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Rewards to players who have the fortitude to stick it out against the odds


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So, I happen to be one of those players who join the losing side in a team battle to see if I have the muster necessary to turn their loss into a win.  The problem that I typically encounter is the turnover of players on the losing team.  My suggestion to combat team turnover is to offer some sort of incentive for players to stick with it to the very end.  Maybe (I am reaching here)  a gold box drop that has a payout equal to the battlefund.  Of course to prevent those last minute players who like to jump in and steal this prize from those who played through.  Say join after the three minute mark.  Their tanks go into a state of spawn.

 

Just food for thought.  What do you think?

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Under review

Completed

[gmpl]

Do you have any other specific suggestions for how players can be encouraged to stay? The end-game gold box is just a weird bonus that doesn't fit in with the gameplay, while preventing players from entering the battle in the last 3 minutes is absurd, because it means that for 20% of an average battle's duration the team with less players won't have a chance to become even with the enemy again.

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Let me think about this one a bit.  I know the final gold box was a bit of a stretch.  But, there has to be some kind of brass ring or carrot that should be made available for those on the losing team who stuck it out in spite of dire odds.

 

I guess it could be based upon some kind of turnover factor.  Pulling from simple business analysis.  To calculate employee turnover you divide the number of employees who leave in a month by the average number of employees for that same month and multiply by 100 to give you your Employee Turnover Ratio. 

 

Well applying the same formula to the Tanki realm.  The number of tankers who leave the battle divided by the average number of tankers in the same battle multiplied by 100 gives a turnover percentage rate.  So, if that rate is greater than a given factor.  Then those who were in battle are rewarded a crystal or two for every minute of game play that they were in the battle.

 

I don't know I am reaching here.  Anyone else have any other ideas for consideration?

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Maybe the critically losing team could get a reload decrease, or a damage increase? Protection? Speed? A little bit of both?

Maybe calculate an average protection, speed, reload, damage, then apply a multiplier to the losing team to meet that or exceed it by a few rations. Once the battle evens out, it would stop. But, there is one problem though, if their is an ALPHA (natural average) in the winning teams modules: Damage, protection, etc., it would be a round-a-bout (paradox). So if their alpha is greater, keep the multiplier until the losing teams alpha is about even pace with the winning team's.                  

Equation:   Winning APH: 160    Losing APH: 89    [160-89]   *160/89=1.7975 

               Multiplier: none            Multiplier: 1.797                                       89x1.7975~160        

 

I don't want to be too technical though

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Maybe a bonus xp for the losing side but only for those who were in it from start to finish. Sure, it is not a crystal reward, but the xp might help them not fall to far behind in ranking.

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I quite like this idea.

 

How about a percentage of the fund gets split between all players at the end of the battle that have been present for a certain amount of time (lets say for arguments sake 2/3rds of the battle.

So in a 15 min battle all players at the end who have been there for 10 mins or more get a 10% share of the cry fund split evenly between them.

SO if its a 6-4 battle and the cry fund is 1000 at the end then 100 cry will be split between all 10 players (10 each) then the remaining 900 cry get divided as usual?

 

Its not a huge amount but its easily scale able and provides some extra motivation to remain.  It also directly scales against a raiding party, as if your team is getting destroyed and spawn killed then the more they kill and cap flags the better the result is for everyone.

 

Just an idea?

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I think achievements can be given:

if a tanker plays for 10 minutes in a team that is outnumbered he gets 1 credit (one per battle).

The achievements can be like:

Underdog - play 100 battles when outnumbered

Minority - play 1000 battles when outnumbered

David vs Goliath - play 10000 battles when outnumbered

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I think achievements can be given:

if a tanker plays for 10 minutes in a team that is outnumbered he gets 1 credit (one per battle).

The achievements can be like:

Underdog - play 100 battles when outnumbered

Minority - play 1000 battles when outnumbered

David vs Goliath - play 10000 battles when outnumbered

Achievements don't have rewards,and I wouldn't want to play out powered,just for a badge that is not really seen by anyone

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This, idea certainly has potential, though the Goldbox idea seems a bit too advantageous. Maybe a 100% exp boost or something like that.

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I can agree, I think that when a tanker leaves on one side of the game, then his or her battlefund distribution is split among the rest of the players on a team.

 

Maybe they should just calculate crystal reward using time in battle as well.

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The main reason for people leaving the battle is the very low crystal reward for the loosing team, so when you leave the battle you don't really lose anything. If we want people to stay till the end you need to increase the reward pot for the loosing team.

As the above post suggested, a compensating factor calculated using time in battle would help. Someone joining late the winning side usually get more crystal than half  the tankers on the losing team.  It should also be a calculating factor for that too. Taking into account how many people left the loosing team before the end could be included.

