Jump to content
EN
Play

Forum

Score cap for standard battles (Updated on August 28)


semyonkirov
 Share

Recommended Posts

An example of a battle where the current update for early battle termination fails - with 40 mins left, the players on the blue side are stuck trying to get the battle to end by capping all 40 flags. The 1 guy on the red team will surely be getting spawn killed and his supplies used to crystals earned ratio wont add up...he wont leave the battle because of the supplies he's used even though the rest of his team have abandoned him...the guys with lower scores on the blue team will get a better chance at earning more crystals in another battle rather than running around capping the flag in this match...of course, we all know that the top scorers on his team who have used supplies might take the flag and not cap it hoping that the battle becomes interesting and they can get more crystals worth if more players join the other side...so...its a lose-lose for everybody...this situation existed before the current update and still exists after...that's why this update does not work in this scenario

ff5b5cf7.jpg

  • Like 2

Share this post


Link to post
Share on other sites

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.

I am sorry Mr. Kirov but am I missing something? The overwhelming majority here have "requested" to REMOVE the caps and not change them! My questions are:

1. Are you sure you are MONITORING the situation?

2. Do you really UNDERSTAND what the majority says?

3. Why so much effort in changing things while the serious bugs continue to hamper the game? (like the brown screens, the spinning of the Shaft turret, the Railgun killing tanks without even seeing them and many more?)

  • Like 3

Share this post


Link to post
Share on other sites

What happens with their plan to implement higher score rate to the team behind in CP?

 

I think they did not even thought that through before Semyon mentioned that in a V-log.

I explain why with a simple situation:

 

Team A fully rules the field and controls all the points from the beginning to the half of the game time (no limits there then).

At half time the Team B becomes stronger, and starts controlling all the points.

 

With the faster score aggregation of Team B as they are behind, they could get to tie game before the battle ends, what is more in the remaining time they would clearly win.

Would that be fair? Both team controlled the point(s) for exactly the same time.

Ofcourse that scenario hardly ever happens. If a score is ridiculously lopsided, the losing team will have to painfully endure getting blown up every second after spawning because maybe half or most of the teammates have already left by that time. They will have to put up with this until the game ends whenever they get their crystals. That situation is just as terrible as the current situation.

 

Solutions:

 

To solve Losing Team Imbalance problem:

1. When someone quits to let them take the crystals they earned AT THAT POINT when they leave. Then it wont matter when they leave or when the game ends. They will be able to quit with whatever crystals they earned and everyone is satisfied. The opposing team can quit as well and take whatever crystals they earned. I think this is a better solution. OR if you stop people from quitting at a certain point. For instance after the game reaches halfway point no one should be able to quit. and mess up their team mates. 

 

 

To solve Team Member Imbalance problems (Too many players on one side):

1. If one team has less than 80% players than the other team, that game should automatically end. and all players should be kicked back to server and map should be cancelled. If we combine this idea with the one above, then all team members will get their crystals they earned automatically. So even if the winning team is kicked they will have their crystals so how can they complain?

 

Reason: This will make people think twice about joining a team that already has more players. Why should they join if the game will end soon? This will keep teams even. 

 

2. HIDE the scores of the people in the game. If you hide the scores no one will be able to tell how well an opposing team is doing. This will increase the probability of them joining, because the "The other team is winning" factor will be taken out.

 

To solve Druggers/Drugging problem:

1. No Drug Bonus: Everyone that doesn't use drugs in a match should get bonus crystals. These bonus crystals can be tied to a variable number such as the amount of crystals druggers earn, or it can be tied to a set number such as Rank.

 

For example:

 

For example:

Drugger A earns 500 crystals

Drugger B earns 300 crystals

Drugger C earns 200 crystals

For everyone else they would earn a bonus of 1000 crystals divided by the number of non drugging players.

 

If there are three non drugging players they would each get 334 crystals (W are being generous with the rounding off ofcourse...).

 

So it would go: A+B+C=Y and then Y/P

 

Where A,B,C are amounts druggers earn, Y = combined Crystals amount and P=number of non drugging players.

 

This way, non drugging players know that even if the other players drug, they will still get a fair amount of crystals back. Maybe it won't be much as the druggers but if's something. Who would complain about that? People may even be happy about druggers because they know if druggers use drugs then they get more crystals in the end. Druggers will know that drugs are not necessarily going to earn them more crystals, and will hopefully just use drugs to win which should be the whole goal.

Upvote the post if you like the idea.

Please xupZgGe.png (Press rep_up.png), thank you!

Edited by Wimp35

Share this post


Link to post
Share on other sites

The best games where the ones with the massive comebacks, which can not be down now because there  are no regular drugging and there is a flag cap now!

