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Let's discuss the updated system for earlier battle finish


semyonkirov
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UPDATED on March 4:

 

Hey guys! We noted the feedback about the red timer popping up too often. Thanks a lot for sharing the info with us. Our game designers have just changed the system's parameters, now it's harder to trigger (3 times harder, to be precise). The updated system applies to all battles created today after 7 am UTC.

 

If you have more things to share about the work of the system, make sure you share them in this topic.

It seems the system is just not taking into account the score.  I've just played in a CTF battle and the emergency mode was triggered when the difference was only 1 flag and the teams were balanced in number.  Moreover during the "emergency" the team that was losing started to win by a difference of 1 flag, and the emergency mode remained.

Edited by gyv_99
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 At first thought, this is a great update. But the timer is definitely still triggered too often. Actually, I was in a battle where the difference was just 2 flags, then 1 flag-then the battle was tied and it still couldn't make up it's mind. And when I was in a CP, my team was losing by over 150 points and it wasn't triggered until over 5 minutes later. This problem is also evident in the battle lobby where at the right-hand side there are red timers flashing on and off. But I'm glad this setting is able to be taken away in Pro battles. The sound is very irritating, although easy to adapt to. But ultimately, none of my recent battles have actually finished earlier than scheduled (with the red timer), and before, it totally was not triggered enough.

Edited by benjiblob
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How did you get that high view in your first pic? 

I think he has just been destroyed. The view before he respawned. That is why you can't see his tank.

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Priorities:

 

  1. If one team leaves completely and battle fund is not zero, end battle within seconds. Waiting is pointless. They can start a new game.
  2. If one team is down 2 players or more, check scores and decide whether to end early or not.
  3. If one team has players not playing (incredibly low score for their rank), you can check the scores and decide whether to end early.
  4. Normal battles, there is a complex criterion to end early. This is the least priority. Start with a huge gap and see what happens.

Can we now start with the trivial case in point 1?

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why ow why ow why ow why #

if you want a short battle you make a short battle 

if you want a long battle you make a long battle 

people buy crystals pay you money to play and drug and you want to end there battles early ?.

and they are paying real money to drug and gain the upper hand and you want to end a battle early 

because they have paid real money to get a good score ?.

i thought that was the point of drugging or paying you money to upgrade and drug (to gain the upper hand and win a battle) and now you take the fun away by ending a battle early because they pay you and drug when other side not drug much ??.

stupid .. you guys really amaze me you really do.

no point in owning a side now so no point in paying real money to drug and own the game if your going to automatically cut my fun short.

epic fun battles (win or loose)  will be a thing of the past if this continues.

1 hour battles no more  6 hour battles (yes i have been in a few) and i remember them clearly no more

whats the point any more of time, just make them all 20 mins and leave your ****ty system in place.(my opinion).

your trying to limit battle fund accumulation by druggers . i can see why you want to do this = less battle fund accumulated means more people pay money to drug and get crystals yes = (no).

/

bad choice . plenty of games i can play with no cap on timing all the time clocking in and out then in again . its annoying 2mins ow wait still 15 mins  ow no wait again back to 2 mins down to 1.55 mins back to 15 mins

??

dont know what the game is doing?.

 

make your mind up what your doing it is really really annoying. 

 

 

 

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if one side leaves and still battle fund why not do majority vote to end battle early and time out 2 mins.

it should not be automatic canceled if new players arrive ?

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I can't stand the constant horn blowing! I only have sound on when I have the flag. I do not enjoy the new update and think that it needs to be modified. Also, it is happening multiple times per minute. The algorithm needs to be worked on or you need to take it away. It is ok to lose a battle by a large margin! Also, with the time constantly shifting, you really don't know when the game is going to end. All in all, I am not happy with it, but the noise is simply too loud, constant and annoying.    :(  :angry:  :huh:  :o  :wacko:  :blink: 

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PLEASE STOP THE HORNS! I can't have the sound on anymore. It is constantly shifting back and forth, even when teams have the same number of flags. It takes away from enjoyable game play. For the love of Tanki, take the horns away and change the algorithm! PLEASE, WON'T YOU, TAKE, THE, HORNS, AWAY?!?!?! And stop the constant shifting of the timing of the game. PLEASE?!?!?

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If this state of thing follow as is, everybody in tanki will be crazier.

Becuse of the so active alarm the important messages are truncated and skipped, like "gold box will be dropped soon"

I saw that with blink of my eays and when someone have already got the gold, I was noticed that he got the gold.

We players in tanki online are not an imbecil and idiotic that we don't know that if don't play, we will loos the game.

And don't need the war alarm every second to notice us that we must do something because the game will go bad.

Change that .

