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Significant increase of funds when a player with a high K/D is killed


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Some of you may find my way of thinking quite dumb. But when a player gets a high K/D, something like 50 kills and 1 death, it may arms the funds a little. Especially in medium and small maps. And sometimes I do a K/D like this ^^

 

Anyway, I was thinking that at some point, if a player with a high K/D is killed, funds would grow bigger than the usual 10-15 crystals (for a Legend). Something like 50, 100, 150 crystals, depending of the K/D of the player and the time of his previous death (if no death, the time he joined the battle).

 

I hope I made myself clear.

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Valid

 

There was an update (not made public) where players receive less xp if they kill a player with a low k/d ratio (or if they can a flag too fast in sequence, CPs, ...). As soon as the players found this out, the idea was born to give more xp in case you kill one of the tough guys on the battlefield. Unfortunately this was never done.

I think this was already proposed, but I can't find the original post.

 

Please note that the battlefund does not grow on itself by some actions. It always works like:

 action of a players

    -> leads to points

       -> the points result in crystals for the fund, while the points-to-crystals multitplyer is

          derived from the rank of the players that scored the points.

 

So your proposal would hand out more experience for the player that does the kill (or the ones that participated) and this big number of xp will lead to a big increase of the fund.

 

IMHO your proposal to hand out 150 points/crystals for such a kill is a bit.. too much :P. But anyways the developers decide how much they would give, if they go to implement this feature.

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le text

powerleveling problem.

powerlvler can get k/d 100 , reojins with 2nd acc (the one with 0.01) to reset to 0, and just go to destroy big k/d for easy fund and 1/100 chance for gold...

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My striker account had a K/D over 2.

 

My Isida account has a K/.D. Almost exactly 1. 

 

Same player. Different equipment An Isida's job is to save his teammate and that means eating a lot of enemy fire and dying pretty damn often.

 

The K/D is a meaningless stat. Say it with me. Mean Ing Less. So why use it as a basis for reward?  

 

 

Introduce this and wave good-bye to team games. It's every man for himself. Isida healing? Ha! What isidas? Shafts and Magnums can't heal. And I hope you enjoy CTF games that end 0 to 0. Mammoths are mot known as good flag grabbers and there will not be a single light or medium hull in play. Besides ... Why risk a capture when you have a high risk of being killed?  Poof goes the K/D ratio for flag-grabbers.

 

Math fact. The easiest way to ensure a big K/D number is to keep "D" as low as possible.  If you are not killed your K/D "approaches infinity: even if you have 1 kill. Maybe even 0 kills depending how Tanki codes that divisor black hole. Ot kill 8 tanks get killed once. You get more Cry than the guy who killed 35 but died 5 times doing so.  You get more but he did 4 times the damage to the foe. Riiiiiight. Good system!

 

So Tanki introduce tihs and watch players avoid risk like the plague. Introduce this then introduce the "Going Out Of Business" announcement the next week.

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Fund is increased more, according to the rank of a player upon their death - the higher rank means the more is added to the funds.

 

If they were to add in the player K/D as a variable, then the fund might just go down, since in most cases, the players have a K/D below 1.00. Now, there are the druggers, such as camping Magnums that go a whole game without dying, with like 50 kills. So, if they DID die, how they'd relate this to the already existing system for increasing fund, then we'd get unpredictable amounts.

 

I think It could be done by simply multiplying the K/D divided by 2 and standard increase together. Now, if the K/D is 1.00 then the standard 9.9 will apply.

 

A Legend dies with a 3.50 K/D and when Legends die, the fund goes up 9.9 crystals. So, it'd be; 1.75 x 9.9, which equals 17.325. That's a crazy high amount, but that's leveled out by the fact there are the players with 0.99 and below K/D ratios.

 

Now, say a Legend with a 0.50 K/D dies, it'd be; 0.25 times 9.9, which equals 2.25. This is incredibly low, but these two values add up to be a total of 19.575.

 

Without this, these two Legends would have added 19.8 crystals to the fund when they die.

 

BUT if two Legends, with a 1.00 K/D die, then 0.50 times 9.9 for both of them adds up to 9.9, which is two tanks killed, for the value of one if we applied this.

 

So, really, this sets off the balance of the game, even when you try to balance out the high fund increase by high K/D players, which are rare, by the low K/D of the common player. To sum it up, this wouldn't really be a good change to the game and thus, as I said, the fund would be less.

