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Let's discuss the updated system for earlier battle finish


semyonkirov
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Actually, the message is correct. :) You just need to know what is it based on. If you look at the top right corner, you will see that your team made 7 kills vs 1 kill for the red team. The system figured that you are overrunning the red team. The system does not care about the score on the bottom right corner. We do. :) It is right too. If you kept slaughtering the red team, the system would have ended the battle early because of that even if they captured a 100 flags and you captured none. You'd have ended the game early but got no crystals. Yay!

I know that, this is why the actual system is very bad, the system needs to care about the score.

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I know that, this is why the actual system is very bad, the system needs to care about the score.

I agree, but I can't think of a good way to do that, and I do not think the devs can either, not that they agree with it. :)

 

The golden rule that I hope everybody agrees on is: If one or both teams are bored to death and are just waiting for the battle to end to get their crystals, end the battle as soon as possible. The problem is how to figure this out.

 

It needs to be complicated. It has to be different for CP, CTF, TDM, and DM (if that is even included). So, you have to say a maximum gap of 10 flags per 15 minutes, a maximum gap of 30 in CP per 15 minutes, a maximum kill gap of 100 in TDM per 15 minutes, a maximum gap of 20 kills in DM per 15 minutes. Also you need to include the individual score/team total score in cases where there is no gap, e.g. nobody is capturing any flags or control points, but one team is being slaughtered left and right.

 

As you can see, there are too many parameters to be factored in.

 

My suggestion is to start with the simple cases and work their way up. They actually said, they would change it so it would only trigger when an entire team has left, but I did not see that update.

 

When the devs announced their interest to implement this "feature/bug", I knew that theybit more than they could chew, and I was not coy about it.

Edited by Baby_Sam

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As of right now, the game still continues after one team has completely quit.  Sat 22 minutes as only player (106 exp/65 Cry), and the game ran to the end.

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Just played a game where all the other team left and just me and tow guys on our team. was like this for 5 minutes before I gave up waiting for the battle to end early.

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The "end early" update has apparently been totally suspended: I was in two lopsided battles and nothing happened. What a relief!

No horns! No silly messages! No switching back and forth to the 3 minute ending! :)

Now let's see what they can do to set up a proper system -- there has certainly been a lot of good input here!

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Come on!! Surely if your team is losing, you wouldn't want the round to finish early?

Yes, you would...if they are scoring at will, 2 flags a minute and you haven't scored one in 10 minutes. :o

Soon they start spawn killing, your teammates leave, and you just keep getting killed.

The game SHOULD end early, but ONLY if the team that's ahead has a majority of the flags over 5 minutes and a majority

of players destroyed, which indicates that the situation is pretty hopeless.

 

Can they program this? I dunno.

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Tankers!

 

We have changed the way the ...-SNIP-

 

 

 

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.

 

Semyon, I would say TANKI staff don't made a great test about this update ... IMHO you could find a glitch like this without great effort. May be the staff don't have enough time, but you have a great community of players ... why you don't test this update before, with some players ? 
I don't talk about players who play on test server only for addcry 999.999.999 and then play only with fullM4 (and write profanity on chat), but IMHO you can find some players who are good for testing, players who listen the staff and test exactly what the tanki staff wants.
 
An upgrade like this could be more 'professional' if you put it 'live' with the right parameters, couldn't it ?
 
keep up the good work
 
just my 2 cents :-)
 
Andrea
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Idea for efficient tests

This type of update is for sure hard to test, as soo many different things can happen.

What about having the system active in the background, and writing logs when/why/statistics/... the thing would trigger an earlier quit (without actually starting the timer)

So you can "test" it under real live conditions, without harming users.

Perfect for testing would be if you can watch it in some kind of spectator mode (with horns and warnings) while the users don't notice it.

Edited by Rohrmeister

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Idea for efficient tests

This type of update is for sure hard to test, as soo many different things can happen.

What about having the system active in the background, and writing logs when/why/statistics/... the thing would trigger an earlier quit (without actually starting the timer)

So you can "test" it under real live conditions, without harming users.