-I must say something for play Deadth match mode: change the scoring way.

 I think that current is bad because that the last shot get all shot.

  Lets say I and he shooting at third player and what happend, the last shot from him give the kill all points to him.

  It is not far.

  I asked my self  What was I doing there shooting in the empty space? Or trying to kill someone and get the points and

  crystals.

  I think that you must change the scoring to something like in the CTF every shot directed at the enemy is scored.

  It is more far.

  I don't play DM from the day you change that.

-One more thing the Vulkan and the Hammer is so unreal strong that is pointless to play against them.

  Lets say the vulkan shoot at me I am on the viking and I want to do a avoidance maneuver, but my keyboard was stick

  because of his rate of fire.

  It is unreasonably strong, and it is not enough that he have that fire rate, but he must stick me to the ground to not escapes

  that he can kill me like a sitting duck. It is embarrassing.

  It is idiotic.

  The hammer is the same thing, but he shoot with 3 shot and with nuke he can kill all enemy team he kill my stronged (M3+)

  viking with 3 nuked shot, and I can not reach to shoot every shots from my stronged weapon.

  But It was not all the tragedy, it seems the someone waked (from the programers team) one day and say that tankionline is

  boring and says lets change a thing and "GOD GIVE A HAMMER AND VULKAN BUT NOT A SHILD FOR THEM",

  like he wanted to rest of the community suffers for two or three month without shild, like we are punished for something.

  But no the "GODS WAS CONCLUDED THAT WE ARE NOT SPENDING ENOUGH MONEY FOR BUYING CRYSTALS" and

  conclude to invent a weapon without protection, and we on that way must rush to purchase all together.

  For the end please change that weapon in the way that they are must be weaker, because in otherwise we all that had

  reinforced our weapons, wasted time and threw crystals in the wind.

  It reminds me of something like "THE LORD OF THE RINGS" if you know what I mean

                              "One Weapon to rule them all, One Weapon to find them,
                                One Weapon to bring them all and in the darkness bind them"

BUAHAHAHAHAHAHAHAHAHAHA

Scary, spooky

 

Bye

Edited by vecky
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This stupid update just costed me a game! It said "we have almost won" but it was impossible to do so I the 2min it gave us! If that alarm didn't come we would of had an extra 2min to win!!!

 

Remove this stupid update!

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(Infuriating) is the word that describes my feelings when a game tells me to (DO SOMETHING) or (Your Doing Great) when my team is doing horrible and were losing 100 To 1. I don't need all that garbage at the top making noises ALL the time. This is an out Rage. The problem is the update never actually ends the game. I was in a battle that was only 60 min long and the timer came on 36 times (I counted) and the Infuriating (( FACT )) about that is in the END it ended the battle only 2 mins before it would have ended its self.PLUS !!! there was only 2 people on the enemy team, and we one 45-0 with flags but every time the enemies killed one or two of us the timer canceled out and started over at 3 mins.The short form is this update has to be discarded or changed

Edited by I.H.U.R.R.I.C.A.N.E

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the trigger is fine,

 

but "gap of score closing" should not come so quick,

 

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

 

the system can correctly detect a sure lose situation, but it turned off so quickly when only 1 enemy is fighting back, even when he make no kill, 

 

one enemy respawn or one enemy make damage can turn off that alarm, which should not be the case.

 

=============

 

the 3 min timer just keep reset itself, that is annoying, surely 3min will end, that means 3 min will end,

 

it is annoying, when nothing happened after 2 min timer left, it come back to 3min timer again.!!

 

 

--------------> it turns out for 30min, we are like fighting 10 vs 1. big time waster especially when that one enemy refuse to leave and just got 77 crystal at end for him, when highest on our side is like 600 crystal.

 

===================

 

note, that is like a 30min battle, for 600 crystal, normally i play 15min CP polygon is like 650 crytal reward for me; means wasted 15min for nothing

Edited by wild001

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the trigger is fine,

 

but "gap of score closing" should not come so quick,

 

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

 

the system can correctly detect a sure lose situation, but it turned off so quickly when only 1 enemy is fighting back, even when he make no kill, 

 

one enemy respawn or one enemy make damage can turn off that alarm, which should not be the case.

 

=============

 

the 3 min timer just keep reset itself, that is annoying, surely 3min will end, that means 3 min will end,

 

it is annoying, when nothing happened after 2 min timer left, it come back to 3min timer again.!!

 

 

--------------> it turns out for 30min, we are like fighting 10 vs 1. big time waster especially when that one enemy refuse to leave and just got 77 crystal at end for him, when highest on our side is like 600 crystal.

 

===================

 

note, that is like a 30min battle, for 600 crystal, normally i play 15min CP polygon is like 650 crytal reward for me; means wasted 15min for nothing

In other words, it's an excellent update but it's full of bugs.

