, or whatever themselves.
SYSTEM:
If more than 50% of players */vote <PlayerNick> of the same player, the player will recieve a message saying "Your fellow Tankers of this battle have requested you leave. You have been removed from the battle" An "Ok." button will be under the text, and when you press it, the Lobby Screen of the server will appear. The battle you were kicked from will appear gray, as battles that aren't for your rank, etc, would appear.
If 35-50% of players in a battle */vote <playerNick> of the same player, the "Your Report has been Sent" notification will appear at the top for every player, and a moderator will be "called to the situation". I cannot build much on this part of the idea because I don't know how a ,moderator is called to the situation when */vote is done...

Any Improvements? Please reply!

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I really like this idea. But, it seems really extreme. First, Second, Third, Fourth, Also,

1. The system is weak in terms of preventing trolling. There are people who wont get the purpose of the system or intentionally wreck it. There are few things that can be done to prevent it.

2. You'll have to point out to me where it says you can't leave battle because you can leave the battle and go to play with your friends or clan. I think you misinterpreted the description.

3. But those many games are generally unbalanced in terms of number and power. In terms of large maps, it is in players best interest to reduce the amount of people in the battle so this the wait time is limited. If we let people start that Dusseldorf match start at 17 v 17 with room left for 3 people to join and 3 people join one team and not the other, the battle is unfair, which defeats the purpose of the system. Its to make the number of people in the battle fair. If a team is not happy with a persons skill, they can ask for a standstill and deal with that player accordingly.

4. Again, Its not possible to prevent that, but only with staying at a standstill and not commencing battle.

Also, there is a certain point at which the system will recognize the uneven number of players per team and automatically signal a standstill. And its possible to vote for a standstill. I don't know if either of these are very clear in the description, but please reread it nice and slow and see if it fits in the head better.

 

My addition to the suggestion:

While an in-game voting system to remove players would be nice for getting rid of unwanted players, its not what should be included in this topic. Please remove your idea and post in in your own topic.

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What about when game end and new start and previous 10 vs 1 game can be 6 vs 5 in startup...tired of using 5 minutes of 15 gamingtime waiting for other to start and then often pointless of playing, since noone of other team cares about fun play and only about their useless score.....

 

[and sorry if I have posted this wrong, cause I always get moved to another proper area since the buildup of folders are to diff for me to see.]

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Well, we've all faced that situation where we join a battle with nobody in your team, but with a filled red team, so when you actually enter the battle, the score is something like 10 flags to 0 against you, or 30 CPs to 0 in the same fashion.

 

This often ruins gameplay and ends in players leaving on both sides, possibly wasting a good battle. One suggestion I could have is that of AutoStart.

 

Suppose one creates an 8v8 Noise CTF. Here's the procedure that AutoStart could have.

 

  • Till the number of players per side crosses a particular limit, there cannot be any flags captured, experience gained, points taken or damage inflicted.
  • Let's say the particular limit is reached, for example, 4 players on each side. Then, the battle will automatically restart with a message saying "Battle starts in *insert countdown here*". After that, the game will resume normally with equal amounts of players on each side, and other players are free to join.
  • If say, a lot of players on one team leave and the game is unbalanced, everyone shall get a notification saying "The game is paused due to imbalanced teams. Please wait till the limit is crossed again (*insert limit here*). Try inviting your friends to make the player count go up!"
  • Again, in this stage, there won't be any killing, XP gains or capturing flags till the limit is crossed again.

There could be dynamic limits for each map depending on player strength. Of course, this limit will not be applicable for DMs.

 

Also, if the waiting limit becomes too long, then could the battle be scrapped? Of course, if a match gets paused thus in the middle of the game, the match can't be scrapped.

 

This update'll help because in a lot of battles, we see lopsided teams dominating a match, and by the time the losing team gets enough numbers to match the winning one, the game's already out of their control.

 

So what do you think? 

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I know this is old but came across this when I was searching for existing suggestions before posting a separate topic for an idea I had - delaying  battle start by 1 minute.

 

To the OP-

 

 

Just elaborating my thoughts here since I see a similarity in essence between the topic in my head and this. It's not my intention to hijack your idea or use this space to my advantage. I quite like the SBC. Is it the case that it's too complicated for the devs to implement at this point? Or maybe it's partially done or in the pipeline? Congrats on the success of EBT though.

 

 

 

The way the non-format battles are played these days, it's very hard to find a balanced battle commencement. There may be many reasons contributing to this imbalance, like -

 

 

  • Speed of a players internet connection preventing them from joining sooner.
  • Players leave/join at the end of a round randomly, leaving the teams lopsided.
  • When a player leaves the game by closing the browser window instead of exiting the battle first, that slot is blocked by the tanki system for a while - enough to upset balance.
  • Lack of etiquette ... etc.

 

 

 

The SBC can address all of these I believe. If it can't be wholly incorporated with the current settings or the overlap with EBT, at the very least delaying the battle start by a small factor of time is important I think.

 

The TMS is also a reasonable idea. However, I think since we have a definite EBT now, the priority should be balancing the start. Wishful thinking after seeing one too many battles cease prematurely - only if people could learn etiquette the hard way and eventually pull off the TMS by themselves, without system intervention.

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Planned

 

SBC has been suggested many times on the RU ideas site and the idea has a "Planned" status tag on it. That doesn't mean that this will be added to the game any moment, though. That idea has been suggested 6 years ago and got the "planned" tag three years ago, so it will be at least another year until this will be an official work in progress. Don't get your hopes up too high :)

[btpt] [gmpl] [ftr]

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Thank you for the update. I concede to it being a minor issue to the devs and that perhaps they will get to it eventually. Can you link us to some of the discussion on the Russian side pertaining to the idea? So we could try to be on the same page as them.

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Finally, status: planned  ;)

The Russian version of this topic has been in the "planned" stage for the past 5 years, but we'll see what happens.

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This is a great solution to the issue of unbalanced teams in CTF. To simplify, I would propose that in cases where there is an unbalance in the teams, the flags for both teams are "ghosted" or greyed out such that they cannot be taken. During this period the CTF match essentially reverts to a TDM until there is a balanced in the match again. This would prevent the advantaged team from farming flags in during periods of team imbalance.

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So really, what is the hold up? The Devs have to get this done and implimented. It is getting more and more difficult to find a balanced and interesting CTF battle. Serioulsy, I am beginning to lose interest Tanki. Why spend my time wallowing in frustrating battles with immature and selfish Tankers?

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