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Pro Battle option: auto-kick players with low EXP/time ratio


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So we all hate mults that make us loose a lot of crystals because of afk guys and multing...
I would like tanki to implement this option to pro battle alot..
Example if I select this option I need to select an amount of experience that people need to make in that battle in a certain period of time also selected . If players doesnt meet the requirements they will get kick out from battle.. I think this option is good..

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Valid

[vltr] [gmmd]

Seems like a good idea for a game mode, rather than just a way to get rid of "mults". For example, you start with 16 people in a DM match and every minute the player with the least EXP/hr ratio gets kicked from the battle (but they also get their reward). Players with the lowest ratio keep getting kicked every minute until there's just one left, and he gets the rest of the fund.

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If it focuses

  • on those mults that sit around and do nothing then to move their butt and shoot randomly
  • or those that deal 10 points per 2 minutes and then are left alone again

->  then it is actually a very usefull thing.

 

You can filter those out with a very low score threshhold; that could orient itself on 40% pf the value of the average score/minute of the top 50% of your team (like kick2.0, that uses a simmilar protectin mechanism).

 

Please consider that in drug battles you might work hard and hit your enemies often.. but deal no score because they heal it away and are supported by Isidas (Silence map.. get 3 flags and def for the rest of the battle..).

 

So the [score/minute] works, but you need to give a new joined player aprox 2 minutes to give you a meaningfull result.

Maybe your system should count the [hit's dealt per minute] as this gives you first results within 30..60 seconds

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Another thing... I saw some players multing they had noob d/l like 0.04 or something like this and 100 deaths 4 kills and 300 score from flag cap theese players shoul be kicked to from battle..

 

If it focuses

  • on those mults that sit around and do nothing then to move their butt and shoot randomly
  • or those that deal 10 points per 2 minutes and then are left alone again

->  then it is actually a very usefull thing.

 

You can filter those out with a very low score threshhold; that could orient itself on 40% pf the value of the average score/minute of the top 50% of your team (like kick2.0, that uses a simmilar protectin mechanism).

 

Please consider that in drug battles you might work hard and hit your enemies often.. but deal no score because they heal it away and are supported by Isidas (Silence map.. get 3 flags and def for the rest of the battle..).

 

So the [score/minute] works, but you need to give a new joined player aprox 2 minutes to give you a meaningfull result.

Maybe your system should count the [hit's dealt per minute] as this gives you first results within 30..60 seconds

 yes it is

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Another thing... I saw some players multing they had noob d/l like 0.04 or something like this and 100 deaths 4 kills and 300 score from flag cap theese players shoul be kicked to from battle..

 

Take care - those are flagrunners in light tanks.

 

As you said -> they capped flags -> you can not kick them. They sometimes get the only flags for your team (while your team fights and gets the kills, those guys sneak up patiently and try to get away with the flag).

 

typical mults will score not more then 30 points in 2 minutes

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Take care - those are flagrunners in light tanks.

 

As you said -> they capped flags -> you can not kick them. They sometimes get the only flags for your team (while your team fights and gets the kills, those guys sneak up patiently and try to get away with the flag).

 

typical mults will score not more then 30 points in 2 minutes

 ya but 100 deaths.. and he go trough enemy..

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What if I am a defender, and my team is too good in attacking, resulting in no-oncoming attack from the enemy, I still sit back in the base defending just those 1/2 heavily damaged enemies that somehow managed to come to the base. I'll get kicked from the battle, which would NOT be feasible I think.

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 ya but 100 deaths.. and he go trough enemy..

His cycle is: 15sec to drives over, waits for a good moment, gets the flag, and dies + 12sec spawn time.

15+12 = 27sec cycle time.

27sec x 100 deaths = 2700 sec = 45min 0 sec (funny coincidence in numbers :P :P )

 

Those 100 deaths are most likely just a way too high showcase figure to make a point.

 

But anyways.. there are battles that are fought for half an hour and end 6:5 flags (calssic example: Silence map). You are happy if your suicide flagrunner scored 4 flags for you, so you win with 6:5. If he plays those matches like I do, he often spawns and rushes to block enemy flagthiefes; or protect his own's team empty Isida with his own tank (block shots with hull + dead hull), while the Isida can charge up to heal some strong defender.

 

 

On the other hand if they are not successfull at all, then they have no score and wasted a slot.

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What if I am a defender, and my team is too good in attacking, resulting in no-oncoming attack from the enemy, I still sit back in the base defending just those 1/2 heavily damaged enemies that somehow managed to come to the base. I'll get kicked from the battle, which would NOT be feasible I think.

If as defender you score 40 points in 15 minutes, then you wasted your teams slot.

You better move to rear-midfield and do attack support for your team + finish off the half-dead attackers before they reach your base.

If they make it to your base, you finish them off when they rush back with the flag (as they again are passing your midfield).

 

In higher ranks it is pretty common, to give defenders the taken flag, so they can cap it - just to share the score, becuase they work too.

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you wake up in the morning,excited to blast enemie tanks,you get in a team,and then what happens...it turns out to be that one (or more) inactive/noob/not serious tank that doesn't care about your efforts,and then you start wondering, why isn't he kicked out of the battle..but the auto kick is only for those who are inactive" for 2 minuts,and then you end up losing sometimes with massive score that you could've got lots of crystals from,but NO!

 

this honestly has to stop,team battles should be more fair, and the solution i suggest,is either to ubgrade the auto kick making it kick those who don't get alot of score (depending on their teammates) in a very long time,or have way more deaths then kills, for example 3 kills and 68 deaths?...or they can also make the /vote command more efficient or simplify it,sense not many people know it or are focusing on the game, thanks for reading ^^

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Take care - those are flagrunners in light tanks.

 

As you said -> they capped flags -> you can not kick them. They sometimes get the only flags for your team (while your team fights and gets the kills, those guys sneak up patiently and try to get away with the flag).

 

typical mults will score not more then 30 points in 2 minutes

and it is so hard for me to do sometimes  :( and i don't even get appreciated when they steal my flags after running from 100 shafts

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I propose to constrain in the game the expulsion of inactive players by binding them to xp: who does not produce x in and y time is out of game.

Merged.

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Another thing... I saw some players multing they had noob d/l like 0.04 or something like this and 100 deaths 4 kills and 300 score from flag cap theese players shoul be kicked to from battle..

 

 yes it is

Isn't that the point of that battle?  Capping flags?  That's how you win... and get better reward.

 

And you want them removed so... ... ... you can personally get more crystals?  :blink:

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typical mults will score not more then 30 points in 2 minutes

So when I use Titan Shaft and I get 120 points in 10 minute battle with 10 kills and 5 deaths, I am a mult?

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So when I use Titan Shaft and I get 120 points in 10 minute battle with 10 kills and 5 deaths, I am a mult?

that depends in the map. the gamemode, the ranks in that battle (recruits score less xp/min then legends) and your team's average.

And - unforuntately - on the enemies use of drugs.

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