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Skill Index, a replacement for the Ranks System.


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Why should the Rank System be replaced?

Currently, the strength (not skill) of a player is determined by how long the player has been playing.

If the player played for 5 years, he'll be high ranked and unlock all the cool stuff in the garage.

 

However, there is an obvious flaw in the rank system.

That is, if someone has been playing for a long time, but haven't even master the basic techniques such as 'rotating the turret' or 'hit and hide', you'll end up seeing high rank players playing like recruits.

 

It may not be a problem to them, but it will be for his teammates.

A poorly skilled player may fight against highly skilled players. Even if their ranks are close, their skills aren't.

This could cause the outcome to be obvious and not entertaining.

 

What would be taking it's place?

Hence, I would like to propose something that can determine a player's capabilities more accurately, an index. It shall be called the 'Skill Index'.

 

-Try to imagine Tanki Online as a game WITHOUT ranks.-

 

Instead of seeing people with Major or Lieutenant icons next to their nicknames, you will be seeing numerical digits such as 0.913 or 0.638. The index will be a decimal number between 0 and 1. The higher the number, the higher the skills and capabilities.

This ensures that people who perform well will fight against each other, same applies for weaker skilled players.

 

What about the details of the Skill Index?

As for the unlocking rank for garage items, it will be replaced with skill index requirements such as:

Railgun m0 - 0.254

Railgun m1 - 0.437

Railgun m2 - 0.629

Railgun m3 - 0.889

If your Skill Index drops, you won't lose the item, it stays permanently.

 

The Skill Index takes in multiple factors to calculate, including: Destroy/Loss Ratio in DM and TDM, ranking on the team scoreboard, participation in online tournaments, usage of supplies, flags captured, points captured, tanks healed...

 

There is currently no formula made for the calculation of the Skill Index, anyone with an idea please suggest below.

 

Why should we choose the Skill Index?

Different from the Rank System, which is accumulative; the Skill Index has fluctuations.

This gives the players a constant mission of maintaining their Index, and not just feeling safe and secure with their hard earned ranks.

 

Another advantage of the Skill Index is that it doesn't have an ending point. The Rank System is over as soon as you hit Generalissimo, but the Skill Index never ends.

 

:excl: This is a simple framework of the idea. If you realize any flaws of this mechanism, do point it out so that the mechanism will undergo continuous improvement. TQ~

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What about parkourists? They'll definitely have a very poor D/L....does this mean that they are 'newbies' of course not...

 

And you said that if your skill index drops, you loose your equipment!!

Are you serious...suppose I just bought a rail gun M3...but then my internet lags for a few days, due to any reason....and my D/L decreases....and the rail gun M3 is removed from my garage...

That means so much of crystals and saving if mine, all wasted?? Are you kidding?

 

I feel that the current system is OK...

Every system will have a flaw...and I am sure it will also have...(some like I said above)...

If you feel irritated to have newbies in your team, then simple leave the battle and join another...how much does it matter?

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What about parkourists? They'll definitely have a very poor D/L....does this mean that they are 'newbies' of course not...

 

And you said that if your skill index drops, you loose your equipment!!

Are you serious...suppose I just bought a rail gun M3...but then my internet lags for a few days, due to any reason....and my D/L decreases....and the rail gun M3 is removed from my garage...

That means so much of crystals and saving if mine, all wasted?? Are you kidding?

 

I feel that the current system is OK...

Every system will have a flaw...and I am sure it will also have...(some like I said above)...

If you feel irritated to have newbies in your team, then simple leave the battle and join another...how much does it matter?

1. Parkourist only do parkour outside of a battle, so perhaps D/L in parkour battles will not be included.

 

2. Hmm... You do make sense there. I'll see what changes can be made, perhaps you won't lose your equip even if your index drops?

 

3. Yes, this system as a flaw, I admit. But, it is, in my opinion, more accurate and reliable than ranks. You can't really decide who to accept into your clan just by their ranks, but with this you can...

 

I deeply appreciate you for pointing out the flaws of this mechanism. It will undergo continuous improvement.

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1. Parkourist only do parkour outside of a battle, so perhaps D/L in parkour battles will not be included.

 

2. Hmm... You do make sense there. I'll see what changes can be made, perhaps you won't lose your equip even if your index drops?

 

3. Yes, this system as a flaw, I admit. But, it is, in my opinion, more accurate and reliable than ranks. You can't really decide who to accept into your clan just by their ranks, but with this you can...

 

I deeply appreciate you for pointing out the flaws of this mechanism. It will undergo continuous improvement.

 

1) how can one do parkour outside battle? They don't do it in the lobby, they go in a map...:P

How does will the system come to know if it is a battle or a free-play?

 

2) if you have a m3 equipment at a lower index, then you'll be too overpowered, isn't it?

(Imagining it, that ways a recruit with index of 0.002 and a gizmo with m4 with a index of 0.010 will be in same battles....- a touch of the gizmo blasts off the recruit)

 

3) That's the reason why few GOOD clans have a testing for player, before accepting them as a member...

 

;)

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1) how can one do parkour outside battle? They don't do it in the lobby, they go in a map...:P

How does will the system come to know if it is a battle or a free-play?

 

2) if you have a m3 equipment at a lower index, then you'll be too overpowered, isn't it?

