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War Herald, Issue #2


r_Nives5
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In theory, this would be great, but in practice.. not so much. What determines a mult score? How do you prevent honest players from being excluded? You'd have to calculate a certain threshold based on battle data collected over time, parameters like average kill and score increase per second, K/D, rank and total kills and score per game. Determining where that threshold should be is susceptible to many factors. Now if they were to develop a system like that, it would be for regular game play, not specifically for an event I'm afraid. It would take too much time and resources to develop for this event.

I do realize the 200 kill limit is a lot to ask from players, especially since it's a returning task. Since this is the first time such an event is held, this can basically considered a test event and it should be improved for future events like this. And in my opinion the kill task is something worth looking into at least. 

 

 

Not really much point arguing against whether or not a system that blocks junk DL's would be easy to implement or not...only the devs know that and me saying it's easy would be patronizing.

 

Discounting junk DL's is one way to make sure Tanki Wars isn't too influenced by cheaters. As already pointed out the 200 kill threshold will limit a lot of multing, at the cost of putting off a lot of casual players. Personally, I'd be more inclined to please the casual players and find another way to deal with mults.

 

TBH, discounting junk DL's is one of my more balanced ideas....If it was actually up to me, I'd simply remove the community paint from the garage of those with DL's in the bottom 5% of their communities(on days where DL is the deciding factor)....completely disqualifying them from the rest of the war. :ph34r:

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not sure why you guys are complaining . when we have done the 250 kills in the past when Cedric was here , this was when the kill battle events first started. if any of you remember . http://en.tankiforum.com/index.php?showtopic=344862

Making 200 kills once is not really a problem, although it's still quite the amount for a casual player. However, that's just for one turn, while there are many more turns to come after that. So in order to actively participate, one has to make 200 kills every other day. It's only logical that such a task puts off players with only limited time to spend. Luckily, it's not mandatory to participate in each and every turn. 

TBH, discounting junk DL's is one of my more balanced ideas....If it was actually up to me, I'd simply remove the community paint from the garage of those with DL's in the bottom 5% of their communities(on days where DL is the deciding factor)....completely disqualifying them from the rest of the war. :ph34r:

Harsh xD It surely will encourage players to try harder.
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Not really much point arguing against whether or not a system that blocks junk DL's would be easy to implement or not...only the devs know that and me saying it's easy would be patronizing.

 

Discounting junk DL's is one way to make sure Tanki Wars isn't too influenced by cheaters. As already pointed out the 200 kill threshold will limit a lot of multing, at the cost of putting off a lot of casual players. Personally, I'd be more inclined to please the casual players and find another way to deal with mults.

 

TBH, discounting junk DL's is one of my more balanced ideas....If it was actually up to me, I'd simply remove the community paint from the garage of those with DL's in the bottom 5% of their communities(on days where DL is the deciding factor)....completely disqualifying them from the rest of the war. :ph34r:

Or maybe people with a DL below a certain amount. Imagine if everybody or at least most players for a country were not mults. Many would be disqualified unfairly.

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Let's say you get (on average) 40 kills per 15 minute DM match, you would need to do this five more times which would be 75 minutes. In the case of the war, time = reward. It is a simple rule, you don't get given stuff to you in life - why should this be different?

That's almost 3 kills a min... you are insane if l get 1 a min its good

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All you folks worrying about mults are convincing yourself of a problem before there is any evidence it exists. Does the potential exist? Sure. But will multing a different team achieve anything measureable? Maybe not and I'd go so far as to say probably not.

 

First there are hundreds and thousands of players. No one is going to have command and control over ths player base. So someone spends a lot of effort to organize a mult strike. They get 25 players to mult one team. The team has 2,500 players contribute. The 1% mult effort is too tiny to make a difference.

 

Annnnd even if it were larger the effort fails because they picked the wrong team to mult.  PO was the early leader so the mults vbought PO paint. Then GE came on strong to win. But the PO paint was already bought. No way to mult GE, only PO. No do-overs in buying the right paint.

 

Those 25 players will all have to spend 48 hours happy to be wasting their time. First in getting 200 kills then the next day  in sitting around in game but not playing just getting shot up.  Then if their team wins the war they get nothing because they did njot spend that time bulding up their team.  Building up one';s own team adds to your own winnings. Multing another team earns you nothing.

 

I know the above has not changed minds so her's the kicker.

 

Not one of us knows how TO calculates the best k/d. For all we know TO has accounted for multing already by building in anti-mult functions into that calculation. e.g. the lowest 10% of all k/d on every team are just dropped. Or as Taffy suggested k/d below a certain level as assumed to be mults and dropped. Or more sophisticated methods are possible.