Again this HARDLY. EVER. HAPPENS. When you are in a losing team where the other team has been drugging like crazy and half of your team mates have left your ONLY solution is to sit their and get blown up again and again. NO ONE wants to join a losing game where the other team has more players than yours. IF the other team has only 1 player more someone might want to join. If the other team has more than 2 players more, and they have a higher score, NO ONE wants to join that game because it will most likely lose no matter what they do.

Share this post


Link to post
Share on other sites

i just cannot understand tanki onlines mentality sometimes

they just seem to have a thing about

 

ITS NOT BROKEN SO LETS FIX IT

 

when was their ever a mention to players about this update?

i get the impression anything we say or do is not taken into account anyway

so whats the point in discussing it anyway?

who really cares about what the actual players think about things?

Share this post


Link to post
Share on other sites

you need cap limits for each map differently, because now for polygon CP the cap limit is useless, and for kungar CP the cap limit is still to low, for CTF on the small maps the cap limits are still to low.

 

 

WHY THIS UPDATE SUCKS

1. This thing sucks because for battles in small map end in 2 minutes, and no one wants to play 2 minute games

2. for CP in maps like kungar with 5 points, the battle only lasts 5 minutes, and like i said no one wants to play these absurd short games

3. everyone wants gold boxes to fall and with this new update, it's practically never going to happen, thank a lot tanki

4. the majority of the comments here are negative

 

WHAT TO CHANGE

1. if you think this update is good make a limit to every map individually, because every map is unique

2. you could just throw this update in the trash like you should've with all the other updates that everyone has hated

 

P.S. TANKI IS GETTING WORSE

 

Edited by tankshellers
  • Like 1

Share this post


Link to post
Share on other sites

 

ff5b5cf7.jpg

You see - this hightlights the worst flaw about Tanki - if the red team has one player how is it allowed that blue has so many?

Then, when the round ends the same situation exists again - the blue team switches to red, and, automatically outnumbers anyone on the other team.

This is the kind of thing that makes me shake my head when this update came out - it does nothing to address this problem.

Edited by creeperskelly
  • Like 2

Share this post


Link to post
Share on other sites

How many people need to point out that a grossly lopsided game is indicated by a difference in scores, not by reaching a set score limit?

 

What happened to their plan to end games if the teams were grossly uneven in size, anyway?

Um, often times I have a higher score than the top score on the other team, but, end up losing because the set score is lower (whether it is CTF or CP).

 

This happens because of using Firebird or Isida.

 

The individual scores have nothing to do with the round score.

 

Also, as you pointed out 99% of the time lopsided battles are due to teams which are grossly uneven, or, uneven coupled with druggers on the team with more players.

 

They can't figure out how to solve the first problem, and, refuse to address drugging.

 

I have played video games since the 1980s and I have never seen a game with such gross imbalance as Tanki. It is the worst I have ever seen for imbalance.

Share this post


Link to post
Share on other sites

You see - this hightlights the worst flaw about Tanki - if the red team has one player how is it allowed that blue has so many?

Then, when the round ends the same situation exists again - the blue team switches to red, and, automatically outnumbers anyone on the other team.

This is the kind of thing that makes me shake my head when this update came out - it does nothing to address this problem.

I agree. If one team has less than 80% players than the other team, that game should automatically end.

Share this post


Link to post
Share on other sites

That's the problem. Trying to solve that problem by punishing a set of two teams that are balanced with a score cap really just ends up irritating everyone. You end up ruining good battles by trying to solve a problem that is only created when teams are outnumbered.

 

Instead of caps they need to stop rounds when one team grossly outnumbers the other.

 

Also when when that round ends the teams MUST be forced to balance when the next one begins, otherwise, the problem persists.

Edited by creeperskelly
  • Like 1

Share this post


Link to post
Share on other sites

There is no discussion. We want the update removed completely. Don't settle for anything. Don't let them ruin the game. Don't let them take away our crystals and goldboxes that end up not falling because after the siren rang, the battle ended. It must be fully removed. It benefits no one (at least among players). The game was just fine the way it was. This did not solve any problem, it only further increases confusion and injustice.

  • Like 3

Share this post


Link to post
Share on other sites

ok I think this update to the update is much better than the original

:P

I agree admins. Let's work on the update to make it better. Don't be scared by the VERY SMALL percentage of players that are hating on the update. They probably just want games to continue where one team has 300 flags and the other team has 2 flags. That's no fun. We need to figure out how to bring balance to the game and this is just the beginning of that process.

Share this post


Link to post
Share on other sites

Here is what we need to do!

