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Score cap for standard battles (Updated on August 28)


semyonkirov
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Waste of time to continue posting feedback. They simply do not care. They don't listen. They could care less what we think.

We are discussing things among ourselves. They only do what they want to do. They obviously read everything, but ignore everything that does not irritate them. :P

 

CM: The community says this update of yours is doing blah blah. They can't play anymore. They say you should fix it so and so.

Dev: Oh, Semyon. It took me forever to come up with this amazing idea. When I first tried it, the server rebooted constantly. They should have played then! They should be lucky it works at all. If there is really anything wrong with it, I'll look into that later.

CM: Sure. I thought they were silly too. It is not like someone would die if they could not play well for a few weeks. We are rolling on the Unity version too. I know it will have even more bugs if that's at all possible, but so what? It is not like they are paying $100 a day to play!

 

:P

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Thanks for the score caps!!!

 

4q0684.png

 

Just more dead battles to choose from.

 

It's true - developers don't care and don't listen.

If players don't like it they can switch to the other side. It's their own fault for not doing so. Shrug. 

 

I was on a team today that had 10 flags where we had 1 flag. should we have had to wait the full time to finish the game? No the winner was already decided. score caps are good.

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If players don't like it they can switch to the other side. It's their own fault for not doing so. Shrug. 

 

I was on a team today that had 10 flags where we had 1 flag. should we have had to wait the full time to finish the game? No the winner was already decided. score caps are good.

I don't think you got the point.

 

The previous battle ended while the losing team was about to start coming back, so they left. When the new battle started, there was 1 player on the previously losing side. They killed him once, and he left.

 

In your case, you lost 10:1, so you could have left even if there was 2 hours remaining in the battle, because so far you have earned 5 crystals, a crystal per minute you played. You are not really going to cry for losing them, are you? His case is very different.

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I made a suggestion like this before - the gold box gets added to the battle fund and the player who gets the gold box gets a reward - but only if their team wins and if the player's score is near the average of all players on a team (depending on time spent in battle too since a player just joining could get penalized wrongly).

 

There is a flaw in the Pause system I have discovered - you don't need to pause in and out of battle. You can sit there for 15 minutes and never have to do anything. A player can join a battle, pause, and not lift a finger until the siren hits. A flawless way to do nothing other than wait for a siren.

How do you avoid having to pause??? 

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you must of tested this out on Russian players and your friends ..cause we the people of the real world hate it and would like it turned back to the way it was..there was no reason for you to change this in the first place ..and why did you even think this was going to be good..also where did you come up with this idea ..was it in the bathroom cause you can tell it smelled bad then and it still smells now..so if you want it to smell like rose`s again then get out side and smell real air..in other words get back to the real tanki world instead of hiding behind other community`s that don`t speak for the other players ...

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Most people seem to dislike playing in 15 minute battles that last for 7 minutes. 

 

I do not understand why there is not more 30 minute battles being started.

 

The ones that I have seen last for around 15 minutes.

 

Problem solved..... ?   :D

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That makes sense. Play a 30 minute battle if you want a 15 minute battle and a an hour battle if you want a 40 minute battle.  I guess we need a two hour battle option to battle for an hour.

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long_EN_DE.jpg

 

Tankers!

 

Today we’ve introduced an additional way of ending standard team battles. From now on, in addition to a time limit, each of the three standard length battles will have a score cap as follows:

 

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

The battle automatically ends when either the time limit or the score cap is reached. For example, a 30 minute CTF battle will end before the 30 minute time limit, if one of the two teams captures a total of 10 flags.

 

This change only affects standard team battles — PRO and DM ones remain unchanged.

 

The aim of this update is to make battles with uneven teams or a clear winner end sooner. This way, the tankers involved in them won’t need to wait too long till the next round starts. This means the action should become even more intense.

 

IMPORTANT: the current parameters are not final and can be changed based on the analysis of the game or the feedback provided.

 

That’s it, tankers. Enter the game, try out the new score cap system for yourselves, and don’t forget to share your feedback on the feature in this topic. Good luck!

 

Updated on August 28:

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

Hmm. on first page, latest score is 13 upvote and 6 downvote. Even though overall score is -132... the tides they are a turning....

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Also if "round ends sooner" is initiated, and gap between number of players is balanced again, the round timer should be set back to normal again.

 

Cheers!

I think the power/health scaling is easier and more fun than your suggestion.

 

First, when there is nobody on the other side, flags or points must not be able to capture.

 

Second, if the team ratio is 8 vs 5, then the damage/health of each tank on the team of 8 should be multiplied by 5/8. That way the fire power of both teams are equivalent. This is never going to be like 8 vs 8, but it's reasonably close. If someone joins the team of 5 and it becomes 8 vs 6. The damage/health of the team of 8 will be multiplied by 6/8, and so on.

 

Third, when a battle restarts and it is not n vs. n, the timer does not start, nothing can be captured until the numbers are equal, so if the previous battle ends with 8 vs. 2, they switch sides, but the next battle does not start until the bigger team gets smaller or the smaller team gets bigger. It is silly to start an imbalanced battle.

