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Score cap for standard battles (Updated on August 28)


semyonkirov
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I guess this update is good in the above scenario. No one is going to join this battle with such a skewed score. With no opposition, you are not going to get more score as well. So, just reach the cap and start over. Your share of battle fund actually increases when people leave at this stage.

 

I have seen battles where one side is out numbered and the opposition is killing every one at respawn point itself. Why you want to play for 15 mins in such a condition to start over? But ideally, the battle should end not by limitting caps in CTF, but looking at how much onsided the fight is. You can take the parameters like rate of capture and rate of kills by both sides to decide. I mentioned both because the dominating team can avoid capturing flags and contiue destroying.

Actually that is what we were doing - just going around and fighting tank to tank - a few rounds of Rio saw this kind of action too just now, but, it doesn't really put off the inevitable - if one team starts approaching the cap limit people on the other team start bailing.

 

Ultimately the biggest problem of all is uneven teams - whether through sheer numbers or sheer numbers + drugging. I hate the latter; with the former if people can agree not to drug then it makes staying more worthwhile.

 

There needs to be some solution to people leaving and causing the remaining players to become vastly outnumbered.

 

I had thought of a suggestion and how it could be implemented: as people leave a sort of "turret bot" appears in pre-determined locations in the base with fewer players - one "turret bot" for each unfilled slot. They cannot move other than aiming and shooting, but, they can shoot at opposing tanks when in a limited range, and, just like tanks they can be destroyed and respawn.

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Actually that is what we were doing - just going around and fighting tank to tank - a few rounds of Rio saw this kind of action too just now, but, it doesn't really put off the inevitable - if one team starts approaching the cap limit people on the other team start bailing.

 

Ultimately the biggest problem of all is uneven teams - whether through sheer numbers or sheer numbers + drugging. I hate the latter; with the former if people can agree not to drug then it makes staying more worthwhile.

 

There needs to be some solution to people leaving and causing the remaining players to become vastly outnumbered.

 

I had thought of a suggestion and how it could be implemented: as people leave a sort of "turret bot" appears in pre-determined locations in the base with fewer players - one "turret bot" for each unfilled slot. They cannot move other than aiming and shooting, but, they can shoot at opposing tanks when in a limited range, and, just like tanks they can be destroyed and respawn.

BOTs???? Will the BOTs drug :P

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Could I just ask a little question? This update wasn't suggested or requested in any Forum (to my knowledge), and no one complained about the problem that this update's intended to solve.. Why did you do it, then?

Actually, people have been complaining about lopsided, unbalanced battles for a LONG time now... <_<

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Actually, people have been complaining about lopsided, unbalanced battles for a LONG time now... <_<

And we all know why they are lopsided and unbalanced, but, they refuse to consider our solutions, so, they come out with these silly workarounds.

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And we all know why they are lopsided and unbalanced, but, they refuse to consider our solutions, so, they come out with these silly workarounds.

If you're implying drugs are the reason, they are not.

If you're implying buyers are the reason, that can't be the case for the majority of lopsided battles.

To be honest, the majority of lopsided battles I've seen were just because a team got an advantage in the beginning, usually because of better combo matches, and then nobody joined the other team. Drugs and/or overpowered equipment are almost never the reasons.

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Actually, people have been complaining about lopsided, unbalanced battles for a LONG time now... <_<

They have been complaining about unbalanced games, but there's a hell of a difference between balancing them and between shortening them so much... I've already had Rio CTF's, no more than 15 mins, which ended like 13-12 or something like that. Why should a 5th flag capture stop an intense war? It's extremely stupid.

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They have been complaining about unbalanced games, but there's a hell of a difference between balancing them and between shortening them so much... I've already had Rio CTF's, no more than 15 mins, which ended like 13-12 or something like that. Why should a 5th flag capture stop an intense war? It's extremely stupid.

Score cap updated. Now it is 10 flags for 15 minutes.

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Much better with the 10 cap on 15 min Rio game 

 

But now have the unbalanced problem again we just won 10-1 the game nearly ran to the full 15 mins .

Battle prize funds are still very low and no gold boxes in 5 games

 

Better but I still think we need a rethink

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Hey guys!

 

We've removed the limit for DM battles. Score caps for TDM, CTF and CP battles were increased, as requested.

