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[Declined] Possible solution for drugging - point differential


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I would love to see some point differential awarded at the end of a game to those who drug vs those who don't. A couple of possible ways to do that:

 

1. Simply give an award (in XP or crystals) when a player plays an entire game without drugging.

2. Give fewer XP and points for kills obtained while drugging. This would also benefit the other players on YOUR team who are not drugging, because the crystal rewards at the end of the game would be distributed more evenly by skill, rather than it all going to the players who drug.

 

My personal preference is towards option 2. That would tilt the game back toward judicious use of drugging. Generally, people wouldn't want to use them too much, but when they're just about to grab the flag they might add a nitro or a shield.

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Declined

 

Supplies are just part of the game and there is nothing wrong or shameful in using them. Rewarding players for not using them simply doesn't make sense.

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I would love to see some point differential awarded at the end of a game to those who drug vs those who don't. A couple of possible ways to do that:

 

1. Simply give an award (in XP or crystals) when a player plays an entire game without drugging.

2. Give fewer XP and points for kills obtained while drugging. This would also benefit the other players on YOUR team who are not drugging, because the crystal rewards at the end of the game would be distributed more evenly by skill, rather than it all going to the players who drug.

 

My personal preference is towards option 2. That would tilt the game back toward judicious use of drugging. Generally, people wouldn't want to use them too much, but when they're just about to grab the flag they might add a nitro or a shield.

 

That is a very good idea and I up-vote it! However, unfortunately there is not any possibility for it to be accepted by devs, as it would lessen the total supplies used in battles, which is - as they have admit it - a main goal of the game setting (that is, to increase the use of supplies).

Sorry, both for you and for us, all players sick and tired of druggers. :unsure:

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I'd suggest a more simple and fitting variation: give more points for killing a drugger.

  • The more drugs they have activated, the more points you get for killing them.
  • If you used supplies too, then some, or all bonus points get canceled out.
  • If a drugger is killing players without supplies, they get standard points.

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<p>

 

I'd suggest a more simple and fitting variation: give more points for killing a drugger.

  • The more drugs they have activated, the more points you get for killing them.
  • If you used supplies too, then some, or all bonus points get canceled out.
  • If a drugger is killing players without supplies, they get standard points.

You repeat yourself :)

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I'd suggest a more simple and fitting variation: give more points for killing a drugger.

  • The more drugs they have activated, the more points you get for killing them.
  • If you used supplies too, then some, or all bonus points get canceled out.
  • If a drugger is killing players without supplies, they get standard points.

 

So you hate drugging now?

Hm, last time you said "Drugging is a part of the game, and each tanker can do it as little or as much as they want." like every mod does.

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When I saw the title of the topic I said to myself "Oh God, not another topic about stopping drugs, you ruined the game enough with smart cooldowns." But then I read the topic, and I actually like this idea. Why? Cause the choice is up to you! Smart cooldowns weren't optional (obviously), but this is, either you choose to get extra reward, or not.
 

I'd suggest a more simple and fitting variation: give more points for killing a drugger.

  • The more drugs they have activated, the more points you get for killing them.
  • If you used supplies too, then some, or all bonus points get canceled out.
  • If a drugger is killing players without supplies, they get standard points.

I also agree with this.

 

I like this idea! +1


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I like this idea. It indirectly gives the use of drugs a lower effect because it costs 50 crystals to buy and if he/she uses a whole bunch (like what everyone does these days) it leaves them no, possibly negative, profit. 

 +1

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The response to these pages and topics are pretty dodgy. The same ideas all seem to be circulating around again and again because they're never implemented. I'm almost convinced that at this stage, almost no-one is actually reading our ideas and opinions.

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In these discussions think there needs to be a distinction between using supplies which are parachuted onto the battlefield, and supplies/drugs which are initiated by the player (keys 1-4).

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<p>

 

I'd suggest a more simple and fitting variation: give more points for killing a drugger.

  • The more drugs they have activated, the more points you get for killing them.
  • If you used supplies too, then some, or all bonus points get canceled out.
  • If a drugger is killing players without supplies, they get standard points.

That's good actually. Druggers shall become targets and they may take it as a challenge to survive the dino shoot. (Considering their inflated ego)

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MAFlOS0, on 29 Sept 2015 - 04:04, said:snapback.png

I'd suggest a more simple and fitting variation: give more points for killing a drugger.

  • The more drugs they have activated, the more points you get for killing them.
  • If you used supplies too, then some, or all bonus points get canceled out.
  • If a drugger is killing players without supplies, they get standard points.

topic posted->Possible solution for drugging - point differential

maybe this can be implemented, as after smart cooldowns, you have started giving huge supply giveaways, making it totally useless. Please don't give a stereotypical answer, like- smart cooldowns has solved the problem, PRO battles without drugs and I have the reasons. PRO battles don't give the solution as 1) they are very expensive for low and medium ranks 2) hardly any PRO battles 3) PRO battles are mostly smart cooldowns turned off

 

and for smart cooldowns, it doesn't work much now because of the supply giveaways(eg-  THE GAME, StarLadder)

and also kits, buyers

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The response to these pages and topics are pretty dodgy. The same ideas all seem to be circulating around again and again because they're never implemented. I'm almost convinced that at this stage, almost no-one is actually reading our ideas and opinions.

The admins confirmed they're focusing on the new players.

It's not my say to announce they don't listen to us vets, but I'm thinking that's what this means.

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So you hate drugging now?

Hm, last time you said "Drugging is a part of the game, and each tanker can do it as little or as much as they want." like every mod does.

Yes hes part o a raiding group.

He dose not want drugs to be removed

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I would love to see some point differential awarded at the end of a game to those who drug vs those who don't. A couple of possible ways to do that:

 

1. Simply give an award (in XP or crystals) when a player plays an entire game without drugging.

2. Give fewer XP and points for kills obtained while drugging. This would also benefit the other players on YOUR team who are not drugging, because the crystal rewards at the end of the game would be distributed more evenly by skill, rather than it all going to the players who drug.

 

My personal preference is towards option 2. That would tilt the game back toward judicious use of drugging. Generally, people wouldn't want to use them too much, but when they're just about to grab the flag they might add a nitro or a shield.

 

IMHO drugs are not an inherent problem, but addicts are.  You should leave some allowable usage, say 2 of each supply over a 15min game.  Sometimes you just have to use something to break things up when the game is going really badly, it gives your team a bit of space to regroup and get going.  For example to break a team that's spawn killing everything in sight.

 

Lots of Love

 

Aunty

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When I saw the title of the topic I said to myself "Oh God, not another topic about stopping drugs, you ruined the game enough with smart cooldowns." But then I read the topic, and I actually like this idea. Why? Cause the choice is up to you! Smart cooldowns weren't optional (obviously), but this is, either you choose to get extra reward, or not.

 

I also agree with this.

 

I like this idea! +1


Are you kidding?  "Ruined" the game with smart cooldowns!!?? Smart Cooldowns was the best thing that ever happened to Tanki.  THE BEST UPDATE EVER.  I would not be here if it were not for smart cooldowns.

 

Simply can't believe it.

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