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I don't know what Devs think but standard battles are pretty much unbalanced and they often (more than bearable) end up in most of losing team leaving and the winning team having to wait in sheer boredom for the rest of the battle duration.

 

That's TWO DISTINCT PROBLEMS.

First, the unbalance that causes a supreme OP team that makes opponents leave, and

Two, the winners having to wait in many cases long periods, i.e. 2/3 of the total battle duration (sucks, hah?)

 

Due to first problem after an initial domination of the winning team appears the phenomenon of respawn killing, which deters the losing team from making a come back (let alone that respawn killing is one of the most hateful act for one to perform - yet, due to score based rewarding, winning players have to do it).

The later could be avoided IF more respawn locations where applied, even further than the base in relation to the existing ones.

Maybe, this alternate locations could be engaged when and only if all primary locations have at least one enemy nearby. Thus, players would escape respawn death and manage to fight back resuming the battle.

I think it's obvious that if losing team manage a come back it's for everyone's best interest.

Maybe Tanki HQ take this into consideration.

There was for a short time something added to Tanki that ended battles like this early but I don't know why it was pulled.

 

I had suggested to Hazel Rah that there be an option for the losing team to surrender - similar to how I just pause while the ridiculous slaughter takes place. It is completely unfair that the drugging spawn campers be allowed to continue to spawn camp and run up the battle fund when it is impossible for the losing team to do anything about it other than leave.

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There was for a short time something added to Tanki that ended battles like this early but I don't know why it was pulled.

 

I had suggested to Hazel Rah that there be an option for the losing team to surrender - similar to how I just pause while the ridiculous slaughter takes place. It is completely unfair that the drugging spawn campers be allowed to continue to spawn camp and run up the battle fund when it is impossible for the losing team to do anything about it other than leave.

Yeah, I quite liked the early battle ending, even if it was when the enemy team was empty!

 

Surrender would be a cool option. The whole team would need to vote surrender.

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Yeah, I quite liked the early battle ending, even if it was when the enemy team was empty!

 

Surrender would be a cool option. The whole team would need to vote surrender.

I suggested half the team of the losing party has to vote for it. I still think that those 50% (ok.. maybe 66%) is better then all.

You have to consider that they may place mults in your team to boost their crystals. 100% is a problem.

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I suggested half the team of the losing party has to vote for it. I still think that those 50% (ok.. maybe 66%) is better then all.

You have to consider that they may place mults in your team to boost their crystals. 100% is a problem.

I think it really has to be everyone. Otherwise multing might be too much of a problem. And in any case, it should be the case in my opinion that EVERYONE in the team must want to surrender. Otherwise it's not fair on the guys who don't want to :p

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Agreed.  Maybe if we ask that Tanki have some way of ensuring lower level players can buy passes at discounts.  The lower the rank, the lower the pass price.

Agreed too!! I have a small account 1 rank less than yours and a 5.000 PRO pass is just impossible!!!!

 

Even though, also at my rank it should be cheaper, both because 5.000 is quite a high cost, because PRO battles should be promoted for a relative long period (not 1 month only) and because there are actually not many PRO battles around yet (excluding XP and impossible tasks like 999 flags or minutes)

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Agreed too!! I have a small account 1 rank less than yours and a 5.000 PRO pass is just impossible!!!!

 

Even though, also at my rank it should be cheaper, both because 5.000 is quite a high cost, because PRO battles should be promoted for a relative long period (not 1 month only) and because there are actually not many PRO battles around yet (excluding XP and impossible tasks like 999 flags or minutes)

Indeed, I Shaft, exclusively, so my earnings are VERY slim, 5000 goes towards the purchase of a new hull or turret, or MU depending, and that's hard won crystals that I don't know I could always do.  Again though, From this day forward, I'm goingto give it a shot, just got done with the last big MU I wanted, and I took advantage of the sales so I really packed it in over the May Day thing.  I can relax on upgrades and new equipment and try to hobble together 5000.  Seems like it's WELL WORTH the effort.

