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Matchmaking fixes, changes to PRO-battles


r_Nives5
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Question about this topic/forum.

Quite a few are raging about MM, some are making suggestions to improve it, ... Fact is that there is a lot of commotion going on about this.

Do the devs read/know this ? Are they (in their ivory towers ?) aware of the fact that the plebs is grumbling ?

All suggestions/ideas made on any topic made on the News and Announcements section are being forwarded to developers by moderators on a weekly basis.

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All suggestions/ideas made on any topic made on the News and Announcements section are being forwarded to developers by moderators on a weekly basis.

Sorry to say this but, he wanted an answer from a moderator or an admin, or he likely wants an answer from them.

Edited by QuicKK
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Question about this topic/forum.

Quite a few are raging about MM, some are making suggestions to improve it, ... Fact is that there is a lot of commotion going on about this.

Do the devs read/know this ? Are they (in their ivory towers ?) aware of the fact that the plebs is grumbling ?

 

The developers are aware of the feedback from players about the matchmaking system. However, making improvements is a lengthy process with multiple people involved, while they're simultaneously working on other issues, updates etc. I'll additionally forward to them that players would like to receive more feedback/acknowledgement in reply to their feedback, how does that sound?

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Yes, I agree....gotta get the font to normal size please...use large or color for emphasis.

 

It is a shame to have to try to fix a system that is inferior, only because Tanki spent 18 months generating a poor system. There is no advantage that MM has brought to the table that the Battle Button didn't already employ...and almost no one used the Battle Button because they preferred "choice".

 

MM is inferior, but it is what Tanki has decided on so we are stuck with it and like any physical disability, it can be worked around.

 

One of the first issues is the waiting time. (I love how they changes the bogus "average waiting time" to a matter of a few seconds now...so pathetic.) Anyway we have several computers in our home and me and my kids all got on a separate computer. We all had equal rank accounts with about the same equipment and efficiency ratings. One of us would intentionally pull out of a battle while the other two were waiting in queue. Another would stay in the battle to monitor the number of players. In every single trial, MM never sent anyone to the battle where the was an appropriate vacancy....NEVER! We saw battles go for several minutes with no players being replaced, but we had two appropriate players waiting in queue! When someone was replaced it was usually with a much lower rank. The algorithm does not work very well or anywhere nearly as well as advertised by the Tanki spin doctors.

 

The next issue for me is that rank brackets are much too wide. Our experiment showed that equivalent ranks are not given priority...it's anyone in queue which makes for some very lopsided battles.

 

The problem of mass exoduses from the losing side and too much time waiting in queue just to be put into the last few minutes of a battle could be greatly reduced if the rank brackets were tighter. Who wants to fight someone six, seven, or eight ranks above them? Reduce the rank brackets, give priority to equivalent ranks in queue, and the amount of quitters will lessen.

 

There are other issues with MM, but these are thee three worst for me. If they could be resolved or implemented, I would be OK with MM...now it is something to be endured.

 

 

 

Have to agree with... everything.

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Battles were one sided even before MisMatch, so the problem is not only the MisMatch system.

 

Some of the solutions are:

 

- reduce the number of playable MM "friends" to 100.

- remove Overdrive/s

- remove Drones

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Battles were one sided even before MisMatch, so the problem is not only the MisMatch system.

 

Some of the solutions are:

 

- reduce the number of playable MM "friends" to 100.

- remove Overdrive/s

- remove Drones

What you mean by "reduce the number of playable MM friends to 100" ? :huh:

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Sorry to say this but, he wanted an answer from a moderator or an admin, or he likely wants an answer from them.

Admin/mod hasn't come down from ivory tower yet.

:D

Edited by cyborg11b

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Battles were one sided even before MisMatch, so the problem is not only the MisMatch system.

 

Some of the solutions are:

 

- reduce the number of playable MM "friends" to 100.

- remove Overdrive/s

- remove Drones

Sure but...

You could see the map, the participants, and the score and time remaining, and join/not join based on informed opinion.

And one-sided battles had early termination.  That should be brought back based on...

1) numbers of players on the teams

2) score

 

How do "playable MM friends" have an effect?

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Anyone here to teach me RUSSIAN language, because of new battle name system - i badly need to learn russian language :( .... Sometimes i forget i am playing on EN server.