 

Also, I feel the amount of crystals we are given in battle are more than enough. When you add in weekly chains, missions nd rank ups, plus the occasional 50 cap, no timed ctf games where people come and go, you get loads more cry than exp if you are on the winning team.

 

During Captain alone, I've somehow managed more crystals than experience, so i feel Tanki gives us plenty opportunities as it is.

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IMHO your proposal to hand out 150 points/crystals for such a kill is a bit.. too much :P. But anyways the developers decide how much they would give, if they go to implement this feature.

Yes I know it's a big number, but imagine a battle where all players died 25 times at least, and one player only died one or two times. If it's a Legend battle, 20 deaths ~ 200/300 crystals. So, if there is a played who died only 1 or 2 times, it means like 200 crys less in funds.

 

Now, I know this is very hard to implement. And I know that mults will take advantage of it too.

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Now, I know this is very hard to implement. And I know that mults will take advantage of it too.

As I wrote they already have a system that gives less xp for certain actions. They just have to adjust it a bit to work in the other direction.

 

Mults and powerlevelers can not take much advantage of it, if the point bonus stays small, and if the k/d stat taken into consideration is only based on this battle, and not from your overall profile.

 

I think the amount of bonus should only reflect back what is lost, if someone kills a weak guy over and over again. But actually.. even then the weak guy can place a shot once in a while on this overkiller.. so he will die sooner or later. This is actually no skill, but just a matter of time. There is not much of a point to reward that.. hmm.

So it would actually need to be based on something like "dealing 50% damage to the tough guy within a short amount of time and kill him" or alike. idk yet for sure, what would work.

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Under Review

There is also a system in CTF when you kill the flag holder, you get more than a normal kill. In fact you get more xp (20), more battle point (20) and then more crystals are added to the battle found.

You could have this system for TDM and/or DM, when you kill the number one or the highest K/D. I believe there is like about an average of 30 flag-holder tankers killed per 15 minutes battles, that would make about 600 additional xp per battles. We would have the guy with the highest k/d (or Kill) killed about 30 times, so I think it would be reasonable and equivalent to have in DM and TDM 20 xp and 20 battle point each time the top killer is killed.

That could spicy up TDM battle (known for low found and being very unpopular battles).

 

Some of you may find my way of thinking quite dumb. But when a player gets a high K/D, something like 50 kills and 1 death, it may arms the funds a little. Especially in medium and small maps. And sometimes I do a K/D like this ^^

Anyway, I was thinking that at some point, if a player with a high K/D is killed, funds would grow bigger than the usual 10-15 crystals (for a Legend). Something like 50, 100, 150 crystals, depending of the K/D of the player and the time of his previous death (if no death, the time he joined the battle).

I hope I made myself clear.

Nice idea. B) thumb up.

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I think Fresh's point is, if you have a high K/D you are probably earning some Cr already.

 

Once agin, k/D is a meaningless stat. Why reward meaningless?  K/D performance is HUGELY affected by turret and hull choice. This would reward heavy hulls and stand-off weapons. It will kill off light hulls and close-range weapons. 

 

W-H-Y    D-O   T-H-I-S??:?

 

Right now there is no penalty to dying. I am pretty sure this is not accident. Introduce this and there is instantly a penalty for dying. So that means more heavy hulls and less aggressive game play. As I said before, get ready to enjoy a lot of CTF games ending 0 - 0. Get used to seeing no team play. I ain't gonna try to help you if it means I might die.

 

This is about as basic as it gets folks. Bad Idea.

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W-H-Y    D-O   T-H-I-S??:?

my motivation:

because if a guy with a low [battle k/d] is killed, you do not score 10 points, but less.

This idea balances out the loss of overall crystals in the fund.

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Can you explain how they are going to use this to power level?

Basically you cannot create a battle if you are banned and if you are not banned on your other power level account you might not be able to afford pro pass to make battles.

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what? This do not make any sense. What is the link with the idea posted above?

I cannot make it much more simple sorry.

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my motivation:

because if a guy with a low [battle k/d] is killed, you do not score 10 points, but less.

This idea balances out the loss of overall crystals in the fund.

That is how it is now or that is how you want it to be?

