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Penalize retreat from game (cowardness)


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 At least not in the near future.

I hope not at all... I mean, if a team is getting demolished and they have no chance of winning, then what's the point of them staying? I'm sure they have better things to do than to be spawn killed by vicious, heartless druggers. (Like myself might I add :D)

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I hope not at all... I mean, if a team is getting demolished and they have no chance of winning, then what's the point of them staying? I'm sure they have better things to do than to be spawn killed by vicious, heartless druggers. (Like myself might I add :D)

Well, TX has a penalty for leaving, and it's a pretty sensible one. If you leave once, nothing happens. But if you leave two times in a row, you are marked as a "deserter" and have no choice but to play one battle from start to finish against other deserters to get rid of the mark. No fines or anything like that.

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I hope not at all... I mean, if a team is getting demolished and they have no chance of winning, then what's the point of them staying? I'm sure they have better things to do than to be spawn killed by vicious, heartless druggers. (Like myself might I add :D)

Penalty(and "dot in record") should give them courage to fight and try to won. Also it will decrease number of visitors begging for gold. Then I could wish that only those who are interested to play and won will join game. Other should stay in lobby and camp there...

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I hope not at all... I mean, if a team is getting demolished and they have no chance of winning, then what's the point of them staying? I'm sure they have better things to do than to be spawn killed by vicious, heartless druggers. (Like myself might I add :D)

when you leave you're making it even harder for your teammates. I only leave when the whole cause of my team losing is because of my teammate's stupidity... but if it's just because the enemy is too strong then i stay.

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Well, TX has a penalty for leaving, and it's a pretty sensible one. If you leave once, nothing happens. But if you leave two times in a row, you are marked as a "deserter" and have no choice but to play one battle from start to finish against other deserters to get rid of the mark. No fines or anything like that.

Have to disagree with you strongly.

Won't have the effect suggested.  There is absolutely no point in staying in a blow-out unless you are advocating just for buyers.

If this was some how implemented what would you suggest to prevent teams leading 9-0 and purposely not capping the 10th flag just so they can run up the score?  This does happen.

 

Sure TX applied this.  And I don't play it any more - in part because of this rule.  You would see droves of players quit the game if this was implemented.  It does not work.

 

Penalty(and "dot in record") should give them courage to fight and try to won. Also it will decrease number of visitors begging for gold. Then I could wish that only those who are interested to play and won will join game. Other should stay in lobby and camp there...

Nope.

 

You call it courage to remain in a blow-out as cannon fodder. I call it foolishness and frankly, not fun at all.

 

Go play tanki-X.

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Have to disagree with you strongly.

Won't have the effect suggested.  There is absolutely no point in staying in a blow-out unless you are advocating just for buyers.

If this was some how implemented what would you suggest to prevent teams leading 9-0 and purposely not capping the 10th flag just so they can run up the score?  This does happen.

I'm not really supporting the idea, just saying that TX (made by the same devs) already has a leaving penalty, so it's possible that it will appear in TO as well.

 

But instead of penalties, I'd love to see Hexed's idea get implemented. The one about crates, where a number of crates with small rewards (and a small chance to get big ones) are given out to some players at random at the end of the battle. This would encourage people to stay even if the game is a blow-out. Would work particularly well with matchmaking, since then it won't be possible to abuse the system by purposefully joining games that are about to end.

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I'm not really supporting the idea, just saying that TX (made by the same devs) already has a leaving penalty, so it's possible that it will appear in TO as well.

 

But instead of penalties, I'd love to see Hexed's idea get implemented. The one about crates, where a number of crates with small rewards (and a small chance to get big ones) are given out to some players at random at the end of the battle. This would encourage people to stay even if the game is a blow-out. Would work particularly well with matchmaking, since then it won't be possible to abuse the system by purposefully joining games that are about to end.

Agreed.

 

Penalties aren't the way to solve this issue, because the fact is people will continue to leave anyway.

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I'm not really supporting the idea, just saying that TX (made by the same devs) already has a leaving penalty, so it's possible that it will appear in TO as well.

 

But instead of penalties, I'd love to see Hexed's idea get implemented. The one about crates, where a number of crates with small rewards (and a small chance to get big ones) are given out to some players at random at the end of the battle. This would encourage people to stay even if the game is a blow-out. Would work particularly well with matchmaking, since then it won't be possible to abuse the system by purposefully joining games that are about to end.

hope not - Tanki-X is terrible with that idea.

 

But I agree crates might work as an incentive - IF - odds are same for everyone at end of battle.

Otherwise, tanks on losing side will bail knowing they have very little chance of getting a bonus - similar to way they get few crystals.

