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Score cap for standard battles (Updated on August 28)


semyonkirov
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"Semyon Kirov, on 27 Aug 2015 - 18:54, said:snapback.png

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."

 

 

Why ask our opinion if you just ignore it? get rid of the update completely, it is crap, you will end up with everyone playing TDM because  NO ONE WANTS THIS STUPID UPDATE.

 

and secondly.... what is the point of test servers if you use normal game as your beta testing???

 

 

 

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Hello Tankers. I think this "Score Cap" for standard battles is not a very good update. I suppose its much like the rotating camera speed faster experiment. This is a very dead situation, because for small maps the battle would end very soon. Island, Hill, Farm, etc. I think the battle should be returned to their original positions ASAP.

Thanks

~TAB

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Usually I Think All Tanki Updates Are Some How Done For The Best But, This Could Possibly Be The Worst Update Ever! Please Change The Game Back To The Way It Was Before! Thank You!

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I think this is a big mistake again like the early ending timer they tried to introduce before. If people want to stay till end of a battle that others abandon it should be upto them and now this is just so players make less crystals per battle. this is no more than tanki trying to make it even more likely you have to purchase crystals in the game and is wrong. tanki online was much better 1 year old where if you wanted to invest you could and have a top tank in battles and the others made up the numbers but were weaker.

 

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No idea.. I never play standard battles (as 90% of ssimos), but it's not good for lowranked players, fund will be too low and they will feel the crystal decrease soon

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"The aim of this update is to make battles with uneven teams or a clear winner end sooner."

- How exactly is 30 min CTF with the score of 10:9 more uneven or with a clear winner compared to 5:4 or, more importantly, 9:1?

The (missing) balance is indicated by the *difference* in the score, not by the value of the score of one team.

If the aim was really what is written here, then it seriously needs another thought.

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Terrible update....

 

CTF battles are lost as one team is invariably short of players at the start of the next battle and are 2 or 3 flags behind before they even have a full compliment of players.

 

CP neutral on as am used to a limit cap when playing them in pro XP/BP battles.

 

TDM/DM couldn't care less about as I only play these "no skill biggest tank/drugger wins" battles if they are in my daily missions.

 

It's good Tanki are still looking for ways to address the need to end battles early but while it's A for effort it's F for success this time.

 

 

Goose.

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long_EN_DE.jpg

 

Tankers!

 

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

 

Deathmatch (DM)

  • 15 minutes: 50 kills for one of the participants
  • 30 minutes: 70 kills for one of the participants
  • 60 minutes: 100 kills for one of the participants

Team Deathmatch (TDM)

  • 15 minutes: a total of 70 kills for one of the teams
  • 30 minutes: a total of 100 kills for one of the teams
  • 60 minutes: a total of 200 kills for one of the teams

Capture the Flag (CTF)

  • 15 minutes: a total of 5 captured flags for one of the teams
  • 30 minutes: a total of 10 captured flags for one of the teams
  • 60 minutes: a total of 20 captured flags for one of the teams

Control Points (CP)

  • 15 minutes: a total of 50 CP points for one of the teams
  • 30 minutes: a total of 100 CP points for one of the teams
  • 60 minutes: a total of 200 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 battles — PRO 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!

I reckon it has pros and cons. How does this effect Gold Boxes and how often they fall? I seem to see less gold boxes and overal scores are much lower. Don't think I care too much for this update.

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well for gold box`s in battles that are 50 cp you get 0 to maybe 1 gold depending on drops then you have players only going to get gold in battles all over again due to less crystals in battles and more on gold..

also for dm battles some one said when you get closer to the end of battle start deleting yourself  more then the kill score  go`s down but your crystals go up do to more chances for kills..

for cp battles or ctf battles way to get around this is to have players get to a certain level in points then let other team catch up them continue back and forth in battle till one team wins..you also gain on kills if you do it cause it will take longer to get to the 50 points of the 15 minute mark

 

so no matter what you give us tanki there is a way to get around this program and you loose again..

