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Penalize retreat from game (cowardness)


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

How many places you gonna post this gibberish?   <_<

 

You've already got that wall of text in the Ideas-and-suggestions thread.  In a string that was already DECLINED.

And you really don't have a clue why people leave battles.

 

Do us all a favor and spend your time in Tanki-X.  It seems tailor-made your you.

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The only reason players leave games early is because the economic reward system in TO is a disaster. Give players an incentive for doing well even on a losing team and this issue vanishes.  For exampe maybe my team is losing 5-0 in flac caps but I have killed 4 enemy flag carriers during the game. I get a nice Cry payout to make my time worthwhile. But the noob on my team who never used his OD all game gets nothing extra.

 

Punishment never works in a game., Players simply quit playing games that are dumb enough to punish their own players. The brave brave oh-so brave OP should just drop 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.

Yours is the very best solution.  Tanki should just increase the losing sides payout.  I have been slaughtered in CTF games that ended in 10 to 0...I try to finish all my games regardless.  I made less than 1 crystal per kill...for an entire 15 minute game!

 

Maybe a fixed amount for staying in a battle for 10-12 minutes on the losing side.

 

The original posters idea is interesting and sounds good, but I think it would be very hard to implement and would cause lots and lots of complaints.  Give something more and people are happy...take away or punish and you have typical Tanki thinking and make players unhappy.

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

He's saying that the text is hard to read. And I fully agree, I literally had to squint when I first opened the page.

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He's saying that the text is hard to read. And I fully agree, I literally had to squint when I first opened the page.

You're telling us that? I didn't even read his/her bright yellow wall of text, because I know that if I did, I would be scarred for the rest of my life. :ph34r:

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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.

Sure that happens... but compared to the blow-outs caused by cowards imbalancing teams, it's both minor and rare. Assume for example, two teams of 10 players with every player identical except ONE player who is as you've described.  Damage for an M4 Twins is less than 40% greater than damage for an M1 Twins, so distributed over a team of 10, that's less than a 4% advantage.  Compare that to being on the short team in a 10 v 9 battle.  Your disadvantage would be 11% - more than two-and-a-half times greater!  Note: That's M4 v M1 Twins!  An M4 is only 23% (a 2.3% team advantage) over an M2 twins.  So being short one player is almost FIVE TIMES greater disadvantage!  The problem is not equipment advantage of individual players.  It's cowards leaving the game.

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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.  

 

The amount they are penalized is trivial.  I'm talking about games that start with two full teams, and within a minute or two, the cowards jump ship. What happens is they have lost 2 minutes of playing time - and left everyone else on the team at a SEVERE disadvantage.

 

Logically, then, if Tanki isn't going to fix this mess, the proper course of action is to start the battle, and as soon as one person quits, EVERYONE on the team should quit.  Losing teams don't get much in the way of rewards anyway, so the logic of leaving a team that appears to have little chance of winning makes sense.

 

Can you imagine no game lasting longer than 3 minutes?  Start the game, one team captures a flag, a coward on the other team quits and immediately the rest of the team quits as well?

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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.

I don't have a problem with cowards quitting.  But when they screw over their team mates, they should pay a price.  Maybe they should be banned from playing the game for the rest of the day.  Maybe they should be banned for eternity.  Maybe their tanks should just be frozen in place to be butchered as target practice - or they player placed in "time out" and not allowed to enter any other game for twice the remaining duration of the game they abandoned.

 

As for having to leave while at work - how many times a day does that happen?  I've already proposed 3 times without penalty.

 

I offered what I thought was a reasonable way to curb a behavior that is destroying the few remaining enjoyable aspects of Tanki.  If you have a better idea on how to limit the impact of cowards - please share.

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I see that you added colour to your posts again, despite the fact that I edited them and notified you that excessive formatting is not appropriate. Please don't do that again. And in case you didn't notice the PM I sent you (or are ignoring it on purpose), here's a copy:

 

Please refrain from selecting bright font colour for the whole text of your post. Just use the default formatting. Bright text is extremely hard to read and always results in complaints from other users. We don't have an exact rule that prohibits it, but such bright posts look annoying, similar to spam (which is not allowed).

 

Custom font colours are meant for titles, highlighting certain words/sentences, or colour-coding your posts. But typing up a massive post and colouring it all with bright yellow is not the correct use of this feature, so don't do it.

 

Consider this a friendly warning. If you continue to post colourful text, you will receive an official warning and may eventually get banned.

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The only reason players leave games early is because the economic reward system in TO is a disaster. Give players an incentive for doing well even on a losing team and this issue vanishes.  For exampe maybe my team is losing 5-0 in flac caps but I have killed 4 enemy flag carriers during the game. I get a nice Cry payout to make my time worthwhile. But the noob on my team who never used his OD all game gets nothing extra.

 

Punishment never works in a game., Players simply quit playing games that are dumb enough to punish their own players. The brave brave oh-so brave OP should just drop it.

Okay - that makes sense.

 

Another way to do it is to minimize the TEAM rewards and maximize the INDIVIDUAL rewards.  So if I'm on a crap team full of cowardly noobs who run away the first time they get shot at - no problem.  I get 40 kills and 40 times the payout of any of the noobs with just one kill.  For every flag carrier I bag, double it. For every flag I bring back - even if we lose - double it again.  That way the numb nuts on the enemy side who did NOTHING doesn't get much benefit from being on the winning team.

 

It amounts to the same thing.  Instead of taking crystals away for being a coward, just never award them any crystals to begin with.

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Sure that happens... but compared to the blow-outs caused by cowards imbalancing teams, it's both minor and rare. Assume for example, two teams of 10 players with every player identical except ONE player who is as you've described.  