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I think players on the losing, blow out battles, stay strictly for the XP to level up for the next weapon or hull. Or, possibly they have a 1st in battle mission. It certainly can't be for the crystals. For the amount you get won't pay for the supplies used (if they are used). 

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It's a very typical pattern.  You get into a battle.  Things are going okay for the first minute or two, then the other team pulls ahead by a bit.  Sometimes, your team sticks with it and rebounds.  But more often, the cowards on your team start to leave and the game becomes nothing more than target practice for the winning team.  This ruins the game for everyone.

 

I propose a penalty for anyone who leaves a game early when their team is trailing.  The amount of the penalty is open to discussion, but I think it should be at least 100 crystals, and perhaps as much as 1000.  The penalty need not be applied in every case.  Sometimes you have to leave a game early for reasons that have nothing to do with the game.  Giving a limited number of "free" passes to leave would prevent people from being penalized in those cases where leaving is not in their control (say, 3 games per day).  After that, the penalties would apply.

 

The penalties need not be constant.  Perhaps the penalty for abandoning your teammates should start at 100 crystals and increase by 100 crystals per game for each game.  That way, if someone chickens out once or twice, it doesn't cost them much.  But if they leave ruining a dozen games in a day, it could cost them thousands of crystals.  

 

Players who leave early should also immediately forfeit any "experience" points they earned in the game.  Players should not be rewarded for cowardice.

 

We should also identify the cowards.  Frankly, I don't really want to help a player who is a coward.  I'd rather they just died.  When a person leaves more than 5 games while their team is trailing, their choice of paint should be limited to basic green with a yellow "cowardice" stripe right down the back of their tank so everyone can see who they are.  The stripe should remain for 48 hours and the number of times the person has acted the coward in the past month should be recorded in their Tanki stats so everyone can see what kind of player they really are.

 

I also think that when a game is in progress, and the team player count is equal, people joining should be required to join the team that is behind.  Too often a team is losing, and players will only join the winning team, which makes the battles even more lop-sided.  Unfortunately, Tanki has only made this worse with "crystal" missions.  Since losing teams often get less than half as many crystals as winning teams, there's a very strong incentive to join the winning team.  If you join the losing team, it can take you two, or even three or four times as many battles to reach your mission goal.  You are in fact penalized when you try to help a losing team win.  The addition of crystal missions is pure stupidity on the part of Tanki and should be eliminated - but that's another topic.

 

Tanki has spent a lot of time and effort messing about trying to "equalize" tank performance - but the bigger problem is losers who can't stand to be on a team that's behind.  Numerical advantage generally overcomes any advantage in skill or equipment.  It's a very rare team of 3 players that can beat a team of 5 - espcially with the compressed rank ranges (another Tanki mistake).  All other things being equal, even a team of 10 has an 11% advantage over a team of 9.  Tanki Cowards make this problem worse and we should penalize them for ruining the game for everyone else.

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The main reason you have blow outs is cowardice.

Have to disagree with you strongly.

Won't have the effect suggested.  There is absolutely no point in staying in a blow-out unless you are advocating just for buyers.

If this was some how implemented what would you suggest to prevent teams leading 9-0 and purposely not capping the 10th flag just so they can run up the score?  This does happen.

 

Sure TX applied this.  And I don't play it any more - in part because of this rule.  You would see droves of players quit the game if this was implemented.  It does not work.

 

Nope.

 

You call it courage to remain in a blow-out as cannon fodder. I call it foolishness and frankly, not fun at all.

 

Go play tanki-X.

 

 

 

Have you ever thought about how games get to become blow-out cannon fodder events?  (No.  I can tell you have not.)

 

Ever since Tanki added those STUPID crystal missions it has gotten worse than ever.  Why?  Because a losing team gets less than half as many crystals as a winning team.  If you have a 1000 crystal mission, which would you rather do?  Play 3-4 games on winning teams?  Or play 10-15 games on losing teams?

 

If one team is a little weaker than the other, but the number of players on each team is the same, a new player (especially one with a crystal mission) will join the team that is ahead.  This makes the imbalance even greater.  As the stronger (more numerous) team pulls ahead, cowards begin to leave the losing team.  This accelerates the imbalance.  THAT is how most blow outs happen.

 

I can't believe that Tanki won't address this.  The developers waste uncounted numbers of hours coming up with complete CRAP changes to the game that make it worse (or at best add NOTHING to the game) like cramming 20 people into every battle and the "Unified Battle List", but won't fix a fundamental flaw that leads to blowout games?

 

The solution is simple: Penalize players who leave a game when their team is behind, and don't let anyone join a winning team when the number of players on both teams is equal.