 

so just kill this up date completely

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this update may be very good on conditions

if u make it in row

means for example if one team get 50 capture point in row the game ends .

or

if one player of two teams get  50 capture point the game will be ended .

and also all kinds of battles .

 

best of luck  :)  :)  :) 

 

 

 

sometimes the battles is so good u want it to don't end the players is so good and there is  a competition between teams and players .

and other times the battles is so boring u want it didn't start the players don't play or your opponent is too higher or too lower than you .

 

how do you think to make two cases equal . why you think to end good battle early ??

 

my point is this end battles early idea should to those battle are not equal or players inactive not for all battles or all conditions .

and the first case it should be reward by more gold boxes .

 

I agree with this

the problem in this update is the concept of early end itself

Did All battle really need to early end

I don't think so

Edited by Hell.On.Earth
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hello,

i an saying that 5 captures only for 15 minutes and capture point 50 for 15 minute battle is not not good it is not giving the funds to us i enterred a game and i got 52 crystals for winning side thats not good.and plus the sale is coming we have to earn crystals so we cannot earn them specialy big ranks cannot spent 15 minutes for only 100 crystals we cannot buy m2 and m3s with this. also specially for people like me who dont buy crystals and thats it. you should remove the capture flags and capture point thing.it looks really good in DM and TDM.But not in CP and CTF.

 

Thank you,

Narinder_gill

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3 words :- this is crap. 

I mean look at this guys with 5:4 in CTF are loosing. Hell that is for 15 min battles. But i do agree with 30 min and 60 min battle ( if players do not join and everything goes, well down then this is gud ). I mean it is terrible than before even in 60 min battles when ppl start leaving this update is gud but for 15 min and all not so much. Also I noticed 1 more think :- In a 15 min CTF if a team is like 1 capture away to win then no 1 joins and thats no gud ryt?. Seriously tanki u should remove this update in my opinion. Well instead of making battles more better this is making it even worse. Also u guys myt say coz of this the battle becomes interesting but na na it is more 1 sided now.

SO FINAL VERDICT:-

Get the Bad Update of as soon as possible. Maybe in even nxt few hours.....

 

( srry if i used lill bad words here and there i am rlly enraged with this as this update made the battles even more unfair, so srry ) 

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Capture the Flag (CTF)

  • 15 minutes: a total of 5 captured flags for one of the teams
  • 30 minutes: a total of 10 captured flags for one of the teams
  • 60 minutes: a total of 20 captured flags for one of the teams

 

 

I think 5 flags for small maps like sandbox it a bit too little it easy to get to the other side and back,

it's good for bigger map though... 

Edited by buboocute

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This is not an update, this is just a way to piss off the players

 

Anyway's im not going to waste my time replicating the pre-existing 23 pages of hate, ill just do the right thing and keep quiet until another pointless update is removed

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Alr8 this game is gonna kil itself. Damn if u guys need money i think there r far better ways of obtaining. Also a lot of new updates r not too gud, Personally i am feeling like tanki is suiciding ,,,,, ( if there is a word even like that ). Many bad decisions....

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You can see now timer just sits there as a fallback mechanism. And score caps take the lead as the main switch to end most battles.

 

It seems that devs are telling us timer cannot be trusted. In other words, timer is buggy. That means Tanki code is buggy, and Tanki devs can't fix it.

 

This is not the first time i smell the incompetence of Tanki devs.

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Ok, I am with most players in the opinion that this is a bad update, and that changes should me made in an urgent manner.

 

Instead of basing the limits only off of mode and battle length, also consider:

 

1. Map size (obviously)

2. Amount of control points (for cp)-50 isn't enough, do you call it a clear winner when a team wins 50-48 in madness?

3. Distance between flag bases

4. Max number of players for that particular battle

5. Ranks- here's an example of why ranks should be a factor. Say you're playing in a 15-minute serpuhov tdm from sergeant to sergeant-major. The winning team might get 50 or 60 kills total.

