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[Special] A Test in Review: The Matchmaking System


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August 8th marked the beginning of the Matchmaking System test, which, as you probably noticed, took place on the main servers. Now that the test is over, we're going to jump right into how it all went and review everything from beginning to end.
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The Matchmaking System (MMS) is currently in the testing phase and has been formally introduced to the general population of tankers. Up to this point, regular battles have been dull, with only a few going around. Most were insipid, and very few were full. Occasionally you'd find a good regular battle, but the norm for them was dull semi-full battles.

 

This system aims to change that by introducing a whole new interface. The general lobby area is built to organize players into pools of potential opponents/teammates and place them in battles they're looking to play, and fill those battles up quickly.

 

There was an open testing on the main servers a few days ago, which lasted two days; Tuesday and Wednesday. The test was done on the main servers to see how the system worked under a real load, not like the one on the test servers. Main server tests also provide applicable data to all ranks rather than just Marshals. The test was thoroughly analyzed by players and feedback came rushing the developers' way. We're going to now review the Matchmaking System, the whole test, and of course, the feedback.
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The Matchmaking System and its Function:

 

A Matchmaking System is a system which processes incoming data of connecting players together for online play sessions.

 

Playlists are automatically-managed streams of online play sessions that players can join and leave at will. A set of predefined rules is used to determine the configuration of each session without the need for human input. Games will normally offer a choice of themed playlists (e.g. teams or solo) to suit different tastes or moods. Since playlists are handled by servers controlled by the game's developer it is possible for them to be changed over time. When a player selects a playlist they join a pool of other people who have made the same choice. The playlist server then either connects them to an existing session or creates a new one.

 

Parties/Groups of players who are treated as a single entity by matchmaking systems. A party can skip from session to session without its players becoming separated from each other. The concept is particularly well-suited to playlists, which can automatically handle the logistics of finding or creating play sessions with enough room for the whole group.

 

[Credits: Wikipedia]

 

In Tanki Online, the Matchmaking System is almost the same as the general concept of it. Only a few changes separate it from most games; some offer a choice of map. In Call of Duty, for example, the bottom left or right area of the screen features a small pop-up interface that will ask you to vote for three choices - Map A, Map B or Random Map. The option which gets the most votes is chosen for the next battle/game.

 

However, as of now, Tanki Online's Matchmaking doesn't work like that - it takes you to a random map after joining players together based on their skill, rank and even equipment levels.

 

Here's how to join a battle using the match-making system in Tanki Online:

 

1. Upon loading the game, you'll automatically be loaded into the Matchmaking System - meaning that all of its interface and button will be in front of you. You just have to click on a couple of buttons and you're in!

 

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2. Next, you'll see six different buttons on your screen. These go by the names of Quick Play, DM, TDM, CTF, CP and Battle List.

 

Quick Play: Takes you to a random team battle, which can be TDM, CTF or CP.
DM: Takes you to a DM battle. Note that this button gets disabled when you make/join a group.
TDM: Takes you to a TDM battle.
CTF: Takes you to a CTF battle.
CP: Takes you to a CP battle.
Battle List: Switches to the original system that lists battles in a specific server. It also gives you the option of creating your own battle. The server buttons are located here, right next to the 'Back' button; which takes you back into the Matchmaking System.

 

3. Select any mode you want to play and then click the 'Play' button associated with that mode.

 

4. Next, a pop-up will appear on your screen. It shows how many players are in queue to get into a battle for that mode, average waiting time till a battle opens and the time you've waited since clicking on the 'Play' button.

 

 

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5. Finally, you'll be taken into a brand new battle or one that has already started. You'll need lots of skills (and sometimes luck) to win!

 

Advantages and Disadvantages:

 

Advantages

  • Battles fill up instantly after a player leaves - so there will be no more 4v5s or 6v7s from now on. This means that if someone leaves the battle or "runs" in other words, the Matchmaking System will immediately fill the battle with another appropriate player.
  • The match making distributes it's battles over all servers, so the load on one server should not be any heavier than another.
  • If all the players joined without a group or with a group with similar ranks (for example, Legend-Commander), the rank ranges and differences in the actual battle are perfect and minimal respectively.
  • Groups can carry on to different battles without players having to disband or leave.

