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Testing of Matchmaking System on EU servers


theFiringHand
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Next they need to increase the rank up rewards by 3 times to expand the player base.

Yeahh I want to get 120K per rank-up. Nice idea for Legend ranks  :P

Edited by Hatty1994

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I think that the html5 version has priority above the matchmaking system.

 

honestly, on the second day of the matchmaking it already did quite well what it was supposed to do (despite if players liked the results or not.. but the system did what the dev's promised on day2). It was not perfect (battle groups, turret balance, ...) but the basic system proved working and seemed stable.

 

The fact that it is still not online yet, makes me think that it is changed in other aspects. My personal guess is that they work on those two things mainly:

- increase the acceptance by the players (tweak issues with too long waiting times in less frequented hours of the day)

- already implement the unified battle lobby (all server's battles in one lobby) and a chat system that fit's into this

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I think that the html5 version has priority above the matchmaking system.

 

honestly, on the second day of the matchmaking it already did quite well what it was supposed to do (despite if players liked the results or not.. but the system did what the dev's promised on day2). It was not perfect (battle groups, turret balance, ...) but the basic system proved working and seemed stable.

 

The fact that it is still not online yet, makes me think that it is changed in other aspects. My personal guess is that they work on those two things mainly:

- increase the acceptance by the players (tweak issues with too long waiting times in less frequented hours of the day)

- already implement the unified battle lobby (all server's battles in one lobby) and a chat system that fit's into this

loading time for battles was so long......

 

plus rank brackets were too wide

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if you want to see what will be coming go check it out in tanki X . then u will get first hand on how this game will be..

 

I wouldn't say that. We're developing Tanki Online, and both games have their own developers and goals.

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I wouldn't say that. We're developing Tanki Online, and both games have their own developers and goals.

Really Sir .. last I saw in v-logs and in tanki X diary's , its been the same  team creating both games ..

Edited by Bydo

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The games are simmilar, while the architects share the same office building.

They for sure talk about a lot to get each others opinion before they implement it.. so a lot of things will look similar, while others do not fit both games equally and so they will be featured by only one of the games.

 

We could also say that overdrives base on the same idea like "ultimate attacks" from other known games, and so on.

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The games are simmilar, while the architects share the same office building.

They for sure talk about a lot to get each others opinion before they implement it.. so a lot of things will look similar, while others do not fit both games equally and so they will be featured by only one of the games.

 

We could also say that overdrives base on the same idea like "ultimate attacks" from other known games, and so on.

the Dev's ( hazel ) said in the past that both games would be going in different directions.. but right now all we see is the same items and game play in both .. so when will they change directions ? or will it be when they both be  join together ..cause one is paying for the other one right now and sooner or later one will stop bringing in the money . so eventually they will have to combined them into one.. or closed it down..

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the Dev's ( hazel ) said in the past that both games would be going in different directions.. but right now all we see is the same items and game play in both .. so when will they change directions ? or will it be when they both be  join together ..cause one is paying for the other one right now and sooner or later one will stop bringing in the money . so eventually they will have to combined them into one.. or closed it down..

To me it also looks like it would make more sense to merge them.

 

As far as I grasped the history, TankiOnline suffers limitations from flash and therefore they searched a new platform - which was unity. Then unity support was canceled for almost all browsers so there was noi in-browser-game future for Tanki X. So Tanki Online stays alive.

Now Flash is dying as well and they move to html5. This should remove a lot of the limitations they had (which was the reason to move to unity/TankiX). So.. I do not know what exactly _is_ possible with html5, but if it's decent enough to host a state of the art game then there is not much of a reason why they should keep TankiX. but.. those are just my personal thoughts.

 

At least it has one benefit: as they have both games now, they can try out nice stuff in real environments.

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To me it also looks like it would make more sense to merge them.

 

As far as I grasped the history, TankiOnline suffers limitations from flash and therefore they searched a new platform - which was unity. Then unity support was canceled for almost all browsers so there was noi in-browser-game future for Tanki X. So Tanki Online stays alive.

Now Flash is dying as well and they move to html5. This should remove a lot of the limitations they had (which was the reason to move to unity/TankiX). So.. I do not know what exactly _is_ possible with html5, but if it's decent enough to host a state of the art game then there is not much of a reason why they should keep TankiX. but.. those are just my personal thoughts.