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Anyone here to teach me RUSSIAN language, because of new battle name system - i badly need to learn russian language :( .... Sometimes i forget i am playing on EN server.

Try taking a look at the English↔Russian Dictionary. There are translations of the maps from the Russian variant to it's English variant and much more.

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The developers are aware of the feedback from players about the matchmaking system. However, making improvements is a lengthy process with multiple people involved, while they're simultaneously working on other issues, updates etc. I'll additionally forward to them that players would like to receive more feedback/acknowledgement in reply to their feedback, how does that sound?

Sounds fine to me.

As an It-professional I am fully aware of the complexity of programs like this : the analysis, writing, testing, implementing, bug-fixing, going back to the drawing board, etc... I know too well how one change or serie of changes can influence something completely different, unexpectedly.

But that is the technical side of things. Another matter is the listening to what the users (ie. the players) want or suggest. In a way this feedback is a form of 'testing' too. Let them play and listen to them, all comments are valuable. Learn from what your end-users have to say, as they are finally the ones who make or break your product.

A final and practical question. How or where will we get this feedback you suggest ?

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good, i'm outta here today, i ain't playing 1 hour for lame batteries i will NEVER use, my mood for playing is gone after seeing this:

 

image.png

You can do all those missions in 1 match, cap 3 flags and be first and you easily get crystals when high rank

Edited by Hamza70

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You can do all those missions in 1 match, cap 3 flags and be first and you easily get crystals when high rank

I think you missed the point, he doesn't WANT those batteries.

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Why don't you try sticking to facts? I've given you 9 good reasons to get rid of MatchMaker.

 

All you can do is call me names and tell lies. (Nothing on Tanki is "99%").

 

Do you have a brain? Use it. What we have now in terms of blowouts is no better (actually, I think it's worse) than what we had before. So on balance, we've gained NOTHING. And we have something WORSE than mults. Mults were little people with desperation and no skills. But there were relatively few of them. What we have now is thousands of "quitters", which are just as bad as mults. Whether someone is sitting doing nothing, or looking at the map, the team, the score or the situation and saying, "I'm outa here" doesn't matter. One team is still down a man, and that makes about an 11% difference. Because MatchMaker drives MORE people to quit MORE battles, it's the same effect as a lot MORE mults.

 

END MATCHMAKER NOW!

You asked, I answered: ;) 

 

 

It's only going to get worse.  I predicted this when MatchMaker first came out.  If you take away the choice of battle, you take away one incentive to stay.  After all, YOU didn't choose the battle.  MatchMaker ASSIGNED you a battle.  If the battle SUCKS, you have NO REASON TO STAY. 

 

If you get dumped on a map you don't want to play... leave the game.

If you get dumped in a game that's already in progress, but you have a "Top 3" mission... leave the game. ​There are two other missions that the player can try to complete.

If youR team is losing... why stick around?   Leave the game!

​If you have a good score why leave? You will still get a decent amount of crystals because of the new fund system.

​Heck, I once got 500 score on the losing team  and got MORE, yes you read that correctly MORE crystals than the winner on the other team who only got 300 score! The losing team won't just give you 50 anymore after getting a 200+ score.

 

What effect does this have?

 

Well, there are several.  I've written before about the effect of being a man down.  If you have two teams of 10, with everyone on both teams having all M3 equipment, when one team loses a player, it's the same as having a full team - but with all M2 equipment.  That's the difference it makes.  I did the math. 

 

But with MatchMaker, it's even WORSE because there's a time-lag bringing a new player into a game in progress.  That's prime-time for enemy scoring. So the game gets more imbalanced and then a new player is dropped in.  If they're a noob, don't know what they're doing, they may stick around and play.  But if it's someone with some skills who sees the setup for what it is - massive spawn kill and nobody on his team who can play for crap - he leaves.  This is like a one-way filter with all the best players getting out. ​That guy with some skills can also try to make a difference before determining that it's gonna be a spawncamping festival.

