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Charge players for leaving matches.


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Successful game company approach: Fix the fundamental game mechanics so lopsided games are less frequent and/or offer plays on the losing team something to achieve.

 

You and I don't seem to agree on much, but I'm 100% with you on this.

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If you want to prevent people from running away from battles, there's no need to punish them for leaving, sticks in this sort of situation work a lot worse than carrots. The solution is very simple, you only need do two things:

 

- Change the battle fund distribution system to something less ridiculously one-sided, where players find it more beneficial for their crystal wallet to stay in a losing battle than leaving and finding a spot in a winning team after having scored 100 or 200 points.

 

- Sort out the problem with supplies.

THIS is the answer. My proposal would be to award the battle fund based on XP earned. Win or lose. Then give the winning team a win bonus, say an extra 5-10% - enough to fight for but not enough to walk away from a battle when you don't think your team will win.

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Although the fund could be balanced out a bit, as the feeling to overpower & win is maybe "enough" for most.

This too - guys, remember that thing called DM mode, where there are no teams? We play that. We would still play team battles if the scoring were more fair.

 

Sorry for three posts in a row - I'm on mobile and cant't multiquote.

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This too - guys, remember that thing called DM mode, where there are no teams? We play that. We would still play team battles if the scoring were more fair.

Sorry for three posts in a row - I'm on mobile and cant't multiquote.

  

THIS is the answer. My proposal would be to award the battle fund based on XP earned. Win or lose. Then give the winning team a win bonus, say an extra 5-10% - enough to fight for but not enough to walk away from a battle when you don't think your team will win.

  

You and I don't seem to agree on much, but I'm 100% with you on this.

Ey, I'm pretty sure I remember you from somewhere but on point.

 

1. I like DMs more than TDMs because everyone gets a fair share normally, not "Oh look the top player on the Red Team had 20 kills and as a resut gets 500 crys but you got 25 kills but because you lost you only get 100." In DMs, it is in fact based on your battle score and kills. The higher, the better.

 

2. Again, DM already rewards based on battle score (which is your EXP earned btw, minus 50% if you have prem)

 

3. Same here.

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Phenom and andrisv, this topic is about the idea of penalty for leaving a battle. Please do not go off-topic.

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Ey, I'm pretty sure I remember you from somewhere but on point.

 

1. I like DMs more than TDMs because everyone gets a fair share normally, not "Oh look the top player on the Red Team had 20 kills and as a resut gets 500 crys but you got 25 kills but because you lost you only get 100." In DMs, it is in fact based on your battle score and kills. The higher, the better.

 

2. Again, DM already rewards based on battle score (which is your EXP earned btw, minus 50% if you have prem)

 

3. Same here.

Yep my point is that team games should all be scored like DMs. Winning teams then get a MODEST bonus. This gives the losing team something to fight for.

 

Now some will still get discouraged by the crazy one sided battles. Yeah, I see this a lot. 10-0, 20-0, 50-0, 100-0. Matchmaking should fix this in standard battles. Pro battles? Well, you pay your money you take your chances. Early termination tried to fix this in the past, maybe bring back a system that calls a battle halfway to the goal of the losing team hadn't put a single point on the board. Need to think more about this.

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Look Guys, averagely a tanker runs away from at least 2-3 battles before finding a good one..

What if you joined the battle thinking that the team can overturn an incoming loss only to find out the team you joined is wack and full of multi...There are a lot of players that join a battle and instead of player, they will be there spam the chat..Most of us can't stand that, so in other to escape, one has to pay 500 crys..

That idea will push a lot of us away

TBH...moving all missions to non-pro battle was one of the worst ideas yet, I know a lot of players that quit the game because of that, I left too, I only came back when it was tanki' birthday

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I think, leaving battles should be treated like chat violation,

1st, You will get a warning

Then 2.5 mins, you can't join any battle

Then 5 mins you can't join any battle, maybe reduce the time so the players won't get bored

 

 

 

We should also consider lags, because there are instances where a tanker lags out of a battle (I have been a victim, so I know what I am talking about)

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And also for over 1.5k xps earned in a battle, you get a reward for leaving based on the battle fund, if the battle was to end at that moment...because at 1.5k xps, a tanker will have no interest to leave

 

 

 

 

Sorry for Writing plenty

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I think, leaving battles should be treated like chat violation,

1st, You will get a warning

Then 2.5 mins, you can't join any battle

Then 5 mins you can't join any battle, maybe reduce the time so the players won't get bored

We should also consider lags, because there are instances where a tanker lags out of a battle (I have been a victim, so I know what I am talking about)

I would think if a system like this was implemented, it would be able to differentiate between a lag DC and a player leaving.

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I think, leaving battles should be treated like chat violation,

1st, You will get a warning

Then 2.5 mins, you can't join any battle

Then 5 mins you can't join any battle, maybe reduce the time so the players won't get bored

 

 

 

We should also consider lags, because there are instances where a tanker lags out of a battle (I have been a victim, so I know what I am talking about)

No, Tanki can't punish players any more than they already do. Tanki needs to solve this with carrots, not sticks.

 

I don't see this as much in standard battles as I do in PRO battles. Regardless, I wonder how much of the problem is in players' heads. Meaning players flee when they fee overwhelmed. I got that. So why do players feel overwhelmed?

 

- superior ranks on the opposing team - this is legit and others have remarked on the rank brackets, so I'll leave this be.

