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Mission Chains Update [April 27th]


r_Nives5
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My missions ideas are:

 

Easy:

 

Earn small amount of Crystals in battles and in Game Modes.

Capture a small number of Flags in CTF and in ASL

Score a small number of Goals in RGB

Capture a small number of points in CP

Destroy a small number of enemies in DM and in TDM

 

Medium:

 

Earn a fair amount of EXP in battles and in Game Modes.

Destroy a fair number of enemies in battles and in Game Modes.

 

Hard:

 

Earn a good amount of EXP in battles and in Game Modes.

Destroy a good number of enemies in battles and in Game Modes.

Finish to 3 (maybe)

 

It's just my opinion.

Uhhhhh...isn't that exactly what we have now?

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It's just my opinion.

Ah ok, I misunderstood.

 

It is possible but not plausible. Doing all thjs would require mane many database querries. That will et up bandwidth / cause lag through the game and it would drag out the MM calculations. TNSTAAFL

Well you can aggregate it and calculate the one skill number separately from the MM and secondly I thought of it more as some brainstormed ideas, so that not all need to be considered.

Edited by Tani_S
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Ah ok, I misunderstood.

 

Well you can aggregate it and calculate the one skill number separately from the MM and secondly I thought of it more as some brainstormed ideas, so that not all need to be considered.

My point is the MM system can be as complex as you suggested in your mental experiment but ding so comes at a cost of processing power. I am fairly confident TO is not going to create code that tries to predict every single possible equipment combo every players' garage can produce. Even if TO wanted to do so practical reasons most likely prevent it.

 

The take-home message is the MM system is not going to be based on matching m-levels much less on MU steps w/in those m-levels. It is not  realistic to expect that or to hope for it.

Edited by LittleWillie
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My point is the MM system can be as complex as you suggested in your mental experiment but ding so comes at a cost of processing power. I am fairly confident TO is not going to create code that tries to predict every single possible equipment combo every players' garage can produce. Even if TO wanted to do so practical reasons most likely prevent it.

 

The take-home message is the MM system is not going to be based on matching m-levels much less on MU steps w/in those m-levels. It is not realistic to expect that or to hope for it.

It is dropping. It's May Holidays and the peak barely reaches 31K players. http://tankionline.com/graphic.swf

Players, and TO too for that matter, need to understand these two posts together.

 

MM can and will serve as an obfuscating later between a human and the battle list, but MM cannot change the fact that especially late in the day there are so very few battles in the game. What’s the point of matchmaking if there’s only one or two active games? You’ll just keep getting sent to the same place with anyone else who wants to play at that time.

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strange that CP and other battles have been reduced , but not assault battles there still at 100. where as CP is reduced down to 50 when things changed. if your going to keep one at 50 then both should be the same..

 

these 10 minute battles are no longer playable .seeing in the first 5 minutes most players give up and only going in for what little chicken scraps they can get now to complete missions or get them half done so they can return the next day to finish them or take there time doing them..

 

gam9trW.png

Edited by Bydo
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At least for Rugby the cap should be 10 as before. 5 is too low, the battle ends even before 10 min.

I don't like 10 min battles but with such low caps they are even worse. 

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Someone said supply kit sales are the game’s primary revenue stream. I don’t understand how that can be when Containers. missions, and chains flood my main and all my alts with supplies. Nearly 20k of everything on my main and near 1500 of everything on my Lieutenant alts.

 

Even in drug fest battles I can’t put a dent in those numbers.

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At least for Rugby the cap should be 10 as before. 5 is too low, the battle ends even before 10 min.

I don't like 10 min battles but with such low caps they are even worse. 

How about if it ends in 5 only when the other team has 3 or less. If the other team has 4 then the battle continues until one team gets 2 flags or goals more than the other team, up to 10. Some examples:

 

5-0 = battle ends, and it should end.

5-3 = battle ends

5-4 = battle continues

6-4 = battle ends

5-5 = battle continues

6-5 = battle continues

7-5 = battle ends

Uhhhhh...isn't that exactly what we have now?

No, there's no pick up boxes missions.

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Players, and TO too for that matter, need to understand these two posts together.

 

MM can and will serve as an obfuscating later between a human and the battle list, but MM cannot change the fact that especially late in the day there are so very few battles in the game. What’s the point of matchmaking if there’s only one or two active games? You’ll just keep getting sent to the same place with anyone else who wants to play at that time.

Thank you for this excellent question.  I play in these low-player hours so I expect MM to benefit me for these reasons.