 

At least it has one benefit: as they have both games now, they can try out nice stuff in real environments.

parts of your comment I do agree with .. for tanki X right now way too many have left the game seeing Match making is there now and no one really likes it ( the older players who know tanki ) these are the players who mainly left and tanki needs to keep these players cause most of us are buyers who have supported the game for so long and wish to continue . but the way they have it set up its just tossed the  game into the swamp .. it takes too long to load and also battle , then in battle its just not the same as when they first created the game , with way better sound and graphics . I very seldom even go on it .. and soon who knows what will happen to both .. and yea I have said this so many times and other have said i'm far off my rocker to think it but more you stay here and play the game you can see more of this game merging into one system .. only why have two doing the same game it cost too much to stay afloat ..

Edited by Bydo

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I think that the html5 version has priority above the matchmaking system.

 

honestly, on the second day of the matchmaking it already did quite well what it was supposed to do (despite if players liked the results or not.. but the system did what the dev's promised on day2). It was not perfect (battle groups, turret balance, ...) but the basic system proved working and seemed stable.

 

The fact that it is still not online yet, makes me think that it is changed in other aspects. My personal guess is that they work on those two things mainly:

- increase the acceptance by the players (tweak issues with too long waiting times in less frequented hours of the day)

- already implement the unified battle lobby (all server's battles in one lobby) and a chat system that fit's into this

Aside from loading times (on occasion) and rank-brackets my problem with MM was...

 

Getting placed in battles that were almost complete.

Multiple times I was placed in a battle with 3 min or less on timer.

 

How would I possibly complete an "earn crystals" mission when placed in a nearly completed battle. And having to switch gear (since we don't get preview of the map) that means even less time in battle.

 

Oh... and 10 min battles? Blech. :huh:

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Aside from loading times (on occasion) and rank-brackets my problem with MM was...

 

Getting placed in battles that were almost complete.

Multiple times I was placed in a battle with 3 min or less on timer.

 

How would I possibly complete an "earn crystals" mission when placed in a nearly completed battle. And having to switch gear (since we don't get preview of the map) that means even less time in battle.

 

Oh... and 10 min battles? Blech. :huh:

10 minute time I like more than 15 minutes, but finishing first when put into a half finished battle is too big an ask for players.

 

I think they should abandon the matchmaking idea, because there aren't enough players to make the loading time and rank brackets reasonable.

 

Also, they should drop idea of 10 vs 10 battles, and consider fewer players per team, like 5 vs 5.

 

Capturing flag on highways 10 vs 10 is near impossible.

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Capturing flag on highways 10 vs 10 is near impossible.

it's 12 vs 12 right now and flags get captured there all the time. I captured 4 by myself with magnun titan and i've seen my friend capture all 10 by herself in 10 minutes with hammer wasp.

 

edit: by herself as in she took the flags from the enemy and brought it back all the way. of course i was clearing her way of enemies on the other side for her.

Edited by GuidoFawkes

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To me it also looks like it would make more sense to merge them.

 

As far as I grasped the history, TankiOnline suffers limitations from flash and therefore they searched a new platform - which was unity. Then unity support was canceled for almost all browsers so there was noi in-browser-game future for Tanki X. So Tanki Online stays alive.

Now Flash is dying as well and they move to html5. This should remove a lot of the limitations they had (which was the reason to move to unity/TankiX). So.. I do not know what exactly _is_ possible with html5, but if it's decent enough to host a state of the art game then there is not much of a reason why they should keep TankiX. but.. those are just my personal thoughts.

 

At least it has one benefit: as they have both games now, they can try out nice stuff in real environments.

No it doesn't make sense to merge them, they have 2 different end use and they have grown apart in too many aspect.

HTML5 is only to ensure that TO is still playable on browsers in the future.

 

10 minute time I like more than 15 minutes, but finishing first when put into a half finished battle is too big an ask for players.

I think they should abandon the matchmaking idea, because there aren't enough players to make the loading time and rank brackets reasonable.

Also, they should drop idea of 10 vs 10 battles, and consider fewer players per team, like 5 vs 5.

Capturing flag on highways 10 vs 10 is near impossible.

10 minutes battle were just for the test to stress the system by increasing the number of games and MM triggered = more data in a shorter time.

 

Loading time can be reduced if everybody use the client, like this people with the client do not need to wait for people using browser and poor broad band to load and join the game. With the client everything was faster once all the new map were loaded.