 

 

Disadvantages

  • You can't choose the map you want to play in. However - and read this slowly - no successful/popular game has ever existed where it's matchmaking allowed you to fully choose the map you want (CoD, Battlefield, Battlegrounds and such MMO games allow you to choose between three choices: Map A, Map B or Random Map). This is because the developers want to switch things up and bring people back to playing different or unpopular maps; such as Tribute, Solikamsk or Osa.
  • Matchmaking System doesn't pick player's based their in-game efficiency, which can be a big problem sometimes. Examples are Legends with M1/M2 equipment, high-ranks which can't turn their turrets and so on (people who generally have lower efficiencies). However, the developers mentioned that this is subject to change, and efficiencies will be considered in the future.

 

The Test and its Rush of Feedback:

 

The test of the Matchmaking System on the main servers began on August 8th, and carried through until August 10th. There was constantly feedback coming the developers' way. Many people were complaining about particular problems, some in more detail than others. Here's a few of the things people pointed out about the MMS during it's testing.

 

Missions

 

Missions definitely became more difficult with the Matchmaking system. However, to what extent? Well, now it's impossible to just jump into a battle with one player and collect 7 Speed Boosts, which is a good thing. Missions weren't made to be (so-called) "abused" like that. The game wants you to complete all missions honestly, and this system helps that view.

 

Nonetheless, people did have issues with the system as it has made it a lot harder, even for the honest players, to complete missions. Allow me to explain. If a tanker is fixed to one combo, for example, Shaft and Mammoth, he wants to complete his "Destroy enemies" mission in a large map, because that's where his combo belongs. This system takes away the privilege he used to have, which was to choose which map he wanted to play on.

 

Another issue that arose from the lack of choice was that you don't know where you're going, naturally, so you don't really know what to equip. Yes, you can change in the battle once you get there, but it's nice to jump right into battles and play with confidence from your very first shot.

 

A side issue related to missions was the new location of the 'Missions' button. With this new design, you can no longer check your mission progress from battles. People have suggested to move it back to it's original spot. However, the developers mentioned in a past V-LOG that they made this change so people won't leave the battle as soon as they're done their mission. They said it wasn't the friendliest solution to the problem, but it was the most efficient one.

 

Rank Brackets

 

So, you noticed something strange in the rank brackets? Well, it was pretty hard to miss. In some battles (not every, but in some) Recruits () ended up with Legends (), which, in case you didn't know, is quite a problem.

 

Many were pointing this out and practically panicking over this tremendous dilemma. However, I've actually seen a few people pointing out that they actually liked the system because of the odd rank brackets. I saw a Warrant Officer say he liked to play with M3s because it "inspired him to play better." That was, undoubtedly, the minority, though.

 

The rank brackets seem to have been a mistake, and I don't think the developers intended on matching Recruits with Legends, and I highly doubt this will be an issue in the final release of the system. There was a test for a reason.

 

Forced battle exit

 

An issue not many had, but it has been pointed out by a good number of players, and that is forced battle exit. After a battle is done everyone automatically gets kicked from the battle. Players are asking what the point of that is. Why can't we just stay in the battle for another round? As players explained, the Matchmaking system was made to keep battles full, so what does that have to do with us leaving a battle when it's over? If players want to stay, and others leave, the MMS could just send new players in a short amount of time anyways.

 

It's more of an idea than a complaint, and it's a good idea in my opinion.

 

Friends

 

Friends are a beautiful system in the game. People began complaining that it's become much harder to play with friends in Matchmaking battles. Yes, you have the 'Group' feature, but that only allows four other players. Besides that, in regular (non-MM) battles, there are a lot more ways to play with friends. Friends could randomly join if they feel like it, and in MMS battles they cannot. You could invite friends if you feel you want to, and in MMS battles you cannot. You can have more than four friends in a battle at a time, and in the MMS you can, but it could only happen by chance.

