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A way to fix the missions for matchmaking system


Maf

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This is a good topic. Maf, post this idea in the under review section.

._.

 

There's no under review section. The "under review" is an idea's individual status, which this idea has.

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It took you less than 2 minutes to have lunch?  :blink:

 

no, after the battle ends, and you don't hit continue, you are sent back to the lobby, with the mission progress intact.

missions don't have to be claimed instantly when they finished, they don't expire.

 

i did not get kicked because tdms finish very quickly, as 100 kill limit is way to low.

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My suggestion is to add balancing mechanics to team battles to stop players from leaving a one sided battle. In team battles if the battle is one-sided, for example 71 - 20 the winning team will not have any supply boxes drop until the score equals out. Same goes for CTF 6 - 0 boxes will stop dropping completely BUT ONLY on the winning team's side. On the losing team boxes will drop twice more often. When the score is close to each other, for example: CP/TDM; is only 10 points off the balancing mechanic won't activate. Once it hits 20 it will start activating. Same goes for CTF, once the team gets 2 more points e.g. 2-0 or 5-3 the balancing mechanic will activate. Garage supplies will not be disabled for any teams, but the overdrive will be disabled for the winning team. The losing team won't get any speed ups on the overdrive however it will still be active. However, if the winning team manages to break into the losing team's base they can still take boxes from their base, but none will be dropped in their own base. This will balance out teams and stop players from leaving that often. 

^Read my idea. Which btw got posted here if you're wondering. 

 

I don't like it. It means we have to finish a battle even if we are losing badly., which means more rewards for heavy druggers.

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^Read my idea. Which btw got posted here if you're wondering. 

If it is going badly enough for one side the change in supply drops won't make a difference. The spawn-killers are in enemy base using the enemies supply drops - all you are doing is providing them 2x as many supply boxes to steal.

 

There's just no reasonable way to force people to stay in battle that is lop-sided.  Hiding the mission button?  LOL. They either remember what the missions are or they will just leave such a crappy battle.

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2 and 4 are debatable.

 

2. Non-Pro battles tend to be more laggy and make mission completing harder. Instead of being forced to stay till the end, to complete the mission, how about the player can do the missions and leave, as normal, but if they stay, even if they're on the losing team, they'll get an increase in said rewards.

 

Example:

 

Say you have to get 1000 exp in CTF mode for 2600 crystals. (like I get, so im going off experiences) Once you've done the mission, or any of your three missions, the missions button will flash, kinda like how supplies do when they're ready. You can go in, see the one's you've done, it will not allow you to complete it. You have to finish the battle, or you can leave. Once you've left, then you can complete it and press the button for your reward.

 

Now, the increase should be relative to your effort in the match, or, where you place on the leader board. 1st will give you a 1.5 increae, 1.4 for 2nd and so on, for however the devs feel comfortable with this. 2600 for 1000 exp is already a lot, so i wouldnt complain if the reward increase was very little. (I'm a free player and still making more cry than exp, so I think we're given a wee bit too much o.O) 2600 times 1.5 = 3900 

 

4. For buyers.

 

 

 

(I like to take my boxes and run  :ph34r: Like this comment if you do, too)

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 Instead of being forced to stay till the end, to complete the mission, how about the player can do the missions and leave, as normal, but if they stay, even if they're on the losing team, they'll get an increase in said rewards.

That sounds reasonable. I think I'll even add it to the first post.

 

Btw, the box collection missions are stupid. They basically encourage multing and sabotage of your team and collecting boxes for a mission result in the exact same behaviour players showed when collecting crystal boxes (which is why they got removed). I talked to Hazel about that and he did kinda hint that he might remove them after MM is released.

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That sounds reasonable. I think I'll even add it to the first post.

 

Btw, the box collection missions are stupid. They basically encourage multing and sabotage of your team and collecting boxes for a mission result in the exact same behaviour players showed when collecting crystal boxes (which is why they got removed). I talked to Hazel about that and he did kinda hint that he might remove them after MM is released.