Identical teams except one player? The chances of that are about as us much unicorn teeth dropping in containers.

 

And your percentage "facts" are a great reassurance that my being obliterated by an M3 Mammoth with M3/4 Twins killing my M2 Hornet/Twins combo was so rare, then it should only have happened once.

Instead of the numerous times it has.

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Identical teams except one player? The chances of that are about as us much unicorn teeth dropping in containers.

 

And your percentage "facts" are a great reassurance that my being obliterated by an M3 Mammoth with M3/4 Twins killing my M2 Hornet/Twins combo was so rare, then it should only have happened once.

Instead of the numerous times it has.

Bambi got 1 thing correct - that division of spoils at end of a battle are a problem.

 

The rest?  Went off on a giant tangent from the original statement and completely nullified the post.

 

Has no clue why people leave battles and blames the players.

Does not understand people play games for fun, and being a punching bag is not really fun.

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The amount they are penalized is trivial.  I'm talking about games that start with two full teams, and within a minute or two, the cowards jump ship. What happens is they have lost 2 minutes of playing time - and left everyone else on the team at a SEVERE disadvantage.

 

Logically, then, if Tanki isn't going to fix this mess, the proper course of action is to start the battle, and as soon as one person quits, EVERYONE on the team should quit.  Losing teams don't get much in the way of rewards anyway, so the logic of leaving a team that appears to have little chance of winning makes sense.

 

Can you imagine no game lasting longer than 3 minutes?  Start the game, one team captures a flag, a coward on the other team quits and immediately the rest of the team quits as well?

Oh I agree with you. The devs in this game give NOTHING which is a huge problem because it says in essence "we don't care about the players." It makes no sense to give so little when we give so much. Here's a secret they don't want you to know: we really do have the power. In regards to people leaving, I have watched games from afar lol (on screen) and people leave all the time and in most cases they are replaced immediately. I try clicking to get in and someone beats me by a micro-second. It's frustrating I know but the devs don't need to mess this game up anymore than it already is. Anyone have ideas on a better game to play? :( 

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. Anyone have ideas on a better game to play? :(

You don't like Tanki? Are you frustrated? Are you growing a yellow stripe down your back? 

 

You have a search engine...use it. 

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Its not cowardness mate, its called internet breakdown.

Or players just don't want to waste their time. When you are in a CTF battle and you are losing 7-0, no need to stay. Especially if enemies spawn kill you over and over again. There is just no point. And if you have little time to play and need to complete a mission, I get why players leave, in hope to join a better battle.

 

Also, think about pro battles. Lets say you play Silence pro, 3 flags. Your team lead 2-1, but you have to go. You leave the battle because you have to.

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But the mults (Legend mults or simply low ranks with m2) will not leave :D

 

I support Hexed's idea too.

 

 

Or players just don't want to waste their time. When you are in a CTF battle and you are losing 7-0, no need to stay. Especially if enemies spawn kill you over and over again. There is just no point. And if you have little time to play and need to complete a mission, I get why players leave, in hope to join a better battle.

 

Also, think about pro battles. Lets say you play Silence pro, 3 flags. Your team lead 2-1, but you have to go. You leave the battle because you have to.

Stop spamming the forum and edit multiple posts  ^_^

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As they often say, brave is a synonym for foolhardy. I'm not a coward for realising that my team is going to get hammered, I just value my time, drugs, and kd as more important than whether or not a team of randoms I will probably never meet again wins a single, 15 minute game.

 

My solution? Improve the imbalance battle timer. Currently, iirc if one team is winning and has 2 more people, then it is considered "imbalanced". Don't work on number of players, work on how much each of those players has done in the game, aka score/time. Have an example:

 

Recently I played an Esplanade CTF game, final score was 7-0 or 7-1. One other person and me on my team had over seven hundred score, while the top of the other team had 300. Call them "brave" if you will, but throughout the game, the teams were roughly equal. The game was absolutely a blowout, and the teams were definitely imbalanced, yet the number of players on each team was equal, so everything was fine.

 

We need a system that judges things like how many people on a team have left and been replaced, the score:time ratio of the top scorers, the overall score (flags, points, kills, etc). We need a system that will actually kick in when a battle is unfair, which shouldnt rely entirely on the size of each team.

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[spolier]

As they often say, brave is a synonym for foolhardy. I'm not a coward for realising that my team is going to get hammered, I just value my time, drugs, and kd as more important than whether or not a team of randoms I will probably never meet again wins a single, 15 minute game.

 

 

My solution? Improve the imbalance battle timer. Currently, iirc if one team is winning and has 2 more people, then it is considered "imbalanced". Don't work on number of players, work on how much each of those players has done in the game, aka score/time. Have an example:

 

 

 

Recently I played an Esplanade CTF game, final score was 7-0 or 7-1. One other person and me on my team had over seven hundred score, while the top of the other team had 300. Call them "brave" if you will, but throughout the game, the teams were roughly equal. The game was absolutely a blowout, and the teams were definitely imbalanced, yet the number of players on each team was equal, so everything was fine.

 

We need a system that judges things like how many people on a team have left and been replaced, the score:time ratio of the top scorers, the overall score (flags, points, kills, etc). We need a system that will actually kick in when a battle is unfair, which shouldnt rely entirely on the size of each team.

 

 

It's worse than described.  It's not "2 more people".  It's 2x or double.  So 10 vs 6 will not trigger timer since 10/2 = 5.

In this case 4 more tanks on one side will still not set off the timer.

 

(Ignore if you just made a typo and actually meant "twice as many tanks")

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