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Battle fund depends on map popularity


Maf

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There should rather be a contest like - 

 

One rare map where if the battle fund reaches 1500 then a 5K gold box will drop . You need to guess the map .   

 

If such contests are held occasionally , then rare maps might get popular.

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There should rather be a contest like - 

 

One rare map where if the battle fund reaches 1500 then a 5K gold box will drop . You need to guess the map .   

 

If such contests are held occasionally , then rare maps might get popular.

Not this version, but I like the main idea. Occasions, events witch change the gold's chance and value...awesome.

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Hello everyone. Some of you may have seen me once make a post about a change to the statistics of the probability of a Gold Box falling. This information is incorrect. At the time there was some confusion, and misinformation, and I was upon the belief that there had been a change, but in truth, there had not been. My apologies for any confusion this has caused. Also, please don't let my one mistake lead to your loss of faith in me. I speak with knowledge attained over my long career, here, and simply had a small misunderstanding, which then lead to another. When I make a mistake, I always address it, but unfortunately the topic had been locked and archived the very day I came to learn to the truth.

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To my knowledge, people mostly play existing maps and seldom create new.

(That's maybe because if a map is created some time must pass before anyone joins and not always does anyone join before the creator gets tired waiting and leave)

They only choose the mode (CTF/CP/DM/TDM) and the size of the map, which are due to individual taste and main combo.

That means, that when log in, they usually check [i.e.] medium maps of DM or TDM. Whether the map is Rio of Serpuhov or any other similar, makes no real different.

Exceptions exist, some players have a "must to play" map (such as Silence, or Sandbox etc) but more players have only a guide-line on mode and general size..

 

Thus, in order to increase the playing in unpopular maps all Tanki has to do is launch a promoting to certain maps, changeable every week.

Every day, at server restart, every server (or not*) will automatically start 6 battles and keep them open all day regardless of whether someone joins or not.

Two small ones, two medium ones, two large ones. Random combinations with game modes will provide enough variety of game-play.

Those six battles will include only unpopular maps and will have increased funds, as well as special names so that players will know.

 

That motive will be enough IMO for players to try and explore more maps or even so far indifferent game modes.

Every week these maps will change, according to new statistics concerning the most unpopular maps.

If a certain map will remain unpopular even after some months of participating in this "lottery", then it will be clear to Devs that it has failed and can be replaced with another, new one.

 

* another option is that certain servers will host certain sizes, so some servers will host big maps, others will host medium maps and others will host small maps. Thus the number of extra battles (in comparison to today-battles) will be small (that is, 2 extra battles per server).

 

I wrote this idea in another similar topic, but didn't got far... well, it's never too late to realize a good idea :P

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Here's another idea that would help bring back old maps without causing too much disbalance, or giving players too much free stuff for nothing (i.e. making 5000 gold boxes on rare maps). The most common idea for this is to increase the battle fund on rare maps. This will make players try out the rare maps, but it will also mean that the rare maps will suddenly become extremely popular and will overshadow the current popular maps, which isn't good.

 

My idea is that instead of a fixed increased fund value for rare maps, the rate of fund growth (i.e. amount of crystals added to the fund per kill) should be dynamic and it should depend on how popular a map is. By using the data about the % of total hours played by tankers, spent on a particular map, a system can be made that creates a map popularity rating and assigns each position a certain fund growth multiplier. E.g. for the rarest map it is 1.8, for average map it is 1.0, while for common maps it's 0.7 (i.e. lower than the current fund growth).

 

The rating will change every day according to statistics collected throughout the previous day (or 7 days, or a month...), so if you want to have big funds you will have to explore uncommon maps and try new eWxperiences on a daily basis.

Why would you want to bring back old maps that have failed? If they are little use maps, then why keep failed maps?

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Why would you want to bring back old maps that have failed? If they are little use maps, then why keep failed maps?

 

I don't think those maps are "failed". If you actually tried playing on them all (which I have), then you would discover that many of these maps are very interesting and balanced and would be a much better substitute for Silence or Polygon. The only reason the maps are unpopular is because most players are narrow-minded and don't dare to explore new battles.

 

Some examples are: Magistral, Industrial Zone, Scope, Factory, Future, Station.

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I don't think those maps are "failed". If you actually tried playing on them all (which I have), then you would discover that many of these maps are very interesting and balanced and would be a much better substitute for Silence or Polygon. The only reason the maps are unpopular is because most players are narrow-minded and don't dare to explore new battles.

 

Some examples are: Magistral, Industrial Zone, Scope, Factory, Future, Station.

Magistral, Industrial Zone, Factory and Future.. These Maps ARE failed.

 

Scope and Station are awesome :)

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I don't think those maps are "failed". If you actually tried playing on them all (which I have), then you would discover that many of these maps are very interesting and balanced and would be a much better substitute for Silence or Polygon. The only reason the maps are unpopular is because most players are narrow-minded and don't dare to explore new battles.

 

Some examples are: Magistral, Industrial Zone, Scope, Factory, Future, Station.

I've tried maps that are not popular and liked them a lot.

 

Narrow minded. that's bit strong. Players just find maps they like and they play on the maps they like and have grown comfortable playing.

 

But you're right, players should explore other maps. There are lot of nice maps that are undiscovered. I like subway, a map that isn't played that much.

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Magistral, Industrial Zone, Factory and Future.. These Maps ARE failed.

Well, that's just your opinion. Unless you can give me precise reasons as to why they are failed.

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Well, that's just your opinion. Unless you can give me precise reasons as to why they are failed.

I think what he means by fail is maps that are not played  by many.

 

I think maps that are played by virtually no one are a waste of space and should be deleted. Just my opinion.

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I don't think those maps are "failed". If you actually tried playing on them all (which I have), then you would discover that many of these maps are very interesting and balanced and would be a much better substitute for Silence or Polygon. The only reason the maps are unpopular is because most players are narrow-minded and don't dare to explore new battles.

 

Some examples are: Magistral, Industrial Zone, Scope, Factory, Future, Station.

 

You are right  that most of them are interesting, but the reason that they are "failed" is that there isn't an essential core of players to start battles in those maps.

Maybe Tanki need to investigate the reasons for players' preference of some maps over others, or maybe it has already done that. My belief - as I stated before - is that battles start at the most popular maps and less popular don't get a chance.

My personal experience is supporting this opinion. For example, I love Chernobyl, but I next to never play at it. Why? Because I don't find a created battle. Every time I create one, I spend a lot of time waiting for someone to enter. So, I end playing other maps, which are also beloved (Serpuhov etc)...

 

Also, narrow-minded is a somehow strong expression.. Just lack of interest and easy solutions in existing battles are the main causes for this.

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Duel is popular. Skolimask is a pro map for pros

Solikamsk is a pro map for collecting boxes for missions :D I counted - it has 41 total supplies, while most large maps have up to 20-25

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What we ought to try to do if we can is encourage players to use these rare maps. Even if the battle fund suggestion isn't implemented perhaps a sticky of "Rare Maps in Play" could be created and we can get people interested. Then we can post something like "Map of the Night" along with the server to look for and people will have some way of seeing what is being planned.

 

Most of the people in my friend's list are in the USA along with me so we tend to have similar play times - usually from 9pm EST until 12am or so - we tend to get stuck in Rio and it's generally a boring drug fest with the same players coming every night.

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