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*Foolproof anti ban system in use

Alright, let me purify my thought here ... :
It was about the time tanki did something about the "obvious" thing, because sometimes we had to wait till the end of the battle for it to kick in ;)
Oh Btw, I like the sound they are using, to let us know "the battle will continue as normal" especially when it appears right after the message "battle will end soon".
Maybe someone burnt a whole plantation of weed*near to Developers' office in Perm, where devs wrote the code for this "obvious" feature!?

aky3ut.gif

:P :D :lol:

 

*A weed is a plant considered undesirable in a particular situation, "a plant in the wrong place"! <--- No wonder why that dude in Perm burnt that whole plantation. :P

 

To be certain of "Foolproof anti ban system" works --->  Underlined words are links, these links are safe and you can see their definition if you follow them! :P

Good luck to me this time! :D

Edited by DrSaint

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The early-end system is still broke. 

 

Yes, the sensitivity is down, and it is not so annoying, but I was in a battle that ran to 20+ flags to 1. Come on. What is the early-end for if not a battle like that? The original system worked. It had annoying quirks, but it ended battles early, properly, most of the time. 

 

The current system doesn't. When it signals, it resets when the opponents score some points. It needs to look more at the sum of player's points and the battle totals. If flags are different by a large margin, especially if there is too little time for catching up unopposed, the the battle should give a short warning. A little time, just in case, but the early end should be hard to reverse. 

 

With the original system I remember a battle we got behind in, but then started gaining, dominating even. (I assume the key players on the other team left for some reason.) We were too far behind to catch up if the timer went early, but we were gaining points so fast, it ended the battle because we were winning, but when it ended early, we were still behind. That should not be possible.

 

I doubt anything like that could happen with this system. I doubt it can even actually end a battle early. I've not seen one, even when badly lopsided. 

 

The timer needs to take into account the number of opponents. When a smaller team gets behind the timer should start and be irrevocable unless the teams even out. If there is a five tanks to ten tanks disparity, the five tanks cannot win. A timer should start, and it should not stop until the players are even. That way, even if the small team is doing quite well, the battle will still end early, since there is no way for the smaller team to win. (Well, at least not in CTF.)

 

Three minutes is too long, especially given that it usually reverses within 30 seconds. 

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It really is like this...

 

I played the last 25 minutes of a 60 minutes battle. I played for the loosing (blue) team.

 

The red team keep comming, and all... I mean... ALL  ( <- read this carefull... I MEAN ALL) drugged beyond words. Three Isidas, Firebirds on dictators and railguns, freezes on Viking, and even 1 (everytime drugged) Hammer, (it's not enogh he can kill with single shot)!

 

I manage to catch their flag a couple of times just to be dispatched to the hell faster than I can blink my eyes....

 

My team refuses to leave, so the final score was 33 - 2. The score was not larger because we really try hard. Obviously such a score should mean something, and no, blues were not a team of noobs.

 

The share pot was 10802 cristals, the biggest amount for the winner team was 2440, biggest amount for the looser team was 224 cristals. (about 10 times less)

 

1) The game should have bem terminated 40 minutes earlier!

 

2) If I / we are going to support such a kind of druggers we want to be best paid for it. 10 times less it's not enough, we want equal share!

 

3) I don't remember listen the claxons, but guess that with so many kills, the system was quite happy letting the game to proceed.

 

4) But after further analisys, if they pay for so many power-ups to win at all cost and to earn even more cristals to buy even more power-ups, then the game should NOT end earlier! Should all players on the loosing team leave the game tired of supporting such a bunch of druggers, those druggers should stick in the game to the end even if that means shooting birds for 60 or 50 minutes to share only 500 crystals at the end, even if the share does not pay for all the power-ups they activated. This, of course, should show us who really is the most persistente guy, the one who kills most time for the biggest amount of cristals!

 

My point is, remove the feature and let the game start and finish as it should. A 60 minutes game should take 60 minutes, no matter what, unless all players leave the game.

Edited by ukras001

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I have just played alone against 8. They were all mostly higher than my rank. I played for 17 minutes. The horn honks on. Whenever I kill someone, it resets. This is obviously a case where the alarm should never reset unless I kill half of them without getting killed once. I got 87 crystals for my effort. :)

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In the case of an earlier battle finish that has now developed into a one sided battle because most of the losing team has left. Could Tanki arrange that the only way to enter the battle would be to allow up to 3 players to join the losing side before allowing another player to the winning side (this could start 5 minutes into the battle and end 5 minutes before the finish)? This might enable a closer fight between the teams to develop and equalize the matchups of tank types and skills.

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