 

Fourth, anybody who wants to leave a battle should leave, taking their rewards without a penalty. The point is that you should play while you are having fun. It is not that you should be bored to death or penalized if you do not make sure your enemies are having fun.

 

Fifth, the rewards should be distributed periodically, e.g. every minute, so nobody can raid the battle fund and steal rewards that were generated before they were even in the game. Also this step, makes the previous point easier.

 

Sixth, the drugging issue should be addressed, so people who drug can't rape everybody else like they do now. They should still get an advantage, but it should not be rape for the others. An option in PRO battles can be added to drug wars to scale the drug potency up or down, e.g. 10%, 30%, 50%, 100%, etc.

 

[Edit: Point seven added from a previous suggestion elsewhere.]

 

Seventh, when a tank spawns, it should not materialize until 3 seconds after the player moves it--to avoid spawn killing.

 

The point is that the goal should be that everybody should have fun, not just a few.

Edited by Baby_Sam
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It does seem unusual that the devs could not even appreciate the difference between scoring on a 1 CP battle and a 7 CP battle.

Does this mean they are out of touch with their own game? Or so preoccupied with other aspects that they issue updates without the slightest consideration of the mistakes they are making? I dunno. Does not bode well for any future policy decisions.

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Guys, just play War Thunder...

Only a small download is needed, and it's free.

Also the devs made it more realistic, and it has next to no lag.

See you there.

 

Wow! Thanks. Though it is a 7GB download including textures it's amazing!

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Will there be something done about TDM? There is no point in kill limit if the entire opposing team leaves.

I think this was just and attempt to increase traffic on forums

Edited by MrHOHO
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Most people seem to dislike playing in 15 minute battles that last for 7 minutes. 

 

I do not understand why there is not more 30 minute battles being started.

 

The ones that I have seen last for around 15 minutes.

 

Problem solved..... ?   :D

:D

 

I have actually started looking for 30 min multi-point CP battles in the hope of getting 12 - 15 minutes play out of it, but like you say, not many of them around as yet.

 

But this still doesn't address the fact that this update is destroying perfectly good, close games with a good number of players on both sides - the type of game which I would have thought would be most beneficial to the product (Tanki). This leaves people feeling frustrated and robbed of the opportunity to try to make a comeback.

 

It's like playing a 90 minute game of football: the score is 2-1 after 45 mins with 11 players on both sides.  The referee then blows his whistle at half time but says the game is now over - WAT???!!!

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If someone had spectator mode will it be transferred to unity version of tanki as well?

 

 

Will there be something done about TDM? There is no point in kill limit if the entire opposing team leaves.

I think this was just and attempt to increase traffic on forums

lol?

 

 

The delights of multi-point score cap. Cap triggers at gold box drop.

 

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[/med

that needs to be patched. lol

 

 

Guys, just play War Thunder...

Only a small download is needed, and it's free.

Also the devs made it more realistic, and it has next to no lag.

See you there.

no advertising pls

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Will there be something done about TDM? There is no point in kill limit if the entire opposing team leaves.

I think this was just and attempt to increase traffic on forums

You can suggest that if in a TDM battle, an entire team leaves, the battle should automatically turn into DM. :P

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You can suggest that if in a TDM battle, an entire team leaves, the battle should automatically turn into DM. :P

Wait... That's not such a bad idea :P Edited by manofbelgium

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Please, adjust the system again or, preferably, remove it. This is ridiculous. 

When we got 100 kills, the timer showed 8:31, meaning that we only played 6 minutes and 29 seconds.

HKRKeH4.jpg

 

This update is just spoiling players' chances of getting a decent amount of crystals in a normal non-Pro battles. Like a lot of other players, I'd like to see it removed completely. Normal battles ain't broken, so didn't need to be fixed. There must be some other way to achieve a solution for the problem that 'forced' you to implement this update. 

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Please, adjust the system again. This is ridiculous. 

When we got 100 kills, the timer showed 8:31, meaning that we only played 6 minutes and 29 seconds.

 

This update is just spoiling players' chances of getting a decent amount of crystals in a normal non-Pro battles. Like a lot of other players, I'd like to see it removed completely. Normal battles ain't broken, so didn't need to be fixed. There must be some other way to achieve a solution for the problem that 'forced' you to implement this update.

Ridiculous it is, as you can't even get 100 points in Sandbox CP (or other 1CP-maps) in 15 minutes...

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You know, the cap limit in CP doesn't really effect maps that have only one CP point, maps like Sandbox, Arena and Polygon. 

 

But just imagine a DussleDorf 60  min CP battle... it'd be over in like what? 5-10 mins? 

Edited by Unthinkable

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This update is just spoiling players' chances of getting a decent amount of crystals in a normal non-Pro battles.

I think you have hit the nail on the head. Shorter battle length = fewer kills = lower battle fund.

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I normally do not play CTF battles because mostly those who capture flags get most of the rewards, and I have a medium hull. You would not find me have captured five flags or something. 

I like playing CTF. Even though I usually play with XP (hornet-railgun), I prefer not to carry flags, but playing in the mid-field defending and supporting those carrying the flag. In a battle where the fight is powerful and desperate I several times ends up in position 1, 2 or 3. Without touching the flag. It is of course much easier to increase your score with flags.

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