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Mults: persistant [vote_counter] counter per account; increased by each /vote


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I've visualized how the [vote_counter] would work out over time:

 

 

wswtj4.png

 

A week is between 14..21h (depends on the player). So after 2 weeks a mult will be detected pretty clearly. As it takes _WAY_LONGER_ to raise a mult up to usefull ranks by bot's, this can be considered as effective.

 

If higer vote_counter numbers would wear down slower, the differentiation will show itself even earlier and even more clear..

 

I've added that to the startpost too.

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Every sound idea that attempts to tackle the scourge in this game should be welcomed and appreciated.  This is an idea to utilise the /vote feature to create stats that battle mods can use as tool to facilate the location and removal of undesirables from the game.  We all want the same end result so why are tanki so hell-bent on not fixing the problem?

 

The matchmaking ratio system, by the sound of it, will reduce mults but comes at a cost. You won't be able to play with your friends. What good is that to anyone?

 

Kick2 doesn't have to be implimented as a players moderation system but can also be used as tool in locating mults. The system can be programmed to automatically issue kick votes to players and those names are then highlighted yellow for battle mods to see. If they're also receiving higher amounts of /votes over time too then why not highlight them red.

 

The ideas are there and the only thing missing is the will to code them. It's really not that difficult.

Stubborn devs perhaps?

 

1eumup.jpg

 

 

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^+100.

 

There is another idea around of kicking players automatically... and as I've read that, I thought that the mature detection by Kick2.0 combined with vote_counters would be a very strong combo.

 

 

 

Kick 2.0 could spot mult like behaviour autonomously and increase an [automaitc_vote_counter] for this account. If this one is already high for this account + a current kick2.0 vote / or manual vote is active, then it could automatically issue a notification/markup in the battle mods lobby overview..

He moves in, acts, done. Next mult pls.

 

That's way more efficient then today. This combo cleans the game within 2..4 weeks of massive multing.

 

(It takes time to grow mult accounts, and as soon as they are identified efficiently, they become more valuable for their masters. They will use them seldom, ans the risk to get spotted would raise sharply)

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Nothing to say...

 

I'm suddenly invited by my friend, to an RFG in Madness, in a random server. I enter battle with wrong equips. I refuse to change to Mammoth+Firebird/Freeze (Actually I won't). Suddenly, a friend of a dropper contacts him on skype that hey, I wanna join RFG.

The dropper does not wanna create a new battle. So does everyone. All start reporting me 1 by 1, and ...

...

 

...

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So you received 6 votes maybe? They wear down in a couple of actively played ingame hours. Back to normal, all by itself.

Nothing to worry about.

The wear_off should become smaller, the more vote's you've collected over time (as the things in your example happen, but they are nothing that happens each day and every hour).

 

Besides the point#2 of this idea (see initial post) will train players to not vote for crazy reasons

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EZ Slash Vote:

 

Original Topic : http://en.tankiforum.com/index.php?showtopic=259573

Detailed explanation : http://en.tankiforum.com/index.php?showtopic=259573&page=2&do=findComment&comment=4596464 (read the post below as well)

Newspaper article (must read) : http://en.tankiforum.com/index.php?showtopic=261158

 

Read this topic and see that nothing will ever change.  At that time, I had had several conversations with @Yele about it and she informed me that she, herself had been after changes to be made to /vote for a long time. Nothing has ever changed and nothing ever will. 

 

The truth is Tanki HQ just doesn't care about the problems they have created. If they fixed them that would be like admittng they were wrong and we were right. And that will never happen. Just look at KICK 2.0 which I was also involved in. 

 

I like your idea because it is similar to what I suggested over a year and a half ago, but stop wasting your time. Tanki do not value players opinions, and that is a fact. I could provide you with quotes to confirm this but frankly can't be bothered. 

 

As some of you know, I stopped playing this game, quite awhile ago now, because this game just lost it's fun factor. It became more stress then fun. I still follow whats been going on in the hopes, someday I will feel like playing again, but that day isn't today. So bye for now.

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I like the concept of vote counting. Bear with me while I'm trying to play this out in my head in reality mode.

