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Ideas for Information in Profiles!


Maf
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Hi,

I would like to see some kind of "cumulative Gear Score" (cGS) on the Ratings Page as far as the Garage items are concerned. This would allow people to see who is a (probably but not definitely!) buyer due to the number of upgraded Kits etc. Or generally how much someone has progressed towards a fully upgraded Garage.

 

Right now, your individual Gear can be combined to get the GS value of 9999. The cumulative GS shows the entire strength of the particular items by summing up the GS Values of each Turret, Hull, Module and Drone. (and Augment, but you get the idea)

Mathematically the maximum cGS would be: (Number of Turrets) * 4000 + (Number of Hulls) * 4000 + (Number of Modules) * 400 + (Number of Drones) * 599 + (Number of Augments) * 100.

Which is - at the moment: 14 * 4000 + 8 * 4000 + 15 * 400 + 18 * 599 + (53 + 14 * 1 + 8 * ? * 100 = 56,000 + 32,000 + 6,000 + 10,782 + 13,100 = 117,882**

(* = 53 individual Turret Augments + 14 * Adrenaline + 8 * 8 Hull Augments)

 

People who have focussed on one solid combo might have a GS of 9999 but a lower cGS. There might be people who have "diversified" their Garages, which is why their GS might be lower, but their cGS might be higher. All in all, this is also a good metric for people who want to get in a Clan, as the cGS shows the "overall" strength. ?

 

(**Even if the number is wrong, you get the idea)

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On 9/11/2020 at 3:17 PM, T879 said:

Hi,

I would like to see some kind of "cumulative Gear Score" (cGS) on the Ratings Page as far as the Garage items are concerned. This would allow people to see who is a (probably but not definitely!) buyer due to the number of upgraded Kits etc. Or generally how much someone has progressed towards a fully upgraded Garage.

 

Right now, your individual Gear can be combined to get the GS value of 9999. The cumulative GS shows the entire strength of the particular items by summing up the GS Values of each Turret, Hull, Module and Drone. (and Augment, but you get the idea)

Mathematically the maximum cGS would be: (Number of Turrets) * 4000 + (Number of Hulls) * 4000 + (Number of Modules) * 400 + (Number of Drones) * 599 + (Number of Augments) * 100.

Which is - at the moment: 14 * 4000 + 8 * 4000 + 15 * 400 + 18 * 599 + (53 + 14 * 1 + 8 * ? * 100 = 56,000 + 32,000 + 6,000 + 10,782 + 13,100 = 117,882**

(* = 53 individual Turret Augments + 14 * Adrenaline + 8 * 8 Hull Augments)

 

People who have focussed on one solid combo might have a GS of 9999 but a lower cGS. There might be people who have "diversified" their Garages, which is why their GS might be lower, but their cGS might be higher. All in all, this is also a good metric for people who want to get in a Clan, as the cGS shows the "overall" strength. ?

 

(**Even if the number is wrong, you get the idea)

Buyer? could also be long time player

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5 hours ago, Evert09 said:

Buyer? could also be long time player

Yes, that why I said "probably". Of course, you can also grind Events, Contests, Weekly Missions for a long time and make a lot of progress that way, that's also possible ?

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There's just nothing after achieving the Legend rank, it feels completely empty. Why isn't there some kind of rating with leaderboards like back then, but based on your efficiency in battles rather than your D/L? Would make the Legend rank way more competitive, e.g. way more fun to play.

I get it that there are leaderboards for how much score you were able to achieve and so on, but I think that all of us know that these don't really show how "good" someone is playing.

This could be a Legend rank only thing, so players have a reason to grind this far ?

 

My second point would be to add more statistics. I would love to be able to see stuff like my winrate, average damage dealt per battle, and so on. Honestly, this would blow my mind ?

Edited by Son_Goku
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Hi! today I come with this new idea: show the information of the hull or turret on the ratings page.

At the top left of the box, the following information would be displayed as an icon:

-the modification it has

-the skin (xt, legacy, ultra ... etc)

-the shooting effect

-the augment

here is the image of how it would look: https://prnt.sc/106kbia

 

 

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6 hours ago, elcatalagamer said:

yes

This idea is pretty cool, but I'm sure that Tanki about to change the ratings page, So is that relevant yet??