 

To those people I say "so what?" We've still got the regular battle list, where you can create, invite, join, and arrange as much as you like. You don't have to use the Matchamaking System and only that. Simply play in the MMS battle to complete your mission(s) and then, if you feel you want to play with a team full of your friends, create a battle in the battle list. I personally don't play with friends every battle of the day, in fact, I'd say most of my battles are played without friends.

 

 

So, has the test proven good or bad? I've seen many people saying it's good, and many saying it's bad. On the forum there's quite a few people saying they dislike it, but that shouldn't take away from the people who do like it. Many of my friends seem to like it, a few don't.

 

@Claudiu, a Tanki YouTuber with around 44 500 subscribers, put out a video of him playing with it with his friend. He likes the update. He said it's expanded the variety of map he plays on, adding that before it was only Sandbox, Polygon and Silence. He went on to comment on how there never used to be full regular battles, and this fixed that.

 

I agree with Claudiu, and with others who have similar views. These positives are definitely outweighing the negatives. It's all in how you choose to look at it. I've been using the system a lot during the testing, and all I can actually complain about is the lag, which is only because it's a new change to the servers. The Osa map, in particular, seemed to be having major lags on the first testing day, but it was gone on the second.

 

Many players were calling for redesigning. Players said that the battle list should be the default option, instead of the Matchmaking system. I personally just want them to leave the window where you left off, like it is with the 'Communicator' panel. If you left off in the Matchmaking window, that's where you should go the next time you enter, and if you were viewing the Battle list, that's where you should go.

 

I saw a few people say that the new design was taking up too much space, and they should make the slots smaller and more compact. Some people with smaller monitors are having trouble fitting it all on the screen, and have to scroll to get to the bottom, which isn't the biggest problem ever; but if it could be bypassed, why not? Either way, I'm assuming that there will be some sort of design changes when the official version is launched.

 

Nonetheless, I want to know your takeaway from this. What to you think about the MM system? How can it be improved, or is it perfect the way it is? Do you agree with my opinions above or not, and if not, why? Leave your comments below!

 

Interview with EN Community Players:

 

We sat down with some people from the community and had a mini-interview with them. Here's what they had to say.

 

What are your thoughts on the Matchmaking System test? Has it proven itself good or bad? Do you like the idea of a matchmaking system?

 

@Hate
Personally the match making system wasn't something I honestly liked or hated but more of like normal to me. There are some things I liked about the MMS as well as some other things I didn't like at all. Let me start with the things I liked about the MMS. One of the things I liked was the 'Groups' feature, where you were able to invite a group of people and join a battle together at the same time without having to worry about anything such as battles being full or leaving one of your friends behind, and so on. That part was really wonderful and I did enjoy and like the fact that they implemented such a thing. Now the downside is that, first of all, the waiting time is quite annoying and bad and I seen some players waiting quite a lot of time, if they can fix this and get around it in one way or another, I think it would be useful.

 

@lukey0
The Matchmaking System has a pretty good concept idea behind it, but with what was released on the main servers I don't know how many players will think the same way. Though the battle creation speeds and rank brackets will need to be improved, overall it was a decent test and I quite liked it. It's something that should fit nicely into Tanki when its given the time.

 

Although I feel the initial test felt a bit incomplete. I know they wanted to test the 'load' of the Matchmaking but placing huge rank brackets on battles was not the right solution, it just led to frustrated players and those that were unsure about it and made them hate it. Also the battle 'creation' took a bit longer than expected so I hope that speed up when its released.

 

@Ninja
When I logged in on the day of the test I was kinda apprehensive about it; me and a bunch of friends played about 10 or so battles using the 'Groups' feature and we all mostly enjoyed it despite the quirks and bugs. A few hours later I started trying it on my own and it was really a hit or miss since my favourite and best combo is Viking and Railgun which obviously is only suitable for certain maps. I found that for playing with friends the groups system worked pretty well and DMs seemed great too, aside from that playing solo in team battles was pretty awful, I'd end up in horribly unbalanced teams in maps which I wasn't used to or didn't like.