 

The weak link seems to be part 2 - "misuse of reason specification" backfiring and getting the player who votes banned. What's in place to check this potential flood? I doubt many people watch vlogs. So how is this feature "warning" going to be effectively communicated to the majority of young, volatile players who have less patience to read or listen? They'd just rage like they always do. When they lose or get raided, or get banned. A lot of people are going to definitely get banned... for how long?

 

EDIT: If this topic gets merged with another ideas topic, and I am unaware of the transition, all of what I've said above stands nullified in relation to the merged content.

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I think more players watch the vLog then players read the rules and know when they are allowed to vote someone.

Again, this does not solve all issues, but it makes them better.

 

 

 

There is no auto-ban if you click the wrong thing. But it does not harm the system either.

 

 

Players who click on [ban, reason: he is a drugger] get a message box.

A. they either do not read it, but so they also don't create a vote.

B. or they read it and

 B.1.: learn from it and stop voting the drugger for sake of drugs

 B.2.: or they adapt and click the "hacking" reason above.

 

So only making B.2. leads to a vote. As a single player can only craft a single vote vs. this drugger, the number of votes he receives are low. So it is unlikely that battle mods come around, as they hunt players with large vote count numbes.

If this nice irregular voter gets his friends to vote wrong too, then the create a small spike in the druggers vote counter,

 a- his total vote_counter will be too small to make him hunted

 b- his littel vote_counter spike wears off over the next couple of ingame hours.

 

 

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Read this topic and see that nothing will ever change.  At that time, I had had several conversations with @Yele about it and she informed me that she, herself had been after changes to be made to /vote for a long time. Nothing has ever changed and nothing ever will.

Well.. up to now this is my observation too.

 

Especially the newsletter article that you linked was pretty much eye opening.

 

You can not care for money, without caring for the players who spend it. But that's actually exactly what Tanki is doing by ignoring the mult problem. The solution that they promote prohibits us play with our friends.. I wonder if we can chose maps.

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The word "mult" is short for "multiple account".

Players with highest ranks often have a secondary account, that is also pretty high ranked. If they fight on their main account they sometimes place their alternative account in the enemy team. So they consume a slot that does not play.. which means that this team will fall back in power.

 

A team with one or two mults in it's rows has no chance to win, as the players recognise that and start to leave early.

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The word "mult" is short for "multiple account".

Players with highest ranks often have a secondary account, that is also pretty high ranked. If they fight on their main account they sometimes place their alternative account in the enemy team. So they consume a slot that does not play.. which means that this team will fall back in power.

The word mult, correctly or not, is common parlance to describe those who contribute little or nothing in a battle, to aid friends on the other side or to simply sabotage players they do not like.  These players are on 'mult duty', ensuring the side they're on loses. They usually leave a short time before the final scoreboard too. Technically they're all saboteurs but these days the word mult has more than one meaning in tanki lexicon.

 

This type of player is more common than actual mults.

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^+1

 

 

 

Better than Kick2  :wub:

that's not better then kick2.0

 

with kick2.0 a team can take immediate action on the mult's parked in their team; while the kick2.0 system also protects non-mults from beeing kicked out (so that the rest of the team gets more fund, as example). So while with Kick2.0 you can get of your mult pretty fast, with vote_counting you have to report someone and it takes time until his vote_counter is high enough.

You can spot frequently used heavy multers; while Kick2.0 helps you vs that random guy that just flips his own teammates in XP/BP and leaves thereafter to not do it again for the rest of the week.

 

the thing is, that they refused to code kick2.0..

while the vote is already here and counting it is not a big deal (they have persistant statistics per account already, like Nr.of golds, crystals earned, kills, deaths, ...). It would be just one more statistic, so collecting and storing the data is only a minor issue.

Wear off could be attached to the login procedure or battle exit procedure (multiple types of ingame time is stored already; like for each turret, paint, ...).

the only thing that is a little more effort, is to code the "highlight em more" of special battles; and the GUI interface for voting.

But the GUI interface would be a quite nice thing anyways...

 

On the other hand, kick2.0 is also not the hardest thing to code. It's implmentation looks pretty straigt forward, which is good.

If someone would pick up Kick2.0 and vote_counters in a Hackathlon, they could surely have working prototypes withing in those 48 hours they used.

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Kick2 is harder to program, but the stuff's already been layed out for devs

 

Well, it's a wonderful idea ESPECIALLY the disseminating information thing buut...

 

Devs gotta do greedy stuff! :)

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