Perfect for testing would be if you can watch it in some kind of spectator mode (with horns and warnings) while the users don't notice it.

This is an excellent idea. The problem though is:

  • They have to go through the logs themselves.
  • They may like something we don't.

There is no avoiding real feedback, but this is an excellent first step.

 

Anyway, as somebody has already noted, there is a wealth of feedback here that should be sufficient to nail this issue.

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Actually, the message is correct. :) You just need to know what is it based on. If you look at the top right corner, you will see that your team made 7 kills vs 1 kill for the red team. The system figured that you are overrunning the red team. The system does not care about the score on the bottom right corner. We do. :) It is right too. If you kept slaughtering the red team, the system would have ended the battle early because of that even if they captured a 100 flags and you captured none. You'd have ended the game early but got no crystals. Yay!

its basically a really stupid system there is no need for it unless no team on other side only then do you want the battle to end early

because there is no way of creating a higher battle fund and no way the box will fall.

allot of people want hour long battles to play but if the system stays as is then you need to keep working  and basically i want to relax when i play a game i don't want to work at it. i want to play and have fun .

 not be under pressure to perform better i get enough of that at work. as do we all.

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I think this should be smarter than it is  :P  

I was in a battle and the opponents left after sometime,, the opposite team was empty for almost 10 mins and then some group of drugging isida m3's joined and .. bam !! we lost  :mellow: Why Did that alarm stay off for that long time ? Otherwise We were winning  -_- 

 

yo0ZDWC.jpg

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Apparently (and I cannot confirm this with the devs) the OLD system was somehow compromised when the NEW system was installed (with all its bugs and foibles). So we went from an imperfect system, to a terrible malfunctioning system, to no system at all. Hopefully by now there is some provision for using a version of the old system, at least when a game is either unpopulated or spiraling into a collapse for one team.

We should not have to:

- A (winning) wait 20 minutes when there are no opponents, or no one left playing

- B (losing) leave the battle early because all we can do is get slaughtered

(many people just go to Pause repeatedly if they are being spawn killed but want to claim their battle fund share)

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Apparently (and I cannot confirm this with the devs) the OLD system was somehow compromised when the NEW system was installed (with all its bugs and foibles). So we went from an imperfect system, to a terrible malfunctioning system, to no system at all. Hopefully by now there is some provision for using a version of the old system, at least when a game is either unpopulated or spiraling into a collapse for one team.

We should not have to:

- A (winning) wait 20 minutes when there are no opponents, or no one left playing

- B (losing) leave the battle early because all we can do is get slaughtered

(many people just go to Pause repeatedly if they are being spawn killed but want to claim their battle fund share)

This is not possible. Even noobs have version control systems so they can retrieve old code if something happens and can apply any change (patch) to any version (unless the code diverged too much).

 

The problem is that there are so many scenarios, and the devs only considered a few (for the old system), so there were cases were the system should kick in and it did not or it should not kick in and it did.

 

Another problem is that it is not likely that the devs and we will agree on the scenarios the system should kick in. :P I hope we can live with that disagreement.

 

The point is not to prevent any team from winning with a big gap, but to make sure the losers are still having fun and earning rewards for their effort. This is not the case when a player on the winning team earns 1000 crystals and a player on the losing team earns 100 crystals for the same score. This one we will need a long time to drive through.

 

I believe it is easier to start with the easy cases:

  1. Nobody on one team (entire team left) and there is a nonzero battle fund: End battle within seconds.
  2. One team is half the number of the other team or less or down by 3 or more for a few minutes and it cannot keep up, give one minute because it has already been bad for a while.

I am sure they will give longer grace periods, but that is useless.

Edited by Baby_Sam

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Definitely not missing those alarms and klaxons going off.

 

It's a wonder how it went so wrong. Though having done a bit of database development with my programmers at work I can appreciate those unforeseen glitches when implementing new code. Best of luck devs, hope you get it right.

 

Don't click on the spoiler.

 

 

If you are missing the klaxons then this is for you...

 

 

Enjoy!

 

 

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