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Score cap for standard battles (Updated on August 28)


semyonkirov
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its very bad ...

 

Let's think you are in a cp battle then your team point has 48 and you see gold box will b droped soon in 20 sec battle is end!!

 

no any body can get that gold box.

 

with this update battle found make low...

 

tanki pls remove this.

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On first impressions, this would seem to affect small maps far more than large ones. 

I rarely see 5 flags captured in 15 minutes on Highway or Monte Carlo CTF, for example, but these limits seem far too low for smaller maps, and will reduce battle funds earned for skilful players.

 

A different end-win-condition for each individual map (or size class) would seem a sensible adjustment of this update.

 

To enhance this, Tanki could officially classify each map's size...

 

(1) Tiny           eg. Island, Ping Pong, Duel, Hill

(2) Small         eg. Valley, Wave

(3) Medium     eg. Polygon, Farm

(4) Large         eg. Monte Carlo, Rio

(5) Huge         eg. Kungur, Highway

 

...and have restricted win conditions based on the size class of the map (conditions increased by length of battle)

 

Also, as this update is meant to stop unfair battles due to team sizes, the ratio of players on each team could also be used to calculate the win conditions at the start of a battle.

 

*edited to reclassify Farm.

agree. i was in a 4v4 match in sandbox and it took  4 minutes to capture 5 flags an battle fun was less than 400 cry. sucks. i am used to seeing 1k fund or 700

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Hi all,


 


I posted this in a new thread which was closed, so I merge the original suggestion and a follow-up into this thread:


 


---------- ORIGINAL POST ----------


Hi Tankis,


 


Honestly, I do not like how this patch has been implemented at all. While I strongly support the notion of ailing the very frequent imbalanced battles, the way it has been addressed is simply the wrong way.


 


So here's my suggestion:


 


The game now essentially has two victory conditions, whichever arrives first:


A -Highest scores at the end of a time period, and


B -Reaching a configured score (the victory score)


 


Consequently, instead of making condition B static, it should be presented in the match setup screen as a valid option, next to the mandatory time period setting (so as to prevent battles not finishing because of no one ever reaching the required score).


 


To address imbalanced matches I suggest the following:


1. Implement this compulsory constraint only on time-period-configured battles WITHOUT victory scores configured (remember, time periods would be mandatory, and victory scores optional as per above).


2. Keep (and perhaps adjust as required) the current values for this rule to strike, but make it trigger only on differences in victory scores, rather than absolute values.


3. Strictly interpreting this rule means that nobody wins since the match was imbalanced and has been stopped prematurely with neither winning condition being satisfied to award crystals - so no one would get them. While this may sound harsh, it might encourage people to stay in battles.


4.Alternatively, battle funds would be awarded as they are already awarded in the current implementation.


 


What do you think?


---------- ORIGINAL POST ----------

 


Follow up to a reply is this:


 


I was perhaps a bit ambiguous in my word choice. Let's assume for now that the two victory conditions would be implemented as I suggested, replacing the premature match stop rule. That would give the following configuration options:


A - Set a time limit for the battle, either 15, 30 or 60 minutes (just as it is now).


B - Optionally, set a victory condition that, once reached, would end the battle before the time limit triggers. For example:


B.1 - 20/40/60/80 kills for DM on small/medium/large/xlarge maps.


B.2 - 100/200/300/400 aggregated kills for the team(!) for TDM on small/medium/large/xlarge maps


B.3 - CP similar,


B.4 - CTF ditto.


The exact values for B.1 - B.4 would need to be worked out, but the Tanki team can simulate them properly before rolling out.


 


So, battles can end the way they ended already - though before the latest imbalance patch - no changes compared to that.


But, the second, optional, victory condition potentially limits the battle duration in that it triggers as soon as the configured condition is met. Battle funds would be less, of course, but then the game would be shorter, too, allowing you to play more battles in roughly the same amount of time. (A fact that many players in the original patch thread do not realise in their negative comments!)


 


Considering this, we would still have imbalanced matches show up in the game as they do now, which are very annoying - they introduce many negative aspects to the game.


 


While Rule B above - if configured, as it is assumed to be optional - already alleviates imbalanced matches to some extent, they would still show up in battles that are configured only according to rule A (i.e. as they are still to this point in time).