- team roles and attack / defense patterns - when the winning team knows what they are doing and no matter which tank you attack, three others are up your butt

- protections against your turret or entering a battle with the wrong hull

 

These last two challenges, which I will refer to simply as offensive and defensive weakness on the losing team are solvable problems.

 

On offense - pay attention to what 1- your team mates are using for weapons and 2- what the enemy team has protections for. Change your turret to one not in either set. This results in the enemy not protected against your turret and unwilling to change out their modules and become vulnerable your team mates weapons. Guys, I can preach on doing insane damage using obscure turrets in high stakes battles.

 

On defense, this is tricky, the simple option is to have and equip whatever module that protects you from the more common enemy turrets. The KEY here is that when the enemy changes their weapon configuration, CHANGE your module. I've seen many teams snatch defeat from the arms of victory because at the end of a battle they could not adapt to enemy team weapon changes.

 

A quick word on hulls. Okay maybe not so quick - pay attention to what the enemy and your mates are using. This is NOT just about map size. Even on small to medium maps consider breaking out Wasp freeze if all you see are Titans. Watch them swear on chat as you surround and frost those lumbering turtles. On the other hand consider breaking out your fatty on medium and large maps in order to squat on a CP or flag. You'll inevitably end up with a helper to keep you alive under heavy fire. You'll also be the recipient of more than a few "thank you" flags delivered to your toes by your runner team mates. It works guys.

 

Finally - use chat. Talk to your team. Coordinate your location for optimal effectiveness. Coordinate your turret and protection choices, A good foil to my guidance on turrets is a team which equips 75% against in game turrets and 25% against obscure ones. Then when someone swaps out their weapon, your team has a player ready to draw a bead on him.

 

Ok so my last point really, is that you always need to be on the lookout for enemy tanks and their protection levels. Don't waste ammo on someone directly in front of you with 35+ protection. Instead take a sec and find the guy with 0, 5, or even up to 15% prot against you. Fire on him and trust your team mate to use a different turret to bypass that first guy's protection.

 

Whew - I'm done :D

 

.

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No, Tanki can't punish players any more than they already do. Tanki needs to solve this with carrots, not sticks.

I don't see this as much in standard battles as I do in PRO battles. Regardless, I wonder how much of the problem is in players' heads. Meaning players flee when they fee overwhelmed. I got that. So why do players feel overwhelmed?

- superior ranks on the opposing team - this is legit and others have remarked on the rank brackets, so I'll leave this be.

- team roles and attack / defense patterns - when the winning team knows what they are doing and no matter which tank you attack, three others are up your butt

- protections against your turret or entering a battle with the wrong hull

These last two challenges, which I will refer to simply as offensive and defensive weakness on the losing team are solvable problems.

On offense - pay attention to what 1- your team mates are using for weapons and 2- what the enemy team has protections for. Change your turret to one not in either set. This results in the enemy not protected against your turret and unwilling to change out their modules and become vulnerable your team mates weapons. Guys, I can preach on doing insane damage using obscure turrets in high stakes battles.

On defense, this is tricky, the simple option is to have and equip whatever module that protects you from the more common enemy turrets. The KEY here is that when the enemy changes their weapon configuration, CHANGE your module. I've seen many teams snatch defeat from the arms of victory because at the end of a battle they could not adapt to enemy team weapon changes.

A quick word on hulls. Okay maybe not so quick - pay attention to what the enemy and your mates are using. This is NOT just about map size. Even on small to medium maps consider breaking out Wasp freeze if all you see are Titans. Watch them swear on chat as you surround and frost those lumbering turtles. On the other hand consider breaking out your fatty on medium and large maps in order to squat on a CP or flag. You'll inevitably end up with a helper to keep you alive under heavy fire. You'll also be the recipient of more than a few "thank you" flags delivered to your toes by your runner team mates. It works guys.

Finally - use chat. Talk to your team. Coordinate your location for optimal effectiveness. Coordinate your turret and protection choices, A good foil to my guidance on turrets is a team which equips 75% against in game turrets and 25% against obscure ones. Then when someone swaps out their weapon, your team has a player ready to draw a bead on him.

Ok so my last point really, is that you always need to be on the lookout for enemy tanks and their protection levels. Don't waste ammo on someone directly in front of you with 35+ protection. Instead take a sec and find the guy with 0, 5, or even up to 15% prot against you. Fire on him and trust your team mate to use a different turret to bypass that first guy's protection.

Whew - I'm done :D

.

Just read thru le wall... And I agree with everything there.

 

More than once have I been given a thank you flag but not for defending but rather being an all round effective guy. Everyone knows how Shaft is a despised turret on either team because they constantly camp, right? Well not me. I stay on the move, I constantly clutch defense shots and flag bearer kills. I'm always paying attention, even in scope mode, and if I spot a target that I notice is giving my team a hard time... well, that doesn't need a whole lot of closure.

 

Then there's adaptivity. Take this example. The enemy team is chock full of tasty Wasps and Hornets. At that point, I bust out Shaft/Hunter M1 and do a spot of surprise explosions on the enemy team. But suddenly, half of them change to medium hulls. Depending on how my team is performing, I may grab Thunder/Hunter M1 and start breaking any offensiive pushes from the enemy. Then the enemy changes vehicles once again. Now they're all in heavy hulls. Well now I'll need to bust out Titan/Thunder M1 or Titan/Firebird M1 and start playing point defense or flag defense.

 

Overall, I try my damnedest to make sure I get a fair share from a match, and I'm constantly trying to win.

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50% of the Tanki population would leave the game if this would happen, including me.

Step by the step, the rest too.

same here

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