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Patch Update #437 - Player Ratings plus additional fixes


theFiringHand
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New Rating System: the numbering is very odd, I think. In a rating, everybody logically aims at becoming FIRST, THE BEST, i.e. NUMBER 1.

The current new rating system does not show any of this. I can not see how many tankers are before me.

 

Example new rating system: R 89340: how many Tanks are before me? 10, 1000, 10.000, 50.000? IDK

Therefore, make it like in the old days.

I ended with R 3400 (or something like that).

In those days I knew I still hadd 3399 Tankers before me before reaching number 1.

In the new system, I can not see how many tankers are before me before becoming number 1.

 

So, this new count is useless in my opinion. Please revert it back tot the old counting?

 

Note: I am talking about the COUNT, not about the METHOD of calculating ranking position.

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You ask Tanki to sort the ranking score and tell you your position in the ranking list.

 

Hmm.. as your personal ranking score changes often; and all other plaers online change their ranking a lot too, this would mean to sort thousands of numbers each second; and this cross-server wide.

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New Rating System: the numbering is very odd, I think. In a rating, everybody logically aims at becoming FIRST, THE BEST, i.e. NUMBER 1.

The current new rating system does not show any of this. I can not see how many tankers are before me.

I think that is not the purpose of ratings. Dexterity, mental clarity and responsiveness - things I think make up skill, can't be captured in numerical terms. Ratings have been introduced with the aim of segregating players into groups that can avoid playing with each other (given an option) - to reduce the problem with mults in battles.

 

I agree to an extent with what you say on sorting though. Because currently it looks like all the top players are legends (yes that makes sense, BUT) it would make more sense to me if the scope of comparison was restricted to one rank or a number of ranks rather than the whole spectrum - recruit to legend.

 

this would mean to sort thousands of numbers each second; and this cross-server wide.

Do you think the frequency could be reduced to once a day?

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Do you think the frequency could be reduced to once a day?

I think it is very usefull like it works now.

 

Soon we will be able to check the rating of some "famous" players in their profile pages; I assume they will also have some "top 100 rated players" list. And then you can look up the values of your idols, and compare yourself to it all the time.

 

Like if my current ratong score is 8500, and I know that pro that I wanna-be-like-him has 10300, then I know where to head to.

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Lol. Can't tell if your being sarcastic or not XD but, okay.

That's because on one hand I dont care for idols here,

but on the other hand it is a valid thing for others, that do care about getting closer to their heros skills ratings :)

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So that must mean that "new alterations" was a title for another news topic that you mixed this one up with. And that in turn means that there are new alterations coming up, right? RIGHT?  :ph34r:

Called it! :D

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Bravo!  It's good to know other people see when they are being played for chumps.

 

Tanki's recent moves strike me as a company teetering on the edge of financial failure so they are throwing everything they can at the players to raise money. $36 for a 12-member clan chat system smacks of desperation.

I forgot to mention another problem, which probably also is a connection problem between two players and TO servers. There is a lot of misterious railgun shots throught walls and misterious shots, while you are already behind the wall, but still you get a shot. Sometimes there is also shots, which comes before that lighting. Also there is misterious ricochet shots, I mean like when Ricochet shoots, projectiles goes near by you, but you get a damage, but when they hit you, often you dont even recieve a damage. Also there are those misterious lags over each other, for example, you have same hull, but somehoe you or that other player gets on top of your hull and than you get self-destructed, because anti-cheat system isn't actually anti-cheat system, it is somekind of code which basicly picks every player, whos moves and calculations doesn't meet the "anti-cheat" calculations requirments. Well, I just made this conclusion cause that anti-cheat system doesn't work at all. I am totaly sure anti-cheat is just basic code, which calculates players moves. If players moves doesnt fit with this calculation, it automaticly gets self-destructed.....while a lot of other players keeps cheating as mad and doesnt get any self-destructs, server and game code doesnt even see those wierd calculations sent by cheater and so on. Besides why do we have all these chat violations and game violations? Chat violation I understand, but game violation is probably made because game code can't figure out which player is cheating and which isnt cheating, thats why there is this game violation reports and also that in-game /vote command, so those mods can react for a call and so on. I think you will understand my idea. 

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And yeah, I also noticed situations about trying to flip back players flipped tank. It doest succesed a lot of times, cause when you are flipping back the player tank, tank comes back in the way he was before. When you keep trying to flip him back and you are in that spot, where he flpped on sides, that tank or your tank gets self-destructed because heeyyyyy,anti-cheat thought that one of those players were cheating.

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There is a lot of misterious railgun shots throught walls and misterious shots, while you are already behind the wall, but still you get a shot. Sometimes there is also shots, which comes before that lighting. Also there is misterious ricochet shots, I mean like when Ricochet shoots, projectiles goes near by you, but you get a damage, but when they hit you, often you dont even recieve a damage. Also there are those misterious lags over each other, for example, you have same hull, but somehoe you or that other player gets on top of your hull 

Railgun's through walls = lag effect

Rico projectile passes by you and you receive damage a little bit later = lag efffect

hulls that stack up while they drove side by side = lag effect

 

It's more or less because the enemy see's your position on his screen and fires at you; while you are maybe already behind the corner.. but due to the delay in tank location updates he hit's you on his screen and so a hit is reported to the server and back to you. Your client then displays the railshot from his location to yours.. and if a wall is in between, well then bad luck :p

On the screen of the shooter you where beside the wall as he hit you. Same for Rico.. and same for "sharing the same position with two tanks" which leads to stack-up's.

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Railgun's through walls = lag effect

Rico projectile passes by you and you receive damage a little bit later = lag efffect

hulls that stack up while they drove side by side = lag effect

 

It's more or less because the enemy see's your position on his screen and fires at you; while you are maybe already behind the corner.. but due to the delay in tank location updates he hit's you on his screen and so a hit is reported to the server and back to you. Your client then displays the railshot from his location to yours.. and if a wall is in between, well then bad luck :P

On the screen of the shooter you where beside the wall as he hit you. Same for Rico.. and same for "sharing the same position with two tanks" which leads to stack-up's.

Yeah, lag. I noticed it. A lot of lags. Also had basicly same thoughts you just mentioned and described. So how players still are buying expensive stuffs from cheap made game? o.O Ok, nvm about that, but I hope players will start to push harder this game by not buying, but telling advices and things they want from the game. I see in this game potentional, but this game is beeing ruined for "decades" :D I want perfomance - less lags, less rss eating, better gaming quality into this game and so on. :-) Simple game,  but makes a lot of problems. 

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why is my R (rating no. i guess) keeps decreasing even when i keep winning battles with D/L above 1.50 -2.0 . and they say better the number the stronger you are ? -_- fix your stuff tanki

Because other players are doing better, so they pass you by. That is why your rating decreases. Also, having a high D/L doesn't guarantee having a good rating. There are many more factors taken into account.

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why is my R (rating no. i guess) keeps decreasing even when i keep winning battles with D/L above 1.50 -2.0 . and they say better the number the stronger you are ? -_- fix your stuff tanki

share your concerns there: en.tankiforum.com/index.php?showtopic=348941

Those guys there think about the factors that influence your rating.

 

Over all, the rating value is no ranking number.

Check your page: http://ratings.tankionline.com/get_stat/profile/?user=Hashir_the_best

 

it says (right now):

   "efficiency":{"position":56550,"value":8402208}

 

so your rating is 84022,08  (8402208 / 100)

and this rating results in a ranking poisiton of 56550 (like 1st, 2nd, 3rd, ..... 56550th....)

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