 


To alleviate this, Tanki Online can implement a rule as I tried to describe earlier in that an imbalance condition is not interpreted as an absolute value as it is currently done, but as a RELATIVE value, perhaps as follows, for different map sizes:


1. For CTF matches, a gap of 5/10/15/20 captures between team blue and team red


2. For CP matches, a gap of w/x/y/z points between team blue and team red


3. For TDM matches, a gap of 20/40/60/80 kills between team blue and team read


4. For DM matches, when 1/2/4/6 players are in the 90th percentile of the total kills in that battle


 


These four imbalance controls would be enforced only in matches that do not have an additional victory condition B configured as described earlier.


 


What do you think?


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Looks like they're trying to reinstate the "mercy" battle limits that were abandoned about the time I joined the game (somewhere around November 2014).

 

This could be a good idea, but it would have been nice if they had told us about it before implementing it, so that they could consider our comments first, rather than just imposing the changes on us with little or no warning.

 

For example, Scorpenstein's comment (somewhere around #18) about adjusting the limits according to map size seems quite sensible.

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In my opinion its very good but u shuld give choice who want to play in this. You can add this option to choose from in creating battle.
  PS. can you add option to chose to play with suplites or not. I think that not everyone likes to play with suplites.

 

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Not only do you need to adjust the score cap for every map individually, but also you need to increase the cap, like 100% to what it is now..

 

 

EDIT: Also, there could be a score cap like "X flags in the row" (not total). Because a one sided battle has this "many flags in the row"..

Edited by RustyNail
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Omigosh this is so awesome! This is my favorite update since the last one that was better. I get so extremely frustrated when I look down at the timer and see twenty or thirty minutes left on the timer and the horrible, terrible team I'm leading is losing by approximately a million flags. Get the torment over with and move on to the next round.

 

Devs, you have once again earned my admiration and adoration. Thank you so much for hearing my anguished screams!  :)  :)

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terrible, absolutely terrible. games end within minutes, no chance of high scoring. AT least allow players who create games to choose the amount of flag they want the game to be limited to, i.e. 5, 10, 99, 999....

 

worse update in a long time.  

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Are you kidding me? 50 kills is possible in 8 minutes, I can usually get to 80+ kills in a normal dm and 5 caps??? That is SO little!!! Tanki please reconsider this update as it just stinks.

On the other hand, if the battle ends more quickly, you can play another one sooner, so the points and/or crystals earned per time remains about the same - you just get "paid" smaller amounts, more frequently.  :)

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AT least allow players who create games to choose the amount of flag they want the game to be limited to, i.e. 5, 10, 99, 999....

 

worse update in a long time.  

Permit me to suggest the painfully obvious solution: a pro battle pass.

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Sorry to say, This is the most annoying update i have seen.

to start with. today first i played a ctf match of 15 min in ping pong. Guess the time it took to finish the game.....

3minutes...!

wat the hell...!!!

thn about tdm of 15 min. even in a serpuhov tdm whr both the teams had 10 players each the match got finished in just 7 minutes due to the winning team's player's being good. this means that even if the match is of equal strength; still this update forces the match to end up early.

then wats the use of a title- "15 min" match.

So far i have just tried these two and its really annoying. sorry to say this.

i just hav one SUGGESTION-

Instead of adjusting the time if u could do something just to equalise team strength in a match then that would be better.

Btw U r doing a commendable job...!!!! Keep It Up. Love your game. :)  :)  :)

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On the other hand, if the battle ends more quickly, you can play another one sooner, so the points and/or crystals earned per time remains about the same - you just get "paid" smaller amounts, more frequently.   :)

It doesn't work that way because your scores during a battle are not consistent during every minute you play.

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5 flags on 15 minute battles huh. That's way too short.

5 flags in a 15 minute battle on the Lost Temple or Dusseldorf is a very good cap

5 flags in a 15 minute battle on the Massacre maybe acceptable

5 flags in a 15 minute battle on the Sandbox is a very low cap

5 flags in a 15 minute battle on the Island or Ping Pong is ridiculous 

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I think this update should be applied only to 60 minutes battles because, as @Technophyle said,short battles will end very fast and fund will be very small.

Edited by Barra
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