 

Might I add one thing here for the PRO BATTLES on EN3 for drug free fighting.  We should definitely NAME THE BATTLES with some thing like DF in the prefix, so they will be easily found.

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Yeah, I quite liked the early battle ending, even if it was when the enemy team was empty!

 

Surrender would be a cool option. The whole team would need to vote surrender.

The way I proposed it to Hazel Rah was like this:

 

1490ff8.jpg

 

2e3bdsj.jpg

 

A supply that you can buy and use - when you enable the white flag your crystal count is locked at that point and you no longer can participate or change your mind by undoing the white flag. This way other team members can know and vote as well.

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Might I add one thing here for the PRO BATTLES on EN3 for drug free fighting.  We should definitely NAME THE BATTLES with some thing like DF in the prefix, so they will be easily found.

We used to  be able to name battles and often times they would be labeled as "No drugs" - of course there was no real way to enforce that. A totally drug free server by default would solve all the problems. Everyone who wants to drug can do do - only not on the one server. This way nobody needs to buy battle passes. Everyone wins and everyone is happy. Tanki can continue to make money from selling drugs and people who want a drug free round know where to find them every time.

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Battle termination

I made a topic for this battle termination thing.. please find it there:

http://en.tankiforum.com/index.php?showtopic=262187

 

Is some of you have proposed it earlier, inform me about the links to your posts, so I can take a look at them and include them in the startpost of the new thread.

 

---------------------------

 

SFB-v02_small.png

 

 

Today I had about 2h of drug free serpuchov and 1h of drug free Rio.

Of course I created those battles by myself, and of course I had to wait a little bit until they filled up.

But XP/BP did also not start in one day. And I use the time to get better in aiming, shoting all the objects there.

 

Read Burbooks comments above on how enjoyable this was !

This is what makes be believe that it will work. Simply because it is not anoying to get punished hard by some drug ab!users.

 

If I invest nothing, I will get nothing. So I will go on, continue that. Do the same, create your own battles there! We just have to gain a certain momentum then it works by itself !

 

 

Sure it works only good for higher ranks that can afford the pro pass. Rank specific pro-pass pricing was requensted alredy some months ago.. but is not yet there.

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The way I proposed it to Hazel Rah was like this:

 

1490ff8.jpg

 

2e3bdsj.jpg

 

A supply that you can buy and use - when you enable the white flag your crystal count is locked at that point and you no longer can participate or change your mind by undoing the white flag. This way other team members can know and vote as well.

I don't know if it could be sold (I mean who would spend for it) or how it can be ruled, but it is a nice idea!! :)

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Indeed, I Shaft, exclusively, so my earnings are VERY slim, 5000 goes towards the purchase of a new hull or turret, or MU depending, and that's hard won crystals that I don't know I could always do.  Again though, From this day forward, I'm goingto give it a shot, just got done with the last big MU I wanted, and I took advantage of the sales so I really packed it in over the May Day thing.  I can relax on upgrades and new equipment and try to hobble together 5000.  Seems like it's WELL WORTH the effort.

 

Might I add one thing here for the PRO BATTLES on EN3 for drug free fighting.  We should definitely NAME THE BATTLES with some thing like DF in the prefix, so they will be easily found.

Naming is not allowed anymore (as far as I know) but it is a nice idea, DF could be used as XP or BP now (with a different icon too).

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Battle termination

I made a topic for this battle termination thing.. please find it there:

http://en.tankiforum.com/index.php?showtopic=262187

 

Is some of you have proposed it earlier, inform me about the links to your posts, so I can take a look at them and include them in the startpost of the new thread.

 

---------------------------

 

[go-EN3-pro] campaing

(drug free multi weapon battles)

 

Today I had about 2h of drug free serpuchov and 1h of drug free Rio.

Of course I creates those battles. And of course I had to wait a little bit until they filled up. But XP/BP did also not start in one day.

 

But read Burbooks comments above on how enjoyable this was !

This is what makes be believe that it will work. Simply because it is not anoying to get punished hard by some drug ab!users.