 

There are legitimate reasons to leave a battle when you're losing.  Mom calls you for dinner.  Tanki crashes (happens all the time).  Those can be addressed by giving a certain number of "penalty free" departures each day.  But if you leave more than 3 games when your team is losing, you're a coward and should be punished.  Since we don't have FIRING SQUADS in Tanki, a 100 crystal penalty for the 4th game you abandon in a day, plus an extra 100 crystal penalty for each successive abandonment - plus limiting paint choice to green with a yellow "coward stripe" down the back for two days - would be appropriate.  That way, someone who leaves 2-3 losing battles isn't penalized at all.  But someone who leaves 12 losing battles in one day would be penalized 7800 crystals and be identified as a coward.

 

Until something is done about Tanki cowards, there will continue to be close games that turn into not-quite-so-close games that turn into one-sided slaughters because Tanki cowards run away.  The problem is NOT going away, and is only getting worse.  This is a trend that corrodes the very core of Tanki - it eliminates competition and replaces it with bullying.

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Agreed.

 

Penalties aren't the way to solve this issue, because the fact is people will continue to leave anyway.

You are mistaken in thinking that people leave primarily because of blow-outs.  It's actually the other way around.  Blow-outs are caused by people leaving.  After the imbalance is great enough, more people leave - but it's usually the initial 1 or 2 who leave, that make the game 10 v 8 instead of 10 v 10, that ruins the game.  Think about it mathematically.  If every player were identical, a team with 10 players would have a 25% advantage over a team with 8 players.  Or, put another way, what if everyone on your team had armor that was 25% stronger, turrets that were 25% more powerful, hulls that were 25% faster than the opposing team?  It wouldn't even be close.  And so that's what happens when two cowards join a team and then leave.

 

Why do they leave?  

 

Clearly they see some advantage.  Usually, they are thinking they want to be on a WINNING team where they can get more crystals.  So if you take that incentive away, by taking away crystals, they don't hop from game-to-game distorting the game dynamics and ruining the game for everyone else. 

 

This IS how you fix the problem.  As I've said, sometimes there are legitimate reasons having nothing to do with game play why you must leave a game.  So let people leave a few games per day without penalty.  But once they've established a pattern of cowardice, don't let them ruin the game for others.  Brand them as cowards and penalize them enough that they will stop ruining the games for others.

 

I can't believe that Tanki is worried about "bad language" but doesn't  give a damn about bad game design - but that's apparently the case.

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There is already an Idea's and Suggestion's topic exactly about what you just said here.

 

The idea was declined, as Maf wrote "Suggested multiple times. Developers said that it will not be implemented. At least not in the near future."

Thanks for the reference.  Of course, this just shows monumental stupidity on the part of Tanki.  They will screw everything up with idiotic changes, but not fix a fundamental flaw that undermines basic game play for thousands of players.

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Actually, if you really wanted to address people abandoning games then you should start looking at how 4-star generals with M3 and M4 can play against players with M2s.

 

Many a time I've been in matches where there are M4's with Mammoths with M3/4 Twins and you just get obliterated.  There's no point staying, just for your K/D ratio to go through the floor and waste your supplies.

 

This is why I deliberately avoid any games with anyone over Lt General (M3 product kit availablity) rank in it.

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No. All you need to do is increase the rewards for the losing team, problem solved. Players leave because if you are losing, there is literally no reason to stay, as the crystals payout is so low.

True.  Either way, the dynamic is the same.  People leave because they are not punished for leaving or rewarded for staying.  But I submit that the blowouts generally would not happen in the first place if the number of people on each team was equal - and stayed that way.  At a guess, 85% of all blowouts start with one coward leaving the game.  People who see the member count and score disparity generally won't join the losing team.  Often, if they do, and bring the player counts to parity, the next person to join will join the WINNING team.  When that happens, more people abandon the losing team and the rout is on.

 

At a minimum, Tanki should make it impossible to join the winning team unless it has fewer players than the losing team.  But I believe additional penalties are vital unless Tanki just wants to become a crap game nobody wants to play.

 

In the military, if you run away in battle, you are court-martialed and usually imprisoned, fined, demoted, discharged and sometimes even executed.  is it too much to ask that players who betray their teams by running away be penalized?

 

I think not.

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Are you just covering up for the fact you don't know how to read?

I dont mind your style, at else its legible 

Everyone has their own personal style of text :) 

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Please remember that when a person leaves they are already penalized indirectly because they forfeit any crystals they may have earned. So, if people leave so what. It means more crystals for those that remain. Just enjoy the game while it's still somewhat enjoyable. This game is getting to the point where it's no longer fun to play so stop suggesting stupid ideas that will make it worse.