To solve Losing Team Imbalance problem:

1. When someone quits to let them take the crystals they earned AT THAT POINT when they leave. Then it wont matter when they leave or when the game ends. They will be able to quit with whatever crystals they earned and everyone is satisfied. The opposing team can quit as well and take whatever crystals they earned. I think this is a better solution. OR if you stop people from quitting at a certain point. For instance after the game reaches halfway point no one should be able to quit. and mess up their team mates. 

 

To solve Team Member Imbalance problems (Too many players on one side):
1. If one team has less than 80% players than the other team, that game should automatically end. and all players should be kicked back to server and map should be cancelled. If we combine this idea with the one above, then all team members will get their crystals they earned automatically. So even if the winning team is kicked they will have their crystals so how can they complain?

Reason: This will make people think twice about joining a team that already has more players. Why should they join if the game will end soon? This will keep teams even. 

2. HIDE the scores of the people in the game. If you hide the scores no one will be able to tell how well an opposing team is doing. This will increase the probability of them joining, because the "The other team is winning" factor will be taken out.

To solve Druggers/Drugging problem:

1. No Drug Bonus: Everyone that doesn't use drugs in a match should get bonus crystals. These bonus crystals can be tied to a variable number such as the amount of crystals druggers earn, or it can be tied to a set number such as Rank.

For example:

For example:
Drugger A earns 500 crystals

Drugger B earns 300 crystals

Drugger C earns 200 crystals

For everyone else they would earn a bonus of 1000 crystals divided by the number of non drugging players.

If there are three non drugging players they would each get 334 crystals (W are being generous with the rounding off ofcourse...).

So it would go: A+B+C=Y and then Y/P

Where A,B,C are amounts druggers earn, Y = combined Crystals amount and P=number of non drugging players.

This way, non drugging players know that even if the other players drug, they will still get a fair amount of crystals back. Maybe it won't be much as the druggers but if's something. Who would complain about that? People may even be happy about druggers because they know if druggers use drugs then they get more crystals in the end. Druggers will know that drugs are not necessarily going to earn them more crystals, and will hopefully just use drugs to win which should be the whole goal.

 

Upvote the post if you like the ideas.
Please xupZgGe.png (Press rep_up.png), thank you!

Share this post


Link to post
Share on other sites

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

Theres no point of playing island still

 

This still makes team death matches unpopular still

 

Imbalanced

 

 

  •  

Share this post


Link to post
Share on other sites

Um, often times I have a higher score than the top score on the other team, but, end up losing because the set score is lower (whether it is CTF or CP).

 

This happens because of using Firebird or Isida.

 

The individual scores have nothing to do with the round score.

 

Yes, of course.

 

To slightly edit myself, How many people need to point out that a grossly lopsided game is indicated, and only indicated, by a gross difference in team scores, not by reaching a set team score limit? When Semyon says in the announcement "The aim of this update is to make battles with uneven teams or a clear winner end sooner" my jaw just has to drop, since there is no correlation between this and reaching a set score limit.

 

Played a 15 minute Rio TDM today. My team lost, early, 100 to 95. The one after that, lost 100 to 76.

 

We get to choose time limits to our battles. How come we don't get to choose the score limit? In fact, why do we need both at the same time? One or the other, please.

 

Lunacy.

 

(In fact, it's so crazy that I have to assume there's something they are not telling us, and the reason for this update is something quite different.)

Share this post


Link to post
Share on other sites

Just to add: I'm looking at server EN3 right now. There's a 30 minute Atra CTF going on, there are four people on one team, they captured ten flags. The other team left, there's nobody there. Pretty lopsided, huh? But they haven't hit the score limit, so they have to wait 19 minutes for their crystals. WTF?

Share this post


Link to post
Share on other sites

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

 

Yes both sides should agree if it is a team battle. Let's say most players from one side leave, dropping to 6v1. Then a user may press a button or type a command to request a vote to end this battle. Let's say 5 players on one side and 1 player on another say yes. The battle will end and people can get their shares of battle funds.

 

I don't really think a game should end simply because there is a clear winner. If the developers are so eager to, I seoncd your proposal to use score differences.

Share this post


Link to post
Share on other sites

Semyon Strizhak's comment on the V-Log about this update was an insult.

 

I can't believe how superficial and clueless it was. He is happy that they doubled the cap limits.

 

This in itself shows that the initial implementation was an arbitrary trial based on clueless theoretical analysis from someone who does not know anything about the game.

 

You asked for feedback, and we provided you with tons of it. What did you do with that? You did not even read it.

 

It is no wonder the early battle end system was the embarrassing failure it was. You do not make any effort in understanding what is going on or even reading the feedback, which is the least anybody can do.

 

I am actually surprised and impressed that Tanki is still playable when it is managed this way.

 

Did someone bet Semyon Strizhak that he could not come up with a more embarrassing failure than the early end system?

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...