 

If I invest nothing, I will get nothing. SoI will go on, continue that. Do the same, create your own battles there!

 

 

Sure it works only good for higher ranks that can afford the pro pass. Rank specific pro-pass pricing was requensted alredy some months ago.. but is not yet there.

As you said .... it is a start! Hopefully a good start!!!

Thank you Rohr

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We used to  be able to name battles and often times they would be labeled as "No drugs" - of course there was no real way to enforce that. A totally drug free server by default would solve all the problems. Everyone who wants to drug can do do - only not on the one server. This way nobody needs to buy battle passes. Everyone wins and everyone is happy. Tanki can continue to make money from selling drugs and people who want a drug free round know where to find them every time.

This is also a nice idea .... surely it would be the only server I would be in!! :)

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Well it would be something ridiculously low like 5 crystals each. It could only be activated only after respawn so that you can't go park your tank elsewhere and spy on the other team. Also once activated you can no longer move your tank.

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Battle termination

I made a topic for this battle termination thing.. please find it there:

http://en.tankiforum.com/index.php?showtopic=262187

 

Is some of you have proposed it earlier, inform me about the links to your posts, so I can take a look at them and include them in the startpost of the new thread.

 

There is a thread about CTF surrender here:

 

http://en.tankiforum.com/index.php?showtopic=234512

 

Also something similarly related to how drugging impacts rounds here:

 

http://en.tankiforum.com/index.php?showtopic=237617

 

The two sort of go hand in hand: the drug raiders create the problem of unbalanced rounds which leads to the necessity of needing a surrender option.

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...

The two sort of go hand in hand: the drug raiders create the problem of unbalanced rounds which leads to the necessity of needing a surrender option.

May I correct you on this friend?

There is no such thing as drug raiders. Let me explain.

When, for any reason, one team overcomes the defence line of the opponents, then it's only natural that they camp inside the opponents' base so that they can continue getting the flag and killing as many opponents as posible. That is necessary due to the way funds are distributed* and the absence of any base enhance system** that would allow "home team" make a come back and reclaim their own base.

However, you are right in that severe use of drugs can create such an unbalanced situation so that one team gets wiped out and thus the OP team starts spawn killing.

 

 

 

* even in the winning team, the amount of crystals players get are analogous to the kills they accomplish. Thus, one can't return to one's base when his team mates stay in the opponents' base and continue spawn killing. It would require the whole team leaving enemy base, so that the opponents can regroup and start fighting again. This kind of team behaviour is practically impossible, because it would require that all players speak the same language... Thus, the winning team is obliged to stay in the opponents' base and perform spawn killing.

 

 

** I have proposed so far two base enhance system measures.

 

The first is a secondary respawn set of locations, further from base, that would be triggered when all primary locations have enemies nearby AND less than 1/3 of home team is actively in battle (the others may be between death and respawn or in the garage).

 

The second is a very short (2 or 3 seconds) enhance of home players' armor and speed (say armor X3 and speed X1,5) right after spawn, so that they can drive away from instant death and be able to return shots to the opponents. For this measure to come into effect it would require a combination of more enemies in the base than home players AND a series of 5-6 home deaths without any enemy death.

 

Ofcource, these base enhance measures have meaning only for medium and big mapS, where the two bases are far away and out of most weapons range or direct contact. They would only complicate things in maps such as island, sandbox or ping pong.

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drug , microupgrade, mult

 

 

are 3 winning factors in non-pro battle.

 

duel,  xp, DM

 

are 3 solutions to your problem.

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Maybe ^this solutions apply only to your own preferences. Not all players are the same.

 

 

Duel is boring for lovers of tactics.

Not all want to play pure XP.

And have you tried to find decent DM games recently since boxes are off?

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drug , microupgrade, mult

 

 

are 3 winning factors in non-pro battle.

 

duel,  xp, DM

 

are 3 solutions to your problem.

