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Score cap for standard battles (Updated on August 28)


semyonkirov
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5k to escape this mess. Why not ?

 

Low ranks ? You'd better play a better game. Low ranks = future of Tanki. By leaving, Tanki has no future and will die slowly, which is good by the way. A game like this should die soon to make way for a better game.

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hi i like tanki but this new update is not good on paper it sounds ok but in practice there are problems here are my main ones

> the battle funds for a battle are to low if the battle isn't evenly matched in certain battles i have come out of them hundreds of crystal's worse of compared to before the update

 

> second problem gold boxes fall less often because the battle funds don't get as much time to increase that is a fun part of the game becoming rare after this change

 

> my other point is simple its not as much fun you cant win a match by a large margin anymore or comeback from a long way behind only this week I joined a 60min battle half way into it the team was losing by 7 flags but in the remaining time of the battle we turned it around and we won by 2 flags and the crystal reward was good

 

I would still play tanki if this change stays but I would much prefer it to revert back to the way it used to work or if your going to have a cap increase the cap significantly instead of five flags make it 20 for long battle and 10 for short matches

Edited by greenarrowx
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Constructive proposal:

 

If the development target is to finish unbalanced games earlier then the score difference between the two sides should be limited not the score itself.

In DM this might be the difference between the first and second player for example.

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@creeperskelly

 

Expanding on your proof, the current score caps have bred "get rich quick" druggers who will basically end battles sooner and get a nice chunk of the fund while everyone else gets less-than-satisfactory leftovers.  Certainly, this update would drive away players who don't play Pro battles and aren't as adept at handling druggers; after all, what kind of non-drugger would want to go to a battle that will most likely be unprofitable and unenjoyable for players other than druggers?

The thing I just thought of: this is disaster for Isida players as they really need the standard battle time in order to have enough players to heal in order to get a decent score.

 

When the battle ends after 3-4 minutes there isn't much time to do any healing.

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Flags/kill limits should be based not only on the time limit, but on the map and typical battle style. Polygon frequently has immense kill numbers since it's such a common map, has a good number of players for its size, and therefore has a large volume of tanks to kill per area. Some maps (Monte Carlo and Camp come to mind) are much slower in most games since most players are using shaft, thunder, or rail. Since most are just popping in and out, kills come a lot slower. Island CTF only takes about 15 seconds to capture a flag, and so these flag limits will be problematic. With cutoffs at a certain number of flags (Which are the fastest way to gain exp/score), teammates fighting over who gets the next one will be even more common, and that can be very harmful to the team and the match as a whole.

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Not a good update. Makes things so harder and is not worth it. Also there will be no time to do anything if the other team just gets enough flags and wins, way better before this update.

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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.

To be honest, more serious and more rational reasons I heard from kids in Off-Topic Discussion

------------------------------------------------------------------------------------------------------------------------------------------

 

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

After all the problems, bugs, lags, changes in payment methods, price changes I think that the nerves of players thinned a lot from your experiments. We are not laboratory hamsters.

 

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!

We shared our feedback about this with downvotes. So next time when you say something like "We are doing that to improve the game. We want to help players" first look downvotes about this and then think if it is a good or a bad idea for us players...You will get an answer very fast I do not doubt in that.

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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.

 

yes the battles now end quicker but once the next round starts if the loosing team has done very badly then alot of people leave and makes the battle even shorter and in the end after about three short rounds everyone on the loosing team leaves and then most people on the winning team leave this has happend to me alot on rio map with 15 min and 5 flag cap.

 so in conclusion it will cause people to keep looking for new battles after the one they were playing has lost most of its players my feelings on this new update are mixed i think it is a good update in some respects but also a bad one one in other respects and i believe this new feature should be optional like in pro battle

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I actually like the update. The games were too uneven before. No sens being in a ctf game when your team has 50 flags and the other team has 100. Prepare the bombs.

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I've played a couple CTF games with the new limits - and they SUCKED big time.  Most 15 minute games last less than 10 minu Before the latest changes, I've played in 15 minute games where one team was down by more than 5 flags and we were able to come back and win.  In one game three flags were scored in the finaly 2 minutes!  Those come-backs will never happen with a 5 flag limit!

 

I'd rather see the limits completely removed and go back to the old way (which had lots of problems) than see this new way where people don't even get a chance to play.

 

I had one game I entered that had 10 minutes left.  By the time I got into the game, one team had 4 flags and within 15 seconds, they scored the fifth flag!  15 seconds of play, Tanki??/ What a waste of time!