 

So far as I know  only the dead tank's rank affect the Cry added to the fund. Why should that be changed? Why shou;d killing a veru imnportant and powerful Isida pair (someone want them nerfed)  be worth lessthan killing a twins and a thunder? Isida quit eoften have terrible K/D. I have finished in the top 2-3 positons with a K?d of like 1/15. According to this system I was a non-factor barely owrkth notice.

 

K/D is MEANINGLESS. IIt doe snot reflect good game play excepot in DM. On a team game it is meaningless. t is DUMB to base a game on a meaningless stat.

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People can use this to powerlevel.

How? Worse than thunder/isida? Worse than splash damage/isida? Worse than f/w?

Or same as capping flag or killing flag holder on island map?

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Here is idea. If tanker with DL of 2.0 gets killed found gets increased 2 times instead of its normal value ( depending on the destroyed tanks rank but if his DL is under 2.0 the increase keeps the same as current value, only DLs bigger than 2 get buffed into found if you know what i mean ).

About lowering the battlefound increase if DL of destroyed tank is under 1.0 i think its not needed because it will ruin battlefound. I like the overall idea about increasing battlefound on certain kills won tanks with bigger DL as it will motivate players to kill good players.

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So if i have 1 kill and zero death i have an infinie k/d. this means the battle fund is gonna go crazy at the start of every match and each time someone joins. And if i kill someone with 15/1 the battle fund would rise more than if i killed someone with 100/9? also thos would be really unfair, for all a shaft would have to do is drug double damage and whoever they wabt dead would be

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I'd be pretty tempted to mult my teammates with high k/d right before the match ends, especially if i have a mission where i have to earn crystals in a battle mode i don't like.

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not to mention power leveling. all you'd have to do join the battle, get 1 kill to achieve infinite k/d, and get killed so the battle fund rises by 150 crystals. then leave the battle, join again and repeat. get killed-leave-enter-kill-....it'd just take 2 people to take turns each of them  leaving each time after they get killed. and this would be 15 times more effective in terms of crystal-exp ratio compared to firewasp.

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I think Fresh's point is, if you have a high K/D you are probably earning some Cr already.

 

Once agin, k/D is a meaningless stat. Why reward meaningless? K/D performance is HUGELY affected by turret and hull choice. This would reward heavy hulls and stand-off weapons. It will kill off light hulls and close-range weapons.

 

W-H-Y D-O T-H-I-S??:?

 

Right now there is no penalty to dying. I am pretty sure this is not accident. Introduce this and there is instantly a penalty for dying. So that means more heavy hulls and less aggressive game play. As I said before, get ready to enjoy a lot of CTF games ending 0 - 0. Get used to seeing no team play. I ain't gonna try to help you if it means I might die.

 

This is about as basic as it gets folks. Bad Idea.

That is how it is now or that is how you want it to be?

 

So far as I know  only the dead tank's rank affect the Cry added to the fund. Why should that be changed? Why shou;d killing a veru imnportant and powerful Isida pair (someone want them nerfed)  be worth lessthan killing a twins and a thunder? Isida quit eoften have terrible K/D. I have finished in the top 2-3 positons with a K?d of like 1/15. According to this system I was a non-factor barely owrkth notice.

 

K/D is MEANINGLESS. IIt doe snot reflect good game play excepot in DM. On a team game it is meaningless. t is DUMB to base a game on a meaningless stat.

Meaningless, meaningless, meaningless... You found a new fancy word today, and you try to use it as much as you can? I don't care about the K/D, I am not trying to reward a good K/D here.

 

I don't think you understand my point. Let's speak for TDM, a player with 50 kills and 1 death is more likely to generate less funds compared to a player with 50 kills and 40 deaths. Player 1 died 1 time, and player 2 died 40 times. They killed the same number of tank, so player 2 generated more funds with his deaths.

 

My idea is to add more funds when a players with high K/D is killed. With this, all players with a good K/D will be hunted to be killed by enemies.

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Meaningless is "fancy"?

 

Okaaaaay.

 

Anyway, this idea is terrible. Oops tooo fancy.

 

Idea bad. Idea bad because idea not good.

 

Oh. "because" is a 2-syllable word and "idea" is three! Still too fancy. Hmm.

 

Bad thought. Not use bad thought please devd. Make game no take risk for man who play game. Make man who play game sit where safe so not die. That make game more bad than now. Devs try make game more good please not more bad.

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