 

1) Today's situation: I go to the CTF section. I find 5 games going. One is 10v10 but there is no room for me. The others are 4v5, 3v4, 2v3 and 2v5 with the small team losing each time. Under MM there would be two 10v10 games and one 9v9.

 

2) Today those 5 games would probably have at least three on some combo of the maps Brest, Highways, and Silence.  These game mass have been open the entire 24 period. I see this every single day. Shaft and Magnum users seek out these maps. As one shaft player ends play for the day another begins and joins a Highways game.  One map stays open all day.  At the end of the day these games are the ones left to play.

 

Under MM in low player times yes I might be put into games with the same players in game after game ... but they will all be on different maps.

 

Bottom line: It is better to be able to join a new team on random maps starting at 0-0 than it is to join a tiny battle on losing teams on maps where your role will be target for a shaft.

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Thank you for this excellent question.

 

Under MM in low player times yes I might be put into games with the same players in game after game ... but they will all be on different maps.

 

Bottom line: It is better to be able to join a new team on random maps starting at 0-0

You’re welcome.

 

Have we heard officially that MM will automatically change maps in the situation you describe?

 

I’m pretty sure official statements from developer only confirmed that MM would create a new battle/map when others were full and another player attempts to join.

 

I think the real question is when a battle ends, does MM preserve the map, attempting to assign new players to it? Or does it do as you describe and remove the battle and create a new one on a new map?

 

My perception was that the former would happen. I would love to be wrong though.

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Thank you for this excellent question.  I play in these low-player hours so I expect MM to benefit me for these reasons.

 

1) Today's situation: I go to the CTF section. I find 5 games going. One is 10v10 but there is no room for me. The others are 4v5, 3v4, 2v3 and 2v5 with the small team losing each time. Under MM there would be two 10v10 games and one 9v9.

 

2) Today those 5 games would probably have at least three on some combo of the maps Brest, Highways, and Silence.  These game mass have been open the entire 24 period. I see this every single day. Shaft and Magnum users seek out these maps. As one shaft player ends play for the day another begins and joins a Highways game.  One map stays open all day.  At the end of the day these games are the ones left to play.

 

Under MM in low player times yes I might be put into games with the same players in game after game ... but they will all be on different maps.

 

 

 

Bottom line: It is better to be able to join a new team on random maps starting at 0-0 than it is to join a tiny battle on losing teams on maps where your role will be target for a shaft.

If MM does not start a battle until each side is full then here's the likely situation for you clicking the Battle button...

 

1) you are placed in the "lobby" waiting for teams to fill up, then battle starts 0-0 equal numbers. Great!

 

OR

 

2) you are placed in an ongoing battle that has uneven numbers.  A team has fewer numbers in this case because tanker(s) have bailed on a team that started losing.

 

#2 is the issue. MM will prioritize filling a current battle before it starts a new battle. The odds of someone leaving the "winning" side are << than odds of someone leaving the "losing side". So more often than not, when you click "Battle" you will be dumped into a team already losing.

 

This happens a lot in Tanki-X and it happened to me a lot during the "trial" run of MM last year. I was often placed into a battle with ~ 4 min already gone on a team losing versus a team with active OverDrive. End-results predictable.

 

Before eliminating the Battle-List Tanki should try a interim option first - kick everyone out of the map that just finished. Want to play again? Click battle to generate a new map or join one of the ongoing battles.

 

You’re welcome.

 

Have we heard officially that MM will automatically change maps in the situation you describe?

 

I’m pretty sure official statements from developer only confirmed that MM would create a new battle/map when others were full and another player attempts to join.

 

I think the real question is when a battle ends, does MM preserve the map, attempting to assign new players to it? Or does it do as you describe and remove the battle and create a new one on a new map?

 

My perception was that the former would happen. I would love to be wrong though.

Tanki-X does not preserve the Map - everyone out and click "battle" to join a new random battle.

 

I suspect it will be the same.

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Tanki-X does not preserve the Map - everyone out and click "battle" to join a new random battle.

 

I suspect it will be the same.

This is good news. I hope this will be the case.

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Like wolverine said a lot of times we'll be put in the losing team, because players will keep leaving that team, and like in the test you'll see WO5s on one team and WO1s on the other, unless they try a compensating method, like something they never tried.

Hazel doesn't care about balancing battles, he believes the opposite and expects that somehow we'll adapt to it. That's why we have Overdrive, long rank brackets, Magnum, RK that doesn't help those that are being spawn killed, battle that start uneven, and so on.

The mission change is good for new players or new accounts even if they play casually in terms of income balance, let see if that helps with attendance also, personally I'll try to play a lot less after the 2X and my Premiums are over, maybe even take breaks.