The reward should not be added on top of the battle found. 

Obviously, all of this mean less reward for the winning team. good luck to implement that.

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The crystal distribution today seems to follow three main parameters:

1) win or loose of team (most impact)

2) difference in points/flags/TDM kills from one team to the other

3) points distribution inside the teams

 

Today #1 seems to have the biggest impact; followed close by #2 - and I think this is the problem.

 

You can work quite hard and perform excellent - but if you are a high scorer in the loosing team you might end up with less crystals then the noob in the winning side.

 

Having this balanced out would have at least two effects:

- players of the losing team would not leave so easily

- druggers would need more drugs to sustain their overpowerness through out the enemy, that keeps a team, instead of players leaving

 

so ->>>

- either tanki's income would increase; (because buyers will be in need for more drugs)

- or with the same amount of drugs batltes would be more fair -> more enjoyable -> players spend money for non-drugs because where they have their fun (I once read that here, and I think it is true)

 

It would be absolutely a win-win situation.

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The crystal distribution today seems to follow three main parameters:

1) win or loose of team (most impact)

2) difference in points/flags/TDM kills from one team to the other

3) points distribution inside the teams

 

Today #1 seems to have the biggest impact; followed close by #2 - and I think this is the problem.

 

You can work quite hard and perform excellent - but if you are a high scorer in the loosing team you might end up with less crystals then the noob in the winning side.

 

Having this balanced out would have at least two effects:

- players of the losing team would not leave so easily

- druggers would need more drugs to sustain their overpowerness through out the enemy, that keeps a team, instead of players leaving

 

so ->>>

- either tanki's income would increase; (because buyers will be in need for more drugs)

- or with the same amount of drugs batltes would be more fair -> more enjoyable -> players spend money for non-drugs because where they have their fun (I once read that here, and I think it is true)

 

It would be absolutely a win-win situation.

It's so and so, we just need to make sure the players who earn and try hard actually get their fair share.

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Cool idea to reward the player who turns around the battle, although I think it's hard to program an AI to decide who fullfills the requirments

I think if there could be an efficiency meter this can be solved, maybe base it on how much xp is being earned / min

If a player joins the battle late and helps to turn the score around he/she almost always will have a high efficiency rate

So at the end the final distribuation of the battle fund depends on the actual score for each player as well as their efficiency


Maybe 80-90% for score
10-20 % for efficiency

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I like to see that this is actually being considered and discussed.  

 

When I threw the idea into the pot.  I was short sighted and said Goldbox.  But, the brass ring doesn't necessary have to be a Goldbox.  This might be a better and simpler way to address the problem using the battle fund.  

 

The battle fund at the end of the battle is divided 50/50.  The first 50 is given out just like the current game play.  The second 50 is broken down and distributed by a time factor (i.e. 15 minute battle 3.75, 7.5, 11.25, 15).  The longer you are in the battle the more you stand to make.  This may encourage beginning to ending battlefield game play.

 

The latest observation that I have seen is significantly higher ranks on one team and signficantly lower ranks on the other.  This can contribute to player loss during game play.

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There could be a counter (similar to the one used on the No Supply bonus) and apply that to the tanker's time against the battle time. It will reset back to 0 every time that tanker voluntarily leaves the battle. I say voluntarily because there is still an issue with the Re-enter error and the tanker should NOT be penalized. Unless, of course, the Re-enter error was implemented by Tanki as an intentional feature.

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Here's my idea:

 

The players that stay until the end will get the crystals from those that left his/her team.

 

That means at end of battles the system will include the players that left the battle to do the calculation.

 

Example: Sandbox CFT

 

Final number of players: 2 Red players , 1 Blue player

 

Total number of players through out the match: 4 Red players, 4 Blue players

 

Final battle fund: 450

 

Red 1 reward 150

Red 2 reward 100

Red 3 (out) reward 50

Red 4 (out) reward 50

Total of rewards of Red players that left battle: 100

Bonus for the remaining 2 Red players: 100 to be divided based on exp points.

 

Blue 1 reward 50

Blue 2 (out) reward 50

Blue 3 (out) reward 25

Blue 4 (out) reward 25

Total of rewards of Blue players that left battle: 100

Bonus for the remaining Blue player: 100

Blue 1 reward 50 + 100 bonus = 150

 

This method could also be used for when players return to the battle after sometime, but there should be a reasonable limit.

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Hmm. How about a new type of mission?

 

It could be something like this:

 

Play a whole battle on the smaller team; rewards could be 3k for mid ranks and 5k for high ranks in terms of crystals.

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Completed

 

First of all, the losing team gets a lot more crystals now compared to when this idea was posted. Second - during star weeks there's even extra incentive to stay in battles, since you get some stars at the end even if you lost.

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