 

The new approach also means no one can join a losing team and help it win.  If a team in down by two flags, anyone who joins has to help overcome the lead before the enemy scores its fifth flag.

 

This change was NOT very well thought out.

 

Tanki, instead of just throwing out stupid changes like this to see who likes them and who doesn't, why don't you ask for input FIRST!??  Your approach looks like "READY!  FIRE!  ... AIM!"  Poor planning at best.  Outrageous stupidity at worst.

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As it was said, the current parameters are not final. Further tweaking can, and most likely will be done. Perhaps we'll do exactly what you mention: the cap will be individual for each map.

Don't even be fooled with this statement. Say the update is permanent and stop lying to your community.

 

Remove my comment if you wish, Forum staff.

Edited by Dragon-Judgement
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very very very need i go on BAD IDEA NO ONE THAT I HAVE CHATTED TO LIKES THIS NEW UPDATE ..I asked all those in chat EN2 to just answer yfor yes n for no if they liked it no one said n all pressed Y  get rid of it tanki its the worst update since u gave shaft a laser and changed the layout of certain maps likes serp stadium etc.get rid of those changes to and shaft needs more power see to it will you ta ... ANTILLIS 

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"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."

 

Hello Developers, here are few thoughts about that new change.

 

Although your aim is to balance the game your approach is not optimal. You are trying to balance with absolute limits which by themselves create other inbalance issues. That is because you forget the secondary effects of your solution. For example today I played a couple of TDM matches, in both mathces the scores were like 70-65  70-60, in both matches the teams were quiet balanced and the games they should have continue going till the time expired. Same goes with one CTF match I played that we lost 4-5 in flags! We were so close to win but we were deprived of the change to , since you limit the game in maximum 5 flags.  The problem in  all the mathces I menthioned is the hard limit you use to balance the game.

 

To have something more flexible you need to use a combination of hard limits as thresholds and then relative  differences to check if the game is inbalanced or not.

 

For example in the case of a TDM with 15mins time length: 

 

If max( Team kills) >70 :  %wait to reach 70 kills first for a decesion of balance

 % Check now the balance of the game

 if  Max(Team kill)>2.5 Min(Team kills) : %means that winning team has  2.5 times higher kill ratio than  the losing team

   End  Game

else :

   Continue Game

 

 

Ofcourse you may need to add few more clauses to close corners (ex. if a Gold box is droped dont end the game untill is taken) but that is the general idea. Also in my opinion a bit of inbalance in a game is not a bad thing. Is part of the learning proces for players.  Moreover dont forget that some of us actually look those kind of battles for the challenge to turn the game around. The problem is the case of a total ownage of one team to another and that what I believe should be your focus.

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I appreciate tanki's effort to rescue us from terribly unbalanced games that go on for ever. Thank you!!!

 

How about a 5 flag difference between team scores in ctf games.

How about 50 kills difference between teams in tdm games.

And death matches, by their nature, are suppost to be ruthless. But I would support a narrowing of the ranks that could join. Or even better would be a ranking of the tank by it's upgrade status (yah, I know. That is a lot of lines of code).

 

And for cp games, I would like the teams to always be equal size. It is almost mathamatically impossible for 4 tankers to compete against 5 tankers in a cp game. The score is out of control within the first 2 minutes of the game. I would suggest that a new player not be allowed on the map until someone joins the other team also.    There seems to be a lot of turnover in team numbers especially in cp mode, as tankers fulfill their "mission requirements" and leave.

 

Cp mode would be a good place to experiment with team balance.

 

On a related problem, I have finished first in at least 3 games, but not received credit for "finish first mission requirement" because all team members on other team quit. Once I waited 8 minutes, only to have to play additional games. I got to first place by running up my score. This hardly seems fair to those of us who stay till the game is over.
Edited by DonCarnage
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Further more I hardly ever  post anything this should tell you something of how I feel and most other tankers . I absolutely love playing the game im a throw back from the eighties space invaders etc and what you have here is a mint game that on the whole is well thought out but you should now consider how we feel and get rid of new update . After all its us that make the game what it is by participating in it . You have us hooked on a great game dont spoil it with hopless updates ..At least not without consulting the tanki community. You have applied the new update we think its hopless I agree with bambibx many times I have made the difference to a losing team ..Cant do that now ..Please get rid of it asap.... Antillis

Edited by DonCarnage
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Well here is, as expected, but the gold fell the fiftieth spot and arrive and party is complete, result: no one could take the gold box as she fell

this update is not necessary for me, again, the battles are not over intence is too short.

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