 

They are not solutions. Nothing is solved by running away or playing other type of battles. It's same with that; "solution to all Tanki problems is playing WoT". ... wow... Amazing! :P

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May I correct you on this friend?

There is no such thing as drug raiders.

What I am referring to is when you have two teams, balanced, little to no drug use. You play a few rounds and nobody leaves. Scores might be close most of the time. Eventually perhaps 2 or 3 of the opposite team leaves (especially if they have lost a few rounds) and suddenly you get the jerks who have been waiting for the free spots for the purpose of coming in, drugging, and buying the battle. Heck, they might have been invited by someone on the other team.

 

This is what I meant by drug raiders. Because of their sudden appearance and how they constantly drug influences the outcome of the new rounds the other team now gets the ability to spawn camp and the raiders might be joining in while one of their friends continues to cap flags.

 

The worst is when you are in longer matches and your own team has a nice lead, there's a good battle fund, and suddenly a few on the other team leave and these guys move in and turn the score around in mere minutes.

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Brubook , I have probably conscripted one more person to the cause soon.  Just thought you might like to hear that.  I'm probably a week away from enough to buy the pass, but hopefully I'll see you on EN3 soon enough.  A battle last night against a rail with LOTSA drugs that really forced me to work far too hard to NOT die drove home the point of all this too.  Arcade shot, mine, full charge scope shot, and then arcade shot, to FINALLY put down this particular tank.  It's time for your idea, period.

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Brubook , I have probably conscripted one more person to the cause soon.  Just thought you might like to hear that.  I'm probably a week away from enough to buy the pass, but hopefully I'll see you on EN3 soon enough.  A battle last night against a rail with LOTSA drugs that really forced me to work far too hard to NOT die drove home the point of all this too.  Arcade shot, mine, full charge scope shot, and then arcade shot, to FINALLY put down this particular tank.  It's time for your idea, period.

Thank you Fog!

Yes I do like to hear that!!!

I already pop to EN3 everytime to see what happens and even if I am a noise lover and have some problems on larger maps, I joined some sepurhov created by Rohr.

Just to point it out, it is Rohr idea, even if I fully agree with it and I will do my best to promote it!!!

Thank you

B.

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This post can be inserted in the "Another sad day in Tanki" series!

 

 

Dear Kirby2008

 

Today you saw the reason why I dislike excessive drugging!

 

30 min Noise battle:

 

Red team (yours) drugged like hell and blues were forced to leave! Nice ... very nice (ironic)!

By the way the only way to oppose to that typhoon was drugging back like hell ... not the way it should be!! Not the kind of play I like to be in!

 

Then your team capped tons of flags in a 8 vs 1 situation (very sportive playing!! congrats) .... than you beg your team mates to come over on my team .... but .... I don't need charity, Kirby! I prefer to die alone!

Just to point it out, it was kind of you to do that, but I still live with my pride!

Let's note that with a 8 vs 1 situation, your team was still drugging.

 

Now think that all the blue players who went out are sad, unsatisfied and frustrated ... think about it!

Because that is the feeling after a "battle" like that ... a battle that was 8 minutes of insane drugging, 5 minutes where all your team was killing me (still drugged) and 17 minutes of boredom of your team playing with their own fingers (8 vs 0)!

 

Is really this the Tanki you want? Is really this the model battle you can call "battle"? Is really pressing numbers make you feel PRO?

 

Have a think about these questions!

 

B.

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The second is a very short (2 or 3 seconds) enhance of home players' armor and speed (say armor X3 and speed X1,5) right after spawn, so that they can drive away from instant death and be able to return shots to the opponents. For this measure to come into effect it would require a combination of more enemies in the base than home players AND a series of 5-6 home deaths without any enemy death.

 

I think a better idea would be an extended "Ghost" time, where your tank cannot be shot and you can go through any enemies trying to spawn-kill you. (Of course, only with said restrictions about one team having to be losing)

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This post can be inserted in the "Another sad day in Tanki" series!
[...]

Today you saw the reason why I dislike excessive drugging!
[...]

And you can not even surrender at the moment..

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