And yet, players like me - when we could do missions in Pro-Battles - entered Pro-Battles, collected the boxes during the course of playing the battle AND stayed until the finish so I could collect my battle reward.

 

The removal of missions in pro-battles to solve one problem (gaming mission system) created a different problem in "normal battles (multing for boxes).  Which is worse? Which affects more players?  IMO the latter affects more players - it affects everyone on the team where multing is occurring in normal battles.

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 problem in "normal battles (multing for boxes). 

Look at my post above. Box collection missions might get removed.

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Maybe after they implement the option to surrender.

 

When you surrender the system allows another player to take your place, if no one joins and your team has fewer fighting players the battle ends and you claim your rewards and missions, if someone joins and the team is even you'll have to wait until the end to get your rewards and claim your mission.

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Maybe after they implement the option to surrender.

 

When you surrender the system allows another player to take your place, if no one joins and your team has fewer fighting players the battle ends and you claim your rewards and missions, if someone joins and the team is even you'll have to wait until the end to get your rewards and claim your mission.

Seems very similar to the already existing auto-finish system.

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Seems very similar to the already existing auto-finish system.

Yes, but you can claim your reward and missions, and it ends one sided battles early. Finish 1st missions should be removed to prevent abuse.

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Declined

 

Devs did decide to keep the missions button available, so that's nice. But since they decided to use a different method for keeping players in the battle, the rest of this idea is no longer necessary.

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2.10-minute battles are silly.  Are there that many players with ADD?  No time to implement any strategy and having MM place you into a half-finished battle with only 5 min left = leave immediately.

 

 

I actually think the 10 minute battle limit is great. Many games I've play that end in blowouts are only blowouts late in the game. In a longer game, the more dominant team will have the ability to flex their advantage longer and ppl will leave once theyre getting spawnkilled with 8 minutes left in the game. However, I have experienced only a few instances of one team totally dominating and only one game where my whole team dipped. Also, the MM system is making it so that super powerful teams cannot stay together and put lesser enemies through the grinder over and over. As to your second point, since the MM fixes, I have not been plopped into any half finished games except 1, and yes we were losing, but it was a close game at the end and I was in 2nd place...there is value in sticking around in those games

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Declined

 

Devs did decide to keep the missions button available, so that's nice. But since they decided to use a different method for keeping players in the battle, the rest of this idea is no longer necessary.

 

 

Did Maf seriously just decline his own topic?

He did that with a heavy heart!

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If you force players to stay in battle till end, TO will probably lose more players.

Example:
I got a mission Collect 5 Double Armor boxes. I join a battle and all players but me are Legends with M4.

          Now: I will collect those boxes and leave (cuz i can't fight back really and i make team worse)

          After: I will collect those boxes and hide in bushes (Legends will call me noob [nvm, but anyway],    I will be just a camper and do nothing cuz if i leave bushes i will die 10 times.)

 

I am tired of repeating posts about this perfectly made MMS, so i'll skip this time.

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I actually think the 10 minute battle limit is great. Many games I've play that end in blowouts are only blowouts late in the game. In a longer game, the more dominant team will have the ability to flex their advantage longer and ppl will leave once theyre getting spawnkilled with 8 minutes left in the game. However, I have experienced only a few instances of one team totally dominating and only one game where my whole team dipped. Also, the MM system is making it so that super powerful teams cannot stay together and put lesser enemies through the grinder over and over. As to your second point, since the MM fixes, I have not been plopped into any half finished games except 1, and yes we were losing, but it was a close game at the end and I was in 2nd place...there is value in sticking around in those games

My post was nearly a year old ? :o

 

Anyway... I'd say 50% of the time there is some waiting to enter a battle. ~ 1 min or so.  So right off the bat they are 9-min battles, or less

 

Yesterday MM placed me into 3 battles that were already blow-outs - no chance of come-backs.  Enemy teams were spawn-killing. 

Guess how long I stayed  <_<

 

.

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