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Score cap for standard battles (Updated on August 28)


semyonkirov
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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.

I have not played War Thunder, but now I searched for it in the web.

I found the Wikipedia page, on which I found this among the criticism:

 

Additionally, since the 1.37 patch, the game has been criticized by the community, pointing at a disorganized tech tree[26] and unbalanced tiering that has resulted in poor match-making and lopsided results. :huh: 

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Now, imagine someone thinking, I am going to play for 15 minutes a tedious battle to earn 50 crystals, and there is no hope of a gold box? Seriously? To earn 1000 crystals, I need to play for 5 solid hours. Really?

 

The reason why this happened is because if you lose, you get raped. You get nothing.

 

So, if you want to remove the gold box, you need some other way to attract "losers," e.g. if you are on the losing team, you have a 1/100 chance of getting a consolation prize of 1000 crystals! (That is an average of 10 crystals per loser, which is nothing.)

I rather care about my crystal per xp won ratio than the time.

 

I like the idea motivating the losing players to continue playing.

A random "gold box" given to a losing player would definitely results in fully populated losing teams. BUT..

Don't you think all these players would be just mult not doing anything for the team? Just waiting for the random award.

Edited by alotharian

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it whold be better if not until 10 flags, but than one team score 10+ flags than other team

 

it would be better if teams has 2:12 than battel will end

one team score +10 flags more than other team.

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Seymon,

 

I believe the underlying issue is the large number of games unbalanced by one side leaving en masse.

 

A simple solution is to directly address the reason why this happens... The inequity in battle funds. Fix THIS perhaps by removing the inequity. Both teams earn the same crystals from their kills and caps... The winner team then gets a modest win bonus... Say 10%. Enough to motivate play for win mentality but not significant enough to drive away a losing team.

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Please respect Semyon's request and use some common courtesy when submitting feedback to this update. Angry comments, to borrow the quote, will get us nowhere.

We don't need posts like this, ok.

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I rather care about my crystal per xp won ratio than the time.

 

I like the idea motivating the losing players to continue playing.

A random "gold box" given to a losing player would definitely results in fully populated losing teams. BUT..

Don't you think all these players would be just mult not doing anything for the team? Just waiting for the random award.

That is possible, but even if they do, they will keep the winning team entertained. It is really boring to mult too.

 

By the way, you can still get a high crystal/exp point ratio in a miserable battle if you are on the winning side but everybody drugs madly and you get killed 10 times for each kill you make. You may get 50 exp points and 60 crystals in 15 minutes. That is miserable.

Edited by Baby_Sam

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I believe the underlying issue is the large number of games unbalanced by one side leaving en masse.

 

A simple solution is to directly address the reason why this happens... The inequity in battle funds. Fix THIS perhaps by removing the inequity. Both teams earn the same crystals from their kills and caps... The winner team then gets a modest win bonus... Say 10%. Enough to motivate play for win mentality but not significant enough to drive away a losing team.

 

There is an amusing contrast between CTF and CP on one hand and TDM on the other.  In the first two the game is actually extended when both sides stay and fight hard.  One side quitting is really not a problem in the current versions of CTF and CP battles.  One side quits, and the other wins immediately.  There is a real problem with TDMs, though.  If both sides stay and fight, the game is over in a small fraction of the time limit, but if  one side quits, there is no way to trigger an early end to the game.  I have had to sit for half an hour to get my ¢rystals, and now do a lot fewer TDMs because I have no way to guess how long a game will take, and I am quite frequently playing in a restricted time segment.

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100 CP on maps like polygon/island with 1 control point is TOO MUCH...

 

Should be max 50/15 mins

Making suggestions that have been made 10 or more times already starting from page 1 only makes this thread more tedious than it already is.

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...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...

 

...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...

 

...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...

 

Seriously those are some amazing ideas!

 

There is one more idea I would add to that: protected spawn areas. It's irritating to spawn and as soon as your tank appears you get nailed by a shaft without having any chance of avoiding it or fighting back.

Edited by creeperskelly

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I think the caps may not bother the team that is winning, but they do bother the team that is losing.  How often are we in a team that is winning and how often in a team that is losing?  So 100% of the times the caps will bother a whole team (the losing team).  Should this be considered an improvement for the game?