(Imagining it, that ways a recruit with index of 0.002 and a gizmo with m4 with a index of 0.010 will be in same battles....- a touch of the gizmo blasts off the recruit)

 

3) That's the reason why few GOOD clans have a testing for player, before accepting them as a member...

 

;)

OMG I enjoy conversations of this kind! XD

 

1. Apologize about that, 'battles' as in 'non-parkour battles'. And why can't the system know that? Is AlternativaPlatform incapable of doing so? (might be, I dunno, please don't ban me...)

 

2. So... Should we make it so that your weapon degrades (down a modification) if your index falls lower than the requirements?

And the weapon upgrades back to its original modification if the Skill Index returns?

 

3. While that may be true, but this idea would, more or less, save their efforts, wouldn't you agree?

Plus, an Index that judges the players abilities from everyday battles, is more accurate than a test than only determines the player from one single battle.

 

During clan tests, anything can be masked, such as overusage of supplies in normal battles, when the applicant himself said he doesn't drug?

 

Anyway, thanks for the flaw pointing. I'll see how things go in the future.

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OMG I enjoy conversations of this kind! XD

 

1. Apologize about that, 'battles' as in 'non-parkour battles'. And why can't the system know that? Is AlternativaPlatform incapable of doing so? (might be, I dunno, please don't ban me...)

 

2. So... Should we make it so that your weapon degrades (down a modification) if your index falls lower than the requirements?

And the weapon upgrades back to its original modification if the Skill Index returns?

 

3. While that may be true, but this idea would, more or less, save their efforts, wouldn't you agree?

Plus, an Index that judges the players abilities from everyday battles, is more accurate than a test than only determines the player from one single battle.

 

During clan tests, anything can be masked, such as overusage of supplies in normal battles, when the applicant himself said he doesn't drug?

 

Anyway, thanks for the flaw pointing. I'll see how things go in the future.

1) I still don't understand how will it come to know?

The system can't ignore all the pro battles..

(Don't worry, nobody gonna ban you for discussing things)

 

2) well, that ought to go OK...

 

3) Getting a new member admitted oughtn't be 'fun' for them...a clan would still do its tests...

If they mask it once, they can't mask it forever...right?

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usage of supplies

If you intend that using supplies lowers your "skill index", then I disagree. If you don't drug in battles it simply shows that you can't manage your resources properly to always have enough supplies. Not using supplies in supply battles does not make you skilled - it makes you a less valuable player for the team. I would remove that part completely, to be honest, because supplies don't show skill at all - it just shows how many crystals you can afford to buy.

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How different would everyone play if they lost crystals every time they got killed? Would it change their garage inventory and strategy?

They don't lose crystals if their Index drops. Crystals are still accumulative.

 

I don't think it'd be a good idea to do that...

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If you intend that using supplies lowers your "skill index", then I disagree. If you don't drug in battles it simply shows that you can't manage your resources properly to always have enough supplies. Not using supplies in supply battles does not make you skilled - it makes you a less valuable player for the team. I would remove that part completely, to be honest, because supplies don't show skill at all - it just shows how many crystals you can afford to buy.

What if we set it this way?

 

Usage of supplies will cause the index to fall, but if, in return, the player captures more flags and earns a higher ranking on the scoreboard, his Index will rise.

 

Overall, if the increase in Index exceeds the decrease in Index, there will be a net increase. This shows how smart you are at drugging.

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They don't lose crystals if their Index drops. Crystals are still accumulative.

 

I don't think it'd be a good idea to do that...

No, I was just wondering if everyone would play differently if that were the case.

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If you intend that using supplies lowers your "skill index", then I disagree. If you don't drug in battles it simply shows that you can't manage your resources properly to always have enough supplies. Not using supplies in supply battles does not make you skilled - it makes you a less valuable player for the team. I would remove that part completely, to be honest, because supplies don't show skill at all - it just shows how many crystals you can afford to buy.

It would still  be usefull to see this,even if it doesn't affect your skill index,just to see if the player is a drugger/not and how it may just have affected his skill index...

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If you intend that using supplies lowers your "skill index", then I disagree. If you don't drug in battles it simply shows that you can't manage your resources properly to always have enough supplies. Not using supplies in supply battles does not make you skilled - it makes you a less valuable player for the team. I would remove that part completely, to be honest, because supplies don't show skill at all - it just shows how many crystals you can afford to buy.

Not using drugs doesn't mean you can't manage your resources properly. I have over 700 (at last count) unused drugs. The only ones I will regularly use is the mines. Also, not using supplies is in no way making someone a less valuable asset to a team. I don't drug, i only use dropped supplies every now and again and my kill-death ratio is usually above 1.50 at the end of a losing battle. But yes i do agree that supply use is no measure of skill.

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Nice idea, but DL ratio and participation in tournaments should not be included. Oh and player's actions in a battle (like a swift kill) should also be recorded and they should affect the skill index.

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Nice idea, but DL ratio and participation in tournaments should not be included. Oh and player's actions in a battle (like a swift kill) should also be recorded and they should affect the skill index.

Tournaments shouldn't be i think the D/L ratio should stay as a part of it.

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Tournaments shouldn't be i think the D/L ratio should stay as a part of it.

You know that many players, including myself, sacrifice their tank for their team, and that means the player is trying to aid the team somehow. So would you reduce someone's skill just because they readily sacrifice their tank to help their team?

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