But, in the same settings, except with generals instead of sergeants, the winning team might get 80 or 100 kills. The update is supposed to show a clear winner, so the limit should be, maybe 80 kills for sergeants and 120 kills (for serpuhov) so the limits increase while ranks increase.

 

 

One thing I'm glad you guys didn't add: an early battle ending based on the amount of players in each team. If it was 5v8 there's a good chance that the team with 5 could still win.

Edited by benjiblob

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WARNING> WILL BE LENGTHY. Wow, Tanki, just wow... yet another disappointing nerf to once a great game.... Don't you devs/managers realized that this update, and almost all other updates in the past 2 years have made this game shift to buyers? Not everyone has a hard time spamming kills in battles without drugs ya know... Who cares If you're on the losing team? What about those who are winning? Haven't you realized that with this update, the game is basically compromising a lot for the losing team? How will much needed, beautiful gold boxes fall often? It's not like you guys make x2 funds once a month...... OK FINE, you'll make adjustments soon, but why roll out something that would critically impact the game negatively? Please remove this unnecessary and sadistic update....

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"The aim of this update is to make battles with uneven teams or a clear winner end sooner."
Really? There is absolutely nothing in this update that has any relevance or affect whatsoever on unbalanced teams. It doesn't take a genius to see it either!
If a 15 minute battle has a score of 4-4 I'd say it's pretty even, that's absolutely plain and obvious. So why, when either team score one more flag does it suddenly become 'unbalanced'?
It doesn't, it's obvious. No one with any sense whatsoever would think that it ever could.

If you really want to save face while we're all laughing at such a failure of a 'solution' then pretend it was a bug and that it's actualy meant to be one team scoring 5 without reply? That at least has some relevence to the balance.

Then, go back to your Coding101 notes and refresh yourself about defining and meeting specifications!
Then, find a measure of imbalanced teams, relative scoring rate might be one (total score is absolutley NOT!) and try using that. Then you may come up with a solution that addresses the problem instead of one which does not, will not and can not.

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Ok, I am with most players in the opinion that this is a bad update, and that changes should me made in an urgent manner.

 

Instead of basing the limits off of mode and battle length, base the changes off of:

 

1. Map size (obviously)

2. Amount of control points (for cp)-50 isn't enough, do you call it a clear winner when a team wins 50-48 in madness?

3. Distance between flag bases

4. Max number of players for that particular battle

5. Ranks- here's an example of why ranks should be a factor. Say you're playing in a 15-minute serpuhov tdm from sergeant to sergeant-major. The winning team might get 50 or 60 kills total.

But, in the same settings, except with generals instead of sergeants, the winning team might get 80 or 100 kills. The update is supposed to show a clear winner, so the limit should be, maybe 80 kills for sergeants and 120 kills (for serpuhov)

 

 

One thing I'm glad you guys didn't add: an early battle ending based on the amount of players in each team. If it was 5v8 there's a good chance that the team with 5 could still win.

You are opening a can of worms like the one we had with the early end system, which nobody could put the worms back in the can, so we killed them all and ordered a new sealed can of worms.

 

Keep the stupid can of worms sealed. Don't open it. Nobody can put the wiggly jiggly worms back in it.

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I wanted to actually play games with the new update before responding, but I've now played a good number of games and I really don't like it.

 

I can see that in extreme examples you might want to end a game early, but in most cases you don't. I just played a game of CTF Rio and the game ended in 5 minutes. It was a full 10v10 game, so the game could have kept going and the losing team could have pulled it together, or some players might have dropped and been replaced by better players, but we'll never know.

 

The back and forth of battles, the ability to come from behind, that's a huge amount of fun, and it's been removed from the game.

 

It does seem like there's primarily dislike for this update on the forums. Is there a separate beta-testing group (of a wide range of players) who try the updates first?

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something much deeper is happening here

i am beginning to wonder if all these so called updates and nerfed equipment

is a subtle ploy by tanki too force players to leave the game knowing that when the ( not yet ready yet) unity version is released

that players of it will have to start the game all over again?

 

my thoughts anyway

 

ps  tanki you are really losing the plot here

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