Edited by r_Issimo2

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guys if you watched today's live chat raw you will get more info on what is going on.. Hazel was on it chatting about it

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guys if you watched today's live chat raw you will get more info on what is going on.. Hazel was on it chatting about it

Welp I missed out on that one.

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You’re welcome.

 

Have we heard officially that MM will automatically change maps in the situation you describe?

 

Yes we have heard.

 

In MM when a game ends all the players are returned to the lobby. That game is over and no longer exists.  When 20 players are ready for the next new game to start, they will be put into a random map. 

 

It is a simple chain of events. Game ends, map closes, new game starts on new random map.

 

If MM does not start a battle until each side is full then here's the likely situation for you clicking the Battle button...

 

1) you are placed in the "lobby" waiting for teams to fill up, then battle starts 0-0 equal numbers. Great!

 

OR

 

2) you are placed in an ongoing battle that has uneven numbers.  A team has fewer numbers in this case because tanker(s) have bailed on a team that started losing.

 

 

Yes if there is an open slot in an ongoing game that still has nearly 10 minutes remaining. The MM system does not re-populate games that have little time remaining.  Since there will be 30% as many games open at any given time as compared to now there will not be as many open slots to fill in recently started games.

 

If readers here wish to argue the MM system will be flawed I agree. But I am not suggesting MM will be perfect. I am suggesting it will be a marked improvement over what we have now.

 

-----

 

I just logged into the game. Here's the RGB games I was offered.  See how many Highways games?  This is what I see every single damn day. MM will end this tedium of sameness ... at least it will do that much.

 

TO_RGM_Games_00.png

Edited by LittleWillie
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Yes if there is an open slot in an ongoing game that still has nearly 10 minutes remaining. The MM system does not re-populate games that have little time remaining.  Since there will be 30% as many games open at any given time as compared to now there will not be as many open slots to fill in recently started games.

 

If readers here wish to argue the MM system will be flawed I agree. But I am not suggesting MM will be perfect. I am suggesting it will be a marked improvement over what we have now.

 

-----

 

I just logged into the game. Here's the RGB games I was offered.  See how many Highways games?  This is what I see every single damn day. MM will end this tedium of sameness ... at least it will do that much.

I wonder what you would see though if current system kicked everyone out of the map that just finished and that battle no longer existed.

 

Would be nice to have the best of both worlds - being able to pick a map from battle-List, and not having the same maps (Brest, Highways, etc) continuously in use.

 

We don't yet know what the threshold is for time-elapsed in battle on re-population.  I'm hoping it's not more than 3 min...

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Please make week 10 for Legend players with a reward of 10,000 crystals.

 

Rank.png

 

Week_10_-_Legend.png

 

Here is my suggestion on the size of the final weekly reward. Week 10 for Legend players must be the following:

 

Rank: Legend:               Repair kit      Double armor    Double damage     Speed boost     Mine    Crystals    Containers

 

Legend                                 100                     200                       200                        200              200       10,000              4

 

Please understand that the current rewards for week 10 are too small.

Edited by RIDDLER_8
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Please make week 10 for Legend players with a reward of 10,000 crystals.

 

You have said this many times, and the answer is still the same. The devs already added another container, and the rewards are balanced, maybe even too generous. The current rewards are not to small, nothing suggests this besides your opinion.

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The extra container is good but does not always reward players with crystals.

True, but insignificant. The reward is still higher than it used to be.

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I know that the reward is a bit higher than before, but I find it unfair for week 10 to have 8400 crystals. For week 4, before the update, 8400 crystals was fine. Now, for week 10, that must change from 8400 to 10,000 crystals.

 

Last year, I remember how good it was when players have X3 mission chains. Legends like me used to earn 14,000 crystals per week. That was amazing. Because of the extra crystals, I saved up X3 times as much as before so I managed to buy all M3 turrets and M3 hulls during a 50% discount. That was the best crystals earning I ever made and the best purchase as well.

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Please make week 10 for Legend players with a reward of 10,000 crystals.

 

Rank.png

 

Week_10_-_Legend.png

 

Here is my suggestion on the size of the final weekly reward. Week 10 for Legend players must be the following:

 

Rank: Legend:               Repair kit      Double armor    Double damage     Speed boost     Mine    Crystals    Containers

 

Legend                                 100                     200                       200                        200              200       10,000              4

 

Please understand that the current rewards for week 10 are too small.

You have to remember containers already give you extra 125+ supplies, whether it's DD, DA or SB, you get extra 125, you want too much.

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I know, but what if you get a paint instead?

 

The answer is, you don't earn any supplies nor crystals in the fourth container.

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