 

I think matchmaking is a badly implemented great concept, if that makes sense.

 

@RIDDLER_8
I like the Matchmaking System very much. The battles are too short though. They should last at least 15 minutes long. The matchmaking system has a few crash bugs that must be fixed. There are still improvements to add to the matchmaking system. That is to add more features to custom battles. Missions should be completed in custom battles as well.

 

@splitterpoint
The test came out worse than I expected. Not being able to choose your favorite map is the biggest downside. I like certain maps for specific reasons. According to what Hazel said in the V-LOG (as far as I understand) they're going to force everyone through the same boring map layout by making every map equally profitable. You can't change dimensions... we have long and short range weapons. Either way, you'll end up with some sort of compromise which is completely unnecessary and annoying for a specific group of players.

 

And no one is going to choose the battle list because that mission cycle keeps place on the matchmaking system and that's where the easy crystals can be earned. And most of the players are too cheap to spend 5K on a PRO battle pass. No wonder why; I haven't seen so few PRO battles available since I started playing this game.

 

There was nothing wrong with the battle list, these missions are the core problem because the system was getting abused by players in the private PRO battles. They obviously had to do something about it so the game ended up with a system where you can't do missions in PRO battles anymore. I myself believe this was the only solution as well so I don't blame them for doing it.

 

So now we have a mission cycle taking place in normal battles, and the hard-core tankers who prefer full game customization in the PRO battles. Two separate groups. So now I get to the fact why there is barely a variety of PRO battles these days. How I see it, is that the majority of the community in this game prefers a simplified interface. Those are the people who play around one hour a day and don't care too much about certain equipment, strategy etc. — Plain simple killing tanks. And I get that. For the same reasons I prefer Tanki Online over, let's say, World of Tanks.

 

But now they're taking this simplification to the next level. I don't like how we've gotten less freedom of customization throughout the years of development. Not so much for the tanks, because we've more items to choose from than ever but more about creating the battles.

 

There's a long way to go before the Matchmaking System becomes permanent so there's still a lot of things that can change throughout development. You can't really judge the system from one very rough version of it but you can't deny that the game will be less customizable in the future when it comes to creating battles. Right now PRO battles suffer from the mission cycle in normal battles and I don't think this will get better when matchmaking becomes permanent.

 

What are some ideas you may have that can help improve the Matchmaking system in any way?

 

@Hate
There are a few things that came in to mind that ''might'' be useful for the MMS and even perhaps ''improve'' it. One of the things is that, if they could add a small chat tab when you invite a group of your friends, that would be useful as you will be able to chat with the small group of friends you invited before the battle(s) start or even after you guys finish a battle. Since TO doesn't support communicating using voice yet, it would help a lot such as just asking random questions or even talking about the upcoming battles like asking each other which mode to choose, who is gonna attack, defend, and so on. Now the only option to actually communicate is either using the normal chat lobby or even some other third-party applications such as Skye or Discord.

 

Another thing I would suggest would probably be to allow players to customize which battles they go into before they choose one of the game modes, and what I mean by that is, to allow the group leader to choose a map for him/herself before choosing CTF (or any game mode). So first he/she will choose Polygon and then press or choose which game mode he/she wants to play and the system will look for that specific map he and his friends have chosen and if the system doesn't find a suitable battle, it will tell you and you can change it to ''random'' and it will find a random map for you, but first a little bit of freedom won't hurt in my opinion. This is all I can say about the MMS, other than this, I think it would be an amazing system if they fix and adjust some of the things here and there. :)

 

@lukey0
I'd say the best thing would be to increase the battle timer back up to 15 minutes; it's just a good overall time. 10 minutes just feels too short to have any impact on the battle. It's kinda over before it begun in a way if you know what I mean. Another thing would be to let players check their mission progress during the battle, but I have a feeling that this will be fixed anyway. :lol:

 

Overall I enjoyed the first test of the Matchmaking System, it was interesting and the core idea of it worked pretty well, it'll just take some time to become used to.

 

@Ninja
Obvious things like bugs aside I think we need two things; a better interface and a choice on maps.