 

All the map for MM are in process to be tailored for 10v10. Small map have been extended (Highland, silence, Massacre..), and big map have been shrunk (Highways, Brest...). Also maps have been cosmetically revamped, more hidden places on the side of the map, more ramps and more obstacle to allow a gameplay for more turrets and hulls type.

Edited by Viking4s

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it's 12 vs 12 right now and flags get captured there all the time. I captured 4 by myself with magnun titan and i've seen my friend capture all 10 by herself in 10 minutes with hammer wasp.

 

edit: by herself as in she took the flags from the enemy and brought it back all the way. of course i was clearing her way of enemies on the other side for her.

Matchmaker produces more 'balanced' kinds of battles. Its near impossible when you have heavy druggers on both sides.

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Matchmaker produces more 'balanced' kinds of battles. Its near impossible when you have heavy druggers on both sides.

so battles wont be so one sided and ctf wont end 10-0 in 5 minutes. Wouldnt it be more challenging and interesting to play and win?

 

right now battkes are either too easy or too much unbelievabily stupid noobs on your team.

Edited by GuidoFawkes

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so battles wont be so one sided and ctf wont end 10-0 in 5 minutes. Wouldnt it be more challenging and interesting to play and win?

 

right now battkes are either too easy or too much unbelievabily stupid noobs on your team.

 

I open tanki (on high account), I get mission: 3 flags - 2000 crystals.

I do not like drug battles. I only play them for missions.

 

I like challenging no supplies battles, not drug wars.

The only challenge in drug wars are which team presses more 1,2,3,4,5.

 

Whats the point of using 50 supplies in 10 vs 10 Highways CTF in a balanced 'battle' when it ends in 0-0? My mission is not done, and I have also made sure that guys on the other team haven't been able to do their flag missions.

 

Maybe they should change that mission, and make it "Assist in 3 flag captures". So if blue team captures a flag, everyone in the team gets the mission done.

 

But I'm not sure that capturing flags would be possible at all in legend battles.

There is always a stalemate strategy possible in drug wars on many maps.

 

Like on Highways, place mines on all ramps coming up to the flag, and then just hide for the remainder of the map, behind the buildings.

Unless there is a fly hacker, it becomes impossible to get the flag. This forces a 0 - 0 draw.

Same case for Year 2042 CTF, Solikamsk, Molotov etc.

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also to add to this chat.. when battle button first came out there were so many issues . such as going to battles , when its maps your not liking or over powered team mates , to waiting times.. when u did join in on battles we saw so many just going in and then leaving , u could not even get a descent battle started until about the last 7 to 5 minutes , or we had battles closed on us due to lack of players staying.. it turned players off of the button .. lets hope they don't do like tanki X

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I open tanki (on high account), I get mission: 3 flags - 2000 crystals.

I do not like drug battles. I only play them for missions.

 

I like challenging no supplies battles, not drug wars.

The only challenge in drug wars are which team presses more 1,2,3,4,5.

 

Whats the point of using 50 supplies in 10 vs 10 Highways CTF in a balanced 'battle' when it ends in 0-0? My mission is not done, and I have also made sure that guys on the other team haven't been able to do their flag missions.

 

Maybe they should change that mission, and make it "Assist in 3 flag captures". So if blue team captures a flag, everyone in the team gets the mission done.

 

But I'm not sure that capturing flags would be possible at all in legend battles.

There is always a stalemate strategy possible in drug wars on many maps.

 

Like on Highways, place mines on all ramps coming up to the flag, and then just hide for the remainder of the map, behind the buildings.

Unless there is a fly hacker, it becomes impossible to get the flag. This forces a 0 - 0 draw.

Same case for Year 2042 CTF, Solikamsk, Molotov etc.

i play any battle i want but i never drug regardless of what battle it is. there's also the challenge of killing drugers without druging in drug wars. that was the case at highways before magnum, right now magnum can kill any shaft hiding behind those walls beside the flag as well as anyone who plants those mines. if they have isidas and those magnums can't kill them then your team doesn't have enough magnums. say 2 shafts and 2 isidas on each side of the flag, thats 8 enemies in total, 4 magnums are already enough to blast those 8 enemies. right now those miners can hide behind the buildings but in the new highways map for matchmaking you can't go behind the buildings at the top, it's been made out of bounds. basically there's no place any defender/miner can hide from magnum at highways in the highways matchmaking map. and those places where they can hide from shafts are so small they're perfect places to all get killed by magnum.

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