 

A fun part of tanki was the possibility of recovery for the team that is losing, then the caps came ...

Edited by gyv_99
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So, I'd say the results of this 'experiment' are in, don't ya think, Semyon and Co.?

 

  1. big map CP, over too soon, even when it's balanced/close.
  2. small map CTF, over too soon, even when it's balanced/close.
  3. TDM, over too soon specifically when it's fast and furious with even teams

On the other hand:

 

  1. small map CP, unaffected by score limit even when unbalanced.
  2. big map CTF, possibly unaffected even when unbalanced.
  3. TDM--if the other team all leave, sorry you have to wait out the entire time for whatever crystals you earned. (Even if one or two people remain, how many times a minute can you kill one tank? You're still stuck for most of the time. Unless more people join. Wut?)

Who at Tanki company wants these results? Whose ego is so invested in a solution that clearly has no bearing on the 'problem' it's supposed to solve? And where, incidentally, are the howling hordes who demanded a solution? The players who leave as soon as their team starts losing? Perhaps they don't deserve any crystals. If the game ends early, they're going to leave anyway. And leave or stay, the new battle isn't going to be any more 'balanced'. Please. Think.

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Seriously those are some amazing ideas!

 

There is one more idea I would add to that: protected spawn areas. It's irritating to spawn and as soon as your tank appears you get nailed by a shaft without having any chance of avoiding it or fighting back.

Somewhere else, I suggested that a tank should not materialize until 5 (or 3) seconds of moving. That means if you stay in your place not moving anything for three minutes, your tank should not materialize. That is to avoid spawn killing.

 

That being the mother of all suggestions should have this suggestion added. :) I will do that right now.

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TO staff now have to wade through 44 pages of suggestions. If people are just complaining, or making duplicate posts, they should go back and delete them to make this less confusing.

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Somewhere else, I suggested that a tank should not materialize until 5 (or 3) seconds of moving. That means if you stay in your place not moving anything for three minutes, your tank should not materialize. That is to avoid spawn killing.

 

That being the mother of all suggestions should have this suggestion added. :) I will do that right now.

I think that a player should be able to get to a certain proximity away from an enemy to materialize. Maybe 20 tank lengths away. It's not fair to materialize right where the enemy is. Also we should have a choice to materialize along one side of the map.

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Seriously those are some amazing ideas!

 

There is one more idea I would add to that: protected spawn areas. It's irritating to spawn and as soon as your tank appears you get nailed by a shaft without having any chance of avoiding it or fighting back.

You should be invisible to the enemy until you materialize. Then you will have the advantage when you spawn.... Your team mates should be able to see you right away. if Tanki used my two suggestions to be invisible until you materialze and to let you get to a safe distance, spawning would not be a problem.

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I think that a player should be able to get to a certain proximity away from an enemy to materialize. Maybe 20 tank lengths away. It's not fair to materialize right where the enemy is. Also we should have a choice to materialize along one side of the map.

I agree. I had the same idea a few days ago but I did not express it. You should be able to have a setting/preference to spawn where. Everybody else would have it so it is fair. You should be able to pick random, near base, near enemy base, in the center of the map, etc.

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Something just occurred to me. Tanki is probably doing this now to analyze our reactions to build our suggestions into Tanki Unity. They will not bother coding anything new into tanki flash...but they WILL code new stuff into Tanki Unity. Tanki flash is probably just the unfortunate gunea pig to make sure tanki unity is super awesome. I'm a genius..I'm smart.

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Somewhere else, I suggested that a tank should not materialize until 5 (or 3) seconds of moving. That means if you stay in your place not moving anything for three minutes, your tank should not materialize. That is to avoid spawn killing.

 

That being the mother of all suggestions should have this suggestion added. :) I will do that right now.

One of the worst spots is the left side of red base in Rio. 99% of the time there's a shaft parked straight up the road and as soon as I start fading in the laser hits me and I know what is about to happen - no escape or defense - and it stinks when it happens several times in a row.

 

Actually I think all spawn points should be hidden or behind a wall - that way you can phase in and have time to equip DA.

 

Also don't forget to add that spawn points should be off limits to mines - similar to how flag or control points cannot be mined.

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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.

Sry accidentally downvoted

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