 

1) The current interface has a lot of wasted space thus needs scrolling on smaller screens like my laptop; it feels extremely unnecessary and could easily be solved if they used a squared side-by-side design as they have in Tanki X. The interface is also quite ugly and really leaves much to be desired in terms of making you feel like you wanna play. Logging into the game and seeing a green text wall isn't a nice experience.

 

2) We really need a multi-tier voting system for maps, there are a lot of maps in TO and just voting for one of 70+ from a list wouldn't work at all. Every player should be shown a random selection of lets say 4 maps, the player would then choose a map and the Matchmaking System will tally up the votes and whichever get the most becomes the map, however if there is no clear winner the players are shown a second selection of all the most voted maps until a winner is found and the battle begins.

 

We also need a similar system for battle length where players can (if they wish) type in a time length and the system averages out all the times and makes a length (hopefully) suitable for everyone.

 

@RIDDLER_8
My suggestion is to add more battle modes in the matchmaking system and to add many more features in custom battles. For example, give players the ability to increase the chances of gold box drop rates in custom battles.

 

@splitterpoint
Filters! We have tons of them that are implemented in the battle list. I think the matchmaking system being completely random really benefits from implementing all sorts of filters for game mode, turrets, hulls, protection and maps. Making the filters work in the complicated calculations that the Matchmaking System makes is another thing though... I think the battle list can be completely removed if the game gave players customization in the form of filters. You can even set thresholds for specific filters like lets say map dimensions ranging between two sizes. The system chooses from all maps ranging from threshold 1 to 2. There's a lot of stuff possible. But then again the problem with abusing the missions arises so I believe the filters need limitations... again the core problem being the missions. This is where filter thresholds become interesting; though this time the decision is (maybe unfortunately) not up the the players.

 

Our Opinions on the Matchmaking System:

 

@Yisroel.Rabin
I've got to say, I honestly love the idea of a matchmaking system. It makes things so much easier. For example, missions. Despite what people say, it was a lot easier for me to complete missions. Without the system, it's extremely difficult to find a fun, diverse battle, and with the matchmaking system, you find quite a few. Yes, quite a few of battles were also unbalanced, but that's because of issues that will surely be tweaked, such as the rank brackets. It's simply a better alternative to looking for a battle, even if it takes out the choice of map. I've played more good (regular) battles during the test than I have in the past month. It's simply wonderful.

 

Yes, the lack of choice can be annoying sometimes, but if we're being honest it isn't that bad. I never felt the need to leave a battle I got sent to because I didn't like the map, or couldn't play on it. The only reason I left battles were due to lag, and the unbalanced rank brackets, which should both be fixed.

 

On the other hand, it would be nice to implement a system where you could choose the map. I'd change the idea @Ninja gave above to something a bit quicker. For example, maybe you can choose a map, and the matchmaking system will pair you with other people within the same rank brackets that chose the same map. However, that can also be time consuming, being there aren't always going to be *insert rank here*s who choose *insert map here* at the same exact time. So Ninja's idea is a good suggestion.

 

Playing with friends isn't really that hard with the Matchmaking System, at least not as hard as players make it seem. You can easily create a group of up to four friends. If you want to play with more, simply play in the Battle list. I never usually had more than four friends in one battle at the same time anyways.

 

There are other minor things that I would fix, such as the interface (i.e. tweak it to be able to view Mission progress anywhere, switch servers from anywhere, make everything more compact and easy to see, make the last viewed panel the panel you see the next time you log on or exit a battle) and a few other things such as removing the forced exit after battles, and bringing MM maps to the Battle list as second versions of the map (e.x. Highland I and II).

 

But other than that, I truly love the Matchmaking system and the way it's heading. Of course, if you disagree with me, go cri feel free to state why bellow in a detailed post, I'm really interested in having a humane discussion about it.