 

Team Deathmatch (TDM)

  • 15 minutes: a total of 100 kills for one of the teams
  • 30 minutes: a total of 200 kills for one of the teams
  • 60 minutes: a total of 400 kills for one of the teams

Capture the Flag (CTF)

  • 15 minutes: a total of 10 captured flags for one of the teams
  • 30 minutes: a total of 20 captured flags for one of the teams
  • 60 minutes: a total of 40 captured flags for one of the teams

Control Points (CP)

  • 15 minutes: a total of 100 CP points for one of the teams
  • 30 minutes: a total of 200 CP points for one of the teams
  • 60 minutes: a total of 400 CP points for one of the teams

We'll continue monitoring the situation and making changes to the system if necessary. Let us know what you think of the new settings in comments below. Please be constructive, angry comments won't get us anywhere.

Okay here's my idea to maybe make this a bit better (if you're not going to remove this update completely)

 

I rarely play TDM, so I'm not bothered about that.

 

CTF for 15 minutues and 30 minutes:

 

I think that these numberers need to be tripled. 

 

A total of 30 flags for 15 mins and a total of 60 flags for 30 minutes.

 

And as for 60 mins, I think that it needs to be doubled to 80.

 

 

 

Control points:

 

CP for 15 mins in my opinon needs to be doubled.

 

CP for 30 mins needs to be increased to 300.

 

And CP for 60 mins needs to be increased to 500.

 

Then maybe people will be able to finally earn a decent amount of crystals in battles.

Edited by Unthinkable

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Then we need to double it again probably lol. Thanks for the feedback!

 

Looking forward to more opinions.

Semyon, I sent you a link to a post buried deep into this thread (I was not allowed to open another one on this with a *constructive* suggestion) but I haven't received the slightest feedback yet.

 

I have to say, I am with other seasoned IT people on here that Tanki Online's ITSM has lots of room for improvement.

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We thank you all for the feedback provided, guys.

 

Our game designers are already analyzing it. Most likely, score caps will be increased for all battle modes tomorrow. DM caps might be removed completely.

 

We are also looking into the feature of having different caps for really small and really big arenas.

 

We'll keep you updated.

that isn't good enough. you need to increase the numbers of flags, kills and points

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OK guys, this system will be adjusted tomorrow.

 

DM caps will be removed completely.

 

TDM, CTF and CP ones will be increased, up to a 100% increase.

 

Sorry for the efforts, but other caps should be removed too (if not, set it much higher).

 

10 flags only for 15 minutes... what a joke!! It ends the game prematurely in small/medium maps.

It only last for about 5 mins in one game. That sucks.

 

What's more those caps don't even do what you want.

It is not the total that matters, but the difference.

Is it a clear-winner situation when it is 9:9? And developer thinks the game needs to end when either team gets one more flag. You are killing an exciting game.

 

And I don't think a game should end simply because there is a clear winner. A game is not just about being the first / victory. The war is still intense. It is still challenging and fun when you are competing with a good team.

 

The games that I find boring is when most/all players on one team have left, like in 5v1 or even 5v0. This is the situation you should try to fix it, not a clear-winner situation.

 

I hate this update. I prefer a removal.

Edited by Mabler
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Instead of introducing caps, there is a much better way to end a boring battle.
 

Vote to end

 

Developer, don't pre-judge a battle as boring simply because you think it must be.

 

Let the players decide when a battle should end.

 

If an overwhelming majority of players (from both sides if in team games) agree, the battle ends and we share the battle funds.

 

Quote this message if you agree. :)

Edited by Mabler
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Proposals:

- The "vote to end" idea seems to me a reasonable good idea but votes should come from the players of both sides

- A battle could automatically end if there is no enemy for a specific time (eg. 2 minutes)

- If want to automatically finish unbalanced matches then limit the score difference between parties instead of the score itself

Edited by Ackerka

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Voting to end is a miserable proposal. You can't put important things in the hands of players.

You don't want someone to invite his friends to one side and vote to end or whatever.

The battles should continue to their prescribed time. The reasons battles die or deteriorate should be addressed.

 

I think when the enemy leaves, the winners should wait double the remaining time because their tactics drove the enemy away by making it impossible for the enemy to have fun. They deserve not to have fun or leave as well.

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