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Remove and return rarely played maps frequently


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The is a solution for useless maps, just remove the useless map  then return it back after 3 months. ( Or for a temporary Time )

 

Problem Solved, Everyone will play on these maps.

 


 

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                                                                                                                             Original Post by @yasgfgfffgf

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Under Review

Declined

 

It could be done like the kit rotation.. pack the rare maps into 3 or 4 chunks, and let one chunk be online for 2 weeks (2 weeks give enough time to play and explore them).

At the end of the 2 weeks you could also take the most popular map out of this chunk back to the maps that are always available, while the map from the "always available" list that was played least in those 2 weeks will move into the rotary chunk.

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maybe this will work in non pro but please not in pro i love my poly cp games and if those r gone rip tanki.

Polygon isn't rarely played I am talking about the very very rarely played like skyscrapers , skylark ,etc...

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Polygon isn't rarely played I am talking about the very very rarely played like skyscrapers , skylark ,etc...

I find these maps you mentioned at least one in my battle list. 

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Won't work. Unpopular maps are unpopular because people don't like to play on them. Just look at Madness, Magadan and Canyon: they were removed and brought back again, yet there wasn't any sudden increase in the amount of these maps on servers after they were re-introduced.

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Map Carousel

 

 
This is an interesting idea that I thought of a while back; not sure if someone's already mentioned it here before or what. But essentially, it's another concept involving organization of maps, old maps, and potentially new maps as well. So here's the idea:
 



 
Part 1: Categorize Maps by Usage
 
In order for this to work, Tanki would ideally want to track which maps are most played on throughout the entire game. Of course you could just do it by eye and estimate the popularity of certain maps, but it'd be more effective to know the exact usage data. The main concept here is that there would be that maps would be divided into four different groups:
  • eSports -- All the maps that are currently legal for usage during Tanki eSports events. Some examples are Bridges, Iran, Kungur, Solikamsk, and Forest.
  • S Tier -- All the maps that tend to be extremely popular on their respective server. This includes eSports maps as well, so they are in both of these two categories. Each server would have it's own "S Tier" of the most popular 20 maps in the game. For example, on EU5 some possibilities would be Noise, Rio, and perhaps Serpulhov.
  • Underused Tier -- All the maps not ranked as "S Tier". There are approximately 75 maps currently in the game, so this tier would be about three-quarters of the available maps.
  • Experimental Tier -- This is important to Part 2, and will be discussed more there. But this tier would be made up of new maps being introduced to the game and former maps being re-introduced. That's why it's "experimental": it'd give Tanki a simple way to introduce new maps as deemed necessary.

​Now that we have these tiers established, we can move onto the Map Carousel concept. 
 

_______________

 
 
Part 2: Implementing Map Carousel & Introduction to Map Cycles
 
So we have our four tiers now. The S-Tier and eSports map would be like they currently are in the game: free to play whenever, available for making battles on those maps, and constantly in the game. They will be excluded from this system, essentially. This lets the users constantly have the maps that are their favorite. So now since that's out of the way....
 
Let the fun begin.  :ph34r: 
 
The concept of the Map Carousel is that the Underused and Experimental Tier maps would all be put on rotation. Once every month or so (or whatever time interval Tanki likes), the available maps would shift. When the shift occurs, a random selection of half the maps in Underused tier will be usable in the game, while the other half will be "shelved" and not available for play. So essentially, every cycle, you can play with all the eSports maps, all the S Tier maps, and a random half of the Underused tier. 
 
This way, maps like Canyon or Atra can be kept fresh. People like new things, and will flock to a map that they haven't gotten to play for a while. Additionally, it'd let gameplay on less popular maps like Magadan occur because the players would have a smaller selection of maps to choose from. Essentially the goal is to keep the maps feeling "new". 
 
Next, onto the Experimental Tier. Tanki could create new maps, or add in older maps temporarily, for just a cycle or two. This would let players test it out and let the Developers gain feedback on the map. If it's deemed not good, then it can just be removed from the game with ease next cycle. If it is decided on to stay, it could join the Underused or "S Tier" depending on it's popularity during those first few testing cycles. This would allow for fairly seamless removal and addition of maps into the game. Even further, Tanki could edit maps just as easily thanks to being able to tweak them when out of rotation.
 
The lower ranked servers would have a locked map group, that doesn't rotate. This is because maps like Sandal and Cross are more appropriate for just learning the basics, and it would mess up the map unlock ranks if there was a cycle. So there would be more maps than what is currently available at early ranks, but still limited. You would "unlock" the ability to create whatever maps as normal.
 

_______________

 
 
Part 3: Disadvantages
 
Yes, yes, of course there are many disadvantages and little twists/complications in this suggestion. For example, people could riot over having some lesser used map that they liked but was never used temporarily removed from the game. I mean, it's not like you'd never see it again.  :P Furthermore, there'd have to be some way to update the S Tier assuming that one of the maps became less popular, or if some Experimental or Underused map became extremely popular.
 
This isn't even considering the amount of programming it'd require to implement this system, and all the logistics about how it would mesh with the automatic battle-chooser. Some clans might not be able to battle on the maps that they like to play on, and of course there'd always be people who are just flat out confused by the system. But I think we could work around these problems if we wanted.
 

 
That sums it all up. Feel free to ask any questions or discuss. I don't honestly know if this is a viable idea, but it sounds like something that would at least be interesting to talk about in theory even if it isn't actually practical. Overall I do feel like it would be an interesting system that could definitely benefit Tanki Online.

 

You can take the reporter out of the articles, but you can't take the articles out of a reporter. e__e

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Declined

 

This won't be done in PRO battles, since it's the players' right to choose which map they want to play on. As for normal battles, each of the 20 or 30 maps are created with equal probability, so there is no need for this feature there.

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