 

@Hexed
Well, I am not going to type a text-wall or anything, because my take on this comprises of only a few points:

  • First of all, the translations are horrible and unprofessional. There are many grammar mistakes and even typos in the translations. For example, 'Average waiting time' is spelled as 'Avarage waiting time'; 'Team Deathmatch' is spelled as 'Team Deatchmath'. Even the notifications have not been correctly translated - it should be '<Player Name> is joining the group at your invitation' instead of '<Player Name> joins the group'.
  • I don't know if it is just me or many people, but I find the Matchmaking System's interface really boring. However, we do know that HTML 5 spices things up (just the loading bar as we saw earlier) and changes most older interfaces into more elegant, modern ones. I guess we'll have to wait and see then!
  • Map choice selection interface should be implemented within the Matchmaking System, but not one which fully allows you to choose your maps. I'm talking about the one which most game's have - the Map A, Map B and Random Map one.
  • The Daily Missions button should be put back where it was or implemented within the Matchmaking System's interface. This is because many of us forget what missions we had to do in the heat of the battle; and what's more is that many people also like to check the progress of their mission while they're doing it.
  • Rank brackets should definitely be tightened. I know this was a server load test and all, but people are really going to start hating if a WO2 has the ability to play with a Legend.
  • Average waiting times for a battle shouldn't cross more than 1m 30s. This is also the average waiting time of most game's with matchmaking systems. However, please do note that this depends entirely on the number of players waiting in queue. If there are many, it will take a longer time to get into a battle; and the opposite.

 

Concluding remarks? Well, I absolutely love that Tanki Online upgraded itself like other MMOs. This system has eliminated multing - the biggest problem ever faced by players; and when paired together with the Repair Kit and Overdrive updates, it makes battles more strategic, hard to play and also eliminated the entire imbalance of supplies' users and non-supplies' users. It's fantastic!
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That concludes this special article. Tell us your opinions on anything mentioned here, or even something we left out. Whether it be about the system, the feedback it's gotten, the interview, we'd like to know your takeaway on it all. Leave your comments down bellow!

 

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Edited by Yisroel.Rabin
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smh the system is a joke. Won't you ever listen to the community?When it was tested on eu servers 90% of people were constantly complaining in chat.It makes NO SENSE.Why shouldn't people be allowed to choose where, what, and how long to play? What's the point of this crap

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See who is writing review  :lol:  :lol:  :lol:  :lol: Joke of the Year  :D

You should try reading it. :3

 

smh the system is a joke. Won't you ever listen to the community?When it was tested on eu servers 90% of people were constantly complaining in chat.It makes NO SENSE.Why shouldn't people be allowed to choose where, what, and how long to play? What's the point of this crap

Believe me when  say that the developers don't want to ruin the game. They understand there were many flaws in the testing, and are now looking into changing the system to suit everyone's likings, like was said in the previous V-LOG. 

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I foresaw the MM being foisted on us as there is no smoke without fire, aka Tanki was not going to waste hundreds of hours of development time.

 

In spite of the flag-wavers, I'm sure the majority of the community hate this system as it stands, so rather than chuck petrol on the fire which is always unhelpful, how about a small compromise suggestion?

 

At the very least sub-divide the no-choice battles into large maps and small maps, that way at least we will be entering battles with suitable combos if nothing else.

 

To this end, how about a map window selector (same as that for battle creation) in the user interface where we can select/unselect those maps we do/do not want to play in thereby stopping the system from placing us in unsuitable maps, and wasting our time.

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I really don't see the point of this (upcoming ) update. Everything was fine to me before the random battle button was introduced. You first invented mission and then you make harder for us to complete. Before the random battles, I used to complete mission while playing my normal games. Now I have to divide the time and just watch someone is gonna say if you don't like it just leave it.

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At first, I wasn't happy with the test update. I played maps i never seen before, but thats a good thing to.
Now people learn to play all different maps.
And the thing about "need other turrets and hulls" for either maps, thats bull.
In this account and my Legend account, i Always used fire/rico in every map. and i still do it now.
Its about the skill someone have with a turret and know how to handel it ingame, so in almost all games i ended first.
Even in maps i didnt know.
A tip for people who play new maps, just drive a quick round around the map while killing the enemy en try to remember te spots and walls.

