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Change Scoring for Losing Team


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When a team is losing, players tend to leave, which accelerates the rate of loss and makes the game a blowout.  The reason is pretty simple: There is NO REWARD for someone who stays on the losing team.

 

I'd like to suggest a simple solution: Pay out based on individual performance.   That way the top players get the most crystals, regardless  of whether they're on the winning team.  Nothing sucks worse than being the best player on a crap team, busting your butt and getting no reward.  (That's why people leave games in the first place.)  So instead of huge rewards for the winners and crumbs for the losers, award crystals based on individual scores.  This would eliminate the tendency of people to abandon games at the first sign their team is losing.  You could have an additional bonus for the winning team - say 50 crystals per player.  This one simple change would eliminate a lot of the frustration in playing Tanki that comes mainly from Tanki rewarding people for leaving games.

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Declined

 

For individual performance there's DM game modes - the original one and the upcoming Juggernaut one. In those games it's really just your own effort that determines how much you get in the end. Team matches will always be about teamwork and shared rewards, because if the dependence on team score is removed, there will be no incentive to play the objective (score goals, capture points/flags) and it will ruin gameplay in those game modes.

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How about this idea:

  • Everyone receives crystals based on their performance and contribution.
  • Players that leave a battles take their rewards with them. Good for casual players and mobile Tanki.
  • And then the players on the winning side get a 50% bonus when they complete the battle.

I came up with this idea in a couple of minutes, I could be missing some things.

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How about this idea:

  • Everyone receives crystals based on their performance and contribution.
  • Players that leave a battles take their rewards with them. Good for casual players and mobile Tanki.
  • And then the players on the winning side get a 50% bonus when they complete the battle.

I came up with this idea in a couple of minutes, I could be missing some things.

You are missing something- people who are on the winning team, when the other team is catching up, will leave and take the winning team fund. Battle ends, other team wins, and the people who were on the first winning team get 50% less than the person who left.

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You are missing something- people who are on the winning team, when the other team is catching up, will leave and take the winning team fund. Battle ends, other team wins, and the people who were on the first winning team get 50% less than the person who left.

Good observation, but let me clarify, there's not team funds, only personal funds. And to prevent players switching teams maybe players that leave should get 50% less of their rewards as punishment, the rest goes to Tanki, then for 2 minutes they can't join the other team, they can only comeback to the same team.

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What could be done is to give the winning team say, 60% and the losing 40%. Then let each team divide up by score. I've played in polygon CP battles where at the end of the game I had a score of 2200 and the next highest person in the game was 1300, but they still got more because our players kept dipping. I dont actually mind when ppl leave as it means more crys for those who finish

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What could be done is to give the winning team say, 60% and the losing 40%. Then let each team divide up by score. I've played in polygon CP battles where at the end of the game I had a score of 2200 and the next highest person in the game was 1300, but they still got more because our players kept dipping. I dont actually mind when ppl leave as it means more crys for those who finish

There's one problem with that idea, mults can join your team and do very little to help while you're being spawn killed by his friends in the other team until you leave, then when the battle ends the mults take the 40%

 

My idea is better, everyone earns what they contribute, and if they end up in the winning side they get 50% more of what they have earned personally. And to prevent power leveling the system would take into account kills and deaths as well as score differences, for example, if team A captures another flag rewards for team B players would be less.

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