(On this current ratings page)

Cool design btw.

Edited by Knafo
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10 hours ago, Knafo said:

This idea is pretty cool, but I'm sure that Tanki about to change the ratings page, So is that relevant yet??

(On this current ratings page)

Cool design btw.

Yes, I already thought I would put it somewhere else, but I did it in this style because I don't know how they will do it later and thx

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I just have one thing to add and that is the achievements at the ratings part of the tanki page
It's really outdated
For example "collect all m1 turrets in the game" or "buy an m3 railgun"

Edited by joca_007

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As the title is stating already, there is no competition at all in Tanki (besides E-Sports, maybe). There are no decent leaderboards, no rankings, nothing. The leaderboards we've got right now are not worth the grind and do not represent how good someone is playing.

We really need something, some number that represents our skill (which depends on things like efficiency in battles, D/L, damage dealt, winrate, ...), preferably for different game modes (MM, format battles, ...). Give that number a leaderboard with seasonal rewards for the reached ranking or whatever, and there you have a huge motivational boost for the whole community, especially for players who like proving themselves. I've been waiting for more skill-based rankings for years, but they're just not doing it.

The game would really benefit from this.

 

Edited by Son_Goku
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I realised that people can play for XP which involves capping, killing enemy players etc. But you do not get XP for everything, for example sometimes when the flag carrier is on very low health and we are about to cap, I will place my tank between the enemy player and the flag carrier so that they do not receive  any damage and we can cap. Or sometimes I will bring the flag part of the way through the map and then die but we still cap since I got the flag from the enemy base. This leads to the team winning but you do not get the most XP if you do not cap yourself. I assume that this is reflected in your efficiency. 

 

Likewise, you can also play for kills, which obviously is reflected by your DL score. However, neither of these two things fully capture everything, and I feel a good statistic for players would be the percentage of team games where they were on the winning team vs the losing team. 

So my idea is to add team games won, games drawn, and team games lost, as well as the ratio (won+draw)/lost.

- Team Deathmatch
- Control points 
- Juggernaut
- Assault
- CTF 
- Rugby
- Siege 

Would all count. Finally, draws would not count towards the (win+draw)/lose ratio. (see edit 2) The reason for including draws in the ratio is as follows: 

Let there be two players, player A with x1 wins, x2 draws, and x3 losses, and player B with y1, y2, and y3 respectively as for player A. Then, if x1/x3 = y1/y3, but y1+y2+y3 < x1+x2+x3, ie player A has played more games than player B, then this implies that player A has more draws than player B. If we only considered win/loss ratio, then these two players would appear to be equally "good". Imagine player A won 100 games and lost 10 games with 0 draws, then the win/loss would be 10. And imagine that a player has 10,000 draws with 10 wins and 1 loss. Then the win/loss ratio would still be 10, but clearly someone who won 10 games out of 10,011 games shouldn't be "better" than someone who won 100 out of 110 games.

Now if we consider the win/(loss + draw) ratio, in the above example we would have,

- Player A, the ratio would be 100/(10 + 0) = 10. 

- Player B, the ratio would be 10/(10,000 + 1) = 0.001. Thus, as expected we would have that player A has a better ratio than player B. 

 

With the formula win/(loss + draw), for any two people with the same number wins and losses, more draws brings down your ratio, as expected. 

If someome has the same number of wins and losses as you, then more draws means they will be below you. If both player shave a similar number of games, then the player who has some draws should be below the player who didn't draw in any games but has the same ratio. If the two players have a huge difference in the number of games played, then they are not entirely comparable. However I believe you would be able to see from the number of games played in total that the two do not entirely compare. 

 

Edit 1

Rather than the above, where I stated that it would be obvious from the number of games played that two players are not comparable, I suggest the devs find out the number of hours played before a player reaches their "optimum" skill level, and then only players who played for this many hours will receive a ratio. 

Edit 2

Fixed some pretty fine logic. 

Edited by r_Fish.tank980
Edit 1

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