Second, About the friend system, i usally dont play with friends alot, But sometimes its not fun you cant join a friend while they are in a MMS battle, They also should add it n friend list, That they are ingame but you cant press the battle they are in. So you know they are playing and not being AFK in chat.

Third, The waiting time was to much in my opinion, Ofcourse tanki will work on that.

At last, The forced disconecting after a batle is anoying,
You just started to talk with people and want to play with them again in the same map in MMS, but you cant due the auto kick, that should be fixe that you can stay if you want, the MMS can put people in fast. And if it is not fast enough then make the time longer till match starts again.

So on the end, The MMS is a good idea, but it need some work to make it beter.
 

 

Dutchnight

Edited by Ninja
Refrain from using inappropriate language.
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If I cannot choose the battles I play i will leave. 

Why?

 

 

I foresaw the MM being foisted on us as there is no smoke without fire, aka Tanki was not going to waste hundreds of hours of development time.
 
In spite of the flag-wavers, I'm sure the majority of the community hate this system as it stands, so rather than chuck petrol on the fire which is always unhelpful, how about a small compromise suggestion?
 
At the very least sub-divide the no-choice battles into large maps and small maps, that way at least we will be entering battles with suitable combos if nothing else.
 
To this end, how about a map window selector (same as that for battle creation) in the user interface where we can select/unselect those maps we do/do not want to play in thereby stopping the system from placing us in unsuitable maps, and wasting our time.

 

I like your suggestion. Hazel said in the previous V-LOG that they're reworking the system and looking into creating a compromise.

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First of all the MMS is an idea badly implemented.. :)

So far there are no good points in my view, but there are bugs(will be solved, not a problem).

Other than the bugs we have less freedom with it as  B)  splitterpoint said:

" I don't like how we've gotten less freedom of customization throughout the years of development. "

Well Who is writing the review  :P  :D

 

Secondly, I know bugs will be removed but we don't have Map choice :mellow: , right of customization :wacko: , many players have limited time to play TO and can't complete all missions(depends), don't have time to play pro battles, PRO battles are so less.

90% of players complaining about the MMS being worst update, Still Developers are wasting time on developing the system.

 

To Be Honest I personally liked the IDEA, but its implementation is so bad -_-

 

That Force Kick is annoying and waste time. Fix It Plz.

I remember the time when there were more that 80k players were playing Tanki at one time. I am Playing this game for 3.5 years (Other Accs) and LOVED IT and it is super addicted to me but I am so sad on updates due to which peoples are leaving. 

 

Why do Developers want their players to leave Tanki Online??? :angry:

Why do Developers Like Players to join World of tanks???  :angry:

And Remember if MMS is permantly implemented, you will loose many old players of TO.

 

Lel I was so rude... Sorry :ph34r:

 

No Doubt Legends will be Happy with it as Map selection won't be a problem for them as they have all guns as per maps needs and they will have opportunity to play with lower ranks.

Well at Last I have a Suggestion and a solution, why don't u keep Both Systems; I mean keep the Battles list as it is and give players the choice to either select battles manually or sit back and use MMS.

 

Thanks :)

Edited by TalhaMirza
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I myself personally think that the matchmaking system sucks, not to be rude but majority of people in battles and chat said, 'The matchmaking system sucks'. Like who agrees with me that actually matchmaking system really sucks.

 

Developers you aren't getting or understanding us. You are slowly killing your game as well as slowly torturing it.

 

What have we and the game done to you developers?? 

 

I will give you an example, Why did u take away the vampire affect from isida?? no wonder isida in now nooby.

 

Try to understand us.

 

Majority of us in the game are saying no to the matchmaking system but you are saying yes.

 

 

 

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I will give you an example, Why did u take away the vampire affect from isida?? no wonder isida in now nooby.

They removed it because it was far too OP, besides, Isida is still OP. I use it a lot because of how OP it is.

 

To be very honest I don`t know what the developer think they are doing. You guys should just quit your job and bring back the previous developers and make tanki good again. 

Hazel is the oldest developers out there. :P

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