 

Truthfully, it would be nice to have the opportunity to select which turrets you want to fight against in a battle or rather the ones you don't want to fight against. I for one hate artillery. Artillery needs adjusting really bad. It's too strong compared to the other tanks. But I'm sure this will fall on deaf ears. Use to be a fun game. Not so much now.  


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The main reason you have blow outs is cowardice.

Have to disagree with you strongly.

Won't have the effect suggested.  There is absolutely no point in staying in a blow-out unless you are advocating just for buyers.

If this was some how implemented what would you suggest to prevent teams leading 9-0 and purposely not capping the 10th flag just so they can run up the score?  This does happen.

 

Sure TX applied this.  And I don't play it any more - in part because of this rule.  You would see droves of players quit the game if this was implemented.  It does not work.

 

Nope.

 

You call it courage to remain in a blow-out as cannon fodder. I call it foolishness and frankly, not fun at all.

 

Go play tanki-X.

 

Have you ever thought about how games get to become blow-out cannon fodder events?  (No.  I can tell you have not.)

 

Ever since Tanki added those STUPID crystal missions it has gotten worse than ever.  Why?  Because a losing team gets less than half as many crystals as a winning team.  If you have a 1000 crystal mission, which would you rather do?  Play 3-4 games on winning teams?  Or play 10-15 games on losing teams?

 

If one team is a little weaker than the other, but the number of players on each team is the same, a new player (especially one with a crystal mission) will join the team that is ahead.  This makes the imbalance even greater.  As the stronger (more numerous) team pulls ahead, cowards begin to leave the losing team.  This accelerates the imbalance.  THAT is how most blow outs happen.

 

I can't believe that Tanki won't address this.  The developers waste uncounted numbers of hours coming up with complete CRAP changes to the game that make it worse (or at best add NOTHING to the game) like cramming 20 people into every battle and the "Unified Battle List", but won't fix a fundamental flaw that leads to blowout games?

 

The solution is simple: Penalize players who leave a game when their team is behind, and don't let anyone join a winning team when the number of players on both teams is equal.

 

There are legitimate reasons to leave a battle when you're losing.  Mom calls you for dinner.  Tanki crashes (happens all the time).  Those can be addressed by giving a certain number of "penalty free" departures each day.  But if you leave more than 3 games when your team is losing, you're a coward and should be punished.  Since we don't have FIRING SQUADS in Tanki, a 100 crystal penalty for the 4th game you abandon in a day, plus an extra 100 crystal penalty for each successive abandonment - plus limiting paint choice to green with a yellow "coward stripe" down the back for two days - would be appropriate.  That way, someone who leaves 2-3 losing battles isn't penalized at all.  But someone who leaves 12 losing battles in one day would be penalized 7800 crystals and be identified as a coward.

 

Until something is done about Tanki cowards, there will continue to be close games that turn into not-quite-so-close games that turn into one-sided slaughters because Tanki cowards run away.  The problem is NOT going away, and is only getting worse.  This is a trend that corrodes the very core of Tanki - it eliminates competition and replaces it with bullying.

Nice wall of text.  There's a reason the default font-color is light grey...

 

Blow-outs happen for MANY REASONS.  When that happens it's a mercy that people leave and the timer kicks in.

There's no point in dragging it out.

 

You use the word cowardice.

It's not brave to sit in a battle where enemy is spawn-killing you or you have no hope of winning.

It's foolish.  People that leave can evaluate the situation better than some that think they should just stay - even when there is no hope. 

Maybe their time is worth something to them.

 

Firing squads? Oh my!  OK you want to compare to real world?  In war, enemies that can't win have option to surrender. That's what the timer is - a function of surrendering.

 

The silly suggestion has been declined. Move on.

Take that chip on your shoulder and go play tanki-X - I hear some people like that game.

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Folks remember this is a game. It's not the real military. I don't care if people leave. If it gets too bad then I'll leave too. Retreating must always remain an option. Plus, the tanks and turrets are not balanced. If there are several artillery units on the battle field, they can desecrate any tank. I've gotten to the point that I won't even play when artillery guys come in.

 

Artillery needs to be decreased really bad. So when people leave it's not always about the crystals. In fact, when people leave they forfeit their crystals so that's a penalty as far as I'm concerned. Besides, people leave for various reasons that we don't know about. For example, when you're at your job at work, you may need to leave immediately. It happens. No one knows.

 

Stay in the fight as long as you can but if it becomes unbearable leave. We can't keep complaining to these guys about everything. Can't you see what's happening to the game because of complaints??? You can't take this game seriously. The devs don't. They sit back and enjoy the huge sums of money, wearing Rolex watches and driving Benz's (like me lol). But enjoy the ride. This game has an expiration date folks. Enjoy it while you can.

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