 

Everyone is going on as though these countermeasures do not exist.  Well ... maybe they DO exist. Are YOU going to spend 5 hours a day multing a team biuilding up no credit for reward in victory .... and knowing TO might just toss all those hours of yours into the wastebasket for no effect?

 

Not me.

 

My take is multing in this system is less likely to bring a win than just playing hard and honestly for your own team. We'll find out but I am not going to get all worried until I see some evidence.

 

Not when you consider there is very little at stake. Play as much or as little as you like, have some fun, and you might get a reward of some sort. Bujt the chance for a new type of fun in the main thing here.

Edited by LittleWillie
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Making 200 kills once is not really a problem, although it's still quite the amount for a casual player. However, that's just for one turn, while there are many more turns to come after that. So in order to actively participate, one has to make 200 kills every other day. It's only logical that such a task puts off players with only limited time to spend. Luckily, it's not mandatory to participate in each and every turn.  Harsh xD It surely will encourage players to try harder.

the way I understood the kills were only when event was going on and not every other day. will need to see more on this when event comes out on clarifying it all so we all understand what they want from us..

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the way I understood the kills were only when event was going on and not every other day. will need to see more on this when event comes out on clarifying it all so we all understand what they want from us..

Each turn takes 48 hours, during the first half you have to make 200 kills at least in order to participate in that turn. After the first turn is over, the second turn will start, and the devs expect the entire process to take approximately 3 weeks. That means 200 kills every other day for the duration of 3 weeks.

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Each turn takes 48 hours, during the first half you have to make 200 kills at least in order to participate in that turn. After the first turn is over, the second turn will start, and the devs expect the entire process to take approximately 3 weeks. That means 200 kills every other day for the duration of 3 weeks.

.... IF you want to be active for every one of those turns., As you mentioned in another post, tankers do not have to participate in every 48-hour turn cycle.

 

I am still sticking with my prediction of 12 days for War #1. One team will figure this out while the other three team go back-and-forth in the strategy phase.

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Each turn takes 48 hours, during the first half you have to make 200 kills at least in order to participate in that turn. After the first turn is over, the second turn will start, and the devs expect the entire process to take approximately 3 weeks. That means 200 kills every other day for the duration of 3 weeks.

ok would missions also be included in with the counts or would it be separate from the 100 kills per day / 200 every other day total.

also would there be a system in place to see how many kills you have for that day or do we just go by what we count on our own..

 

seeing they have a habit of starting battles at 2100 UTC time , I take it this will be the norm for this also..

Edited by Bydo

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ok would missions also be included in with the counts or would it be separate from the 100 kills per day / 200 every other day total.

also would there be a system in place to see how many kills you have for that day or do we just go by what we count on our own..

 

seeing they have a habit of starting battles at 2100 UTC time , I take it this will be the norm for this also..

Any kill you make in non-PRO battles count towards this event, it doesn't matter if you complete your missions at the same time or not.

You will not be able to see how many kills you've made, but you will be able to see when you've reached the required amount of kills:

 

How to know if I completed the kills goal?

On the special site there won’t be a specific number of kills counter, like X/200, but you will be able to check if you have made enough kills or not. During Battle phase, the global goal for kills is given to the whole faction, and you will see a special indicator on the site.

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Any kill you make in non-PRO battles count towards this event, it doesn't matter if you complete your missions at the same time or not.

IMO this is both good and bad. Sure good that kills earned while completing missions will count toward the war.

 

But really bad that your KD during mission fulfillment battles will also count toward the war. I don’t know about anyone else but my KD is absolutely awful when working missions like capture X flags, control X points, score X Rugby goals, collect X supplies, etc. :(

 

At the end of the day though, missions don’t take that long and as we’ve heard at least implied from staff/mods, War is not for casual players.

 

So I’m out.

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Wait nives im confused . So during the battle phase the side that have a higher k/d wins? If its like that then if one side gets 10 kills and 1 death and the other side gets 999kills and 1000 deaths so the side that got 10 kills and 1 death wins?

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Wait nives im confused . So during the battle phase the side that have a higher k/d wins? If its like that then if one side gets 10 kills and 1 death and the other side gets 999kills and 1000 deaths so the side that got 10 kills and 1 death wins?

If two or more factions attack the same territory on the War map, whichever faction has the highest K/D will capture that territory. However, a faction will still need to get a certain number of kills to capture the territory, regardless of whether their K/D is higher or not. So don't worry, a faction won't be able to win with a trivial amount of kills.

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