 

MatchMaker is a stupid idea with even worse execution.  There are lots of reasons why it should be killed:

 

  1. It takes away choice of games. ​What choice? Before MM, we had this situation: (Before we begin, let's say there are twenty active battles) 15 are one sided blowouts, 2 only have 1 or 2 people in them, and another three are full. (these are the battles everyone wants to get into) 
  2. It dumps people into half-finished battles. ​I agree with you on this, I'm often dumped into 2 minute games and I hate it so much!  :angry: 
  3. It wastes time - oh SO MUCH TIME - just getting into a battle. ​Are you playing during peak times? 
  4. It's introduced lag in browsers.  (I see less lag in the client).​ ​Can't say anything because I use standalone flash.
  5. The battles are anything but balanced.​ ​Most, but not all of them are crap.
  6. MatchMaker always wants to cram the maximum number of players into every battle.  Remember when sometimes the battles WEREN'T jammed so full?  Back when strategy was part of the game? ​Last time I checked, an 8v8 isn't that packed. 
  7. Now strategy is gone.  It's just who has the best armor, biggest gun, can shoot the fastest, and blast away.  It's a brain-dead game. This isn't an issue pertaining to MM, but rather the stupid drug meta that the devs are pushing. See http://en.tankiforum.com/index.php?showtopic=375577
  8. It makes it harder to complete missions.  If I'm dumped in a battle with just two repair boxes on the entire map, and my mission is "Get 3 Repair Boxes" - I quit and try another battle.  No point in fighting 19 other people over two boxes. ​Those box missions shouldn't be your main objective in a battle. I highly recommend to skip those missions because they encourage mults who don't play for their team.
  9. Rematches are gone.  Used to be if there was a really EXCELLENT battle, the two sides would hang around and play again.  And again.  And again.  I've been in battles where pretty much the same two teams played 5 or more battles in a row and everyone was having a blast.  That's all gone now, because MatchMaker rips people out of the battle, off the map and shuffles them all up to produce crappy, unbalanced battles. ​Let me ask you, WHAT REMATCHES? Most of the time, the losing team left because they didn't want the other team to keep spawncamping them over and over and over again and get NOTHING while the other team gets loads of crystals! You think this is fair? MM only solved one problem and introduced five others, which I will gratefully take instead of getting hammered by the other team to oblivion. I would post some pictures of the countless blowouts I've fought and failed in the Warrant Officer ranks without "Noob MM" but I'm not on my main computer right now. 

If you don't like these facts and think I'm just a whiny twelve year old ****** then go ahead, call me that. But I will stick firmly to these opinions I have stated.   ;) 

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Your font is ... <_<

 

In any event.. examples 1-5 are moot - they were all "fait accompli" and not fixable.
And example 3 not quite correct. Operation Barbarossa started in June of 1941. Hitler was just too optimistic and his decision-making during the Operation ensured it stretched out into winter.

 

MatchMaker, though riddled with issues, can be fixed to some degree. Won't be easy, but is possible to reduce the bad effects.


HAHAHAHA! You make my point!

 

MatchMaker is excrement. But with the right chemicals, maybe it is possible to make is smell a little less bad.

 

That about sum it up?

 

 

END MATCHMAKER NOW!

 

 

 


 

The developers are aware of the feedback from players about the matchmaking system. However, making improvements is a lengthy process with multiple people involved, while they're simultaneously working on other issues, updates etc. I'll additionally forward to them that players would like to receive more feedback/acknowledgement in reply to their feedback, how does that sound?


How about getting them to address the NINE issues I raised with MatchMaker - and letting us know what we're getting in exchange? From where I sit, I see 9 negatives and NOTHING positive about MatchMaker.

 

Sounds fine to me.
As an It-professional I am fully aware of the complexity of programs like this : the analysis, writing, testing, implementing, bug-fixing, going back to the drawing board, etc... I know too well how one change or serie of changes can influence something completely different, unexpectedly.
But that is the technical side of things. Another matter is the listening to what the users (ie. the players) want or suggest. In a way this feedback is a form of 'testing' too. Let them play and listen to them, all comments are valuable. Learn from what your end-users have to say, as they are finally the ones who make or break your product.
A final and practical question. How or where will we get this feedback you suggest ?


You haven't been around Tanki long, have you? Buy that account? Tanki never listens to anything anyone has to say. Just try asking a question of customer (HA! HA! HAAA!) "service". Few jokes are bigger.

 

 


 

It's only going to get worse. I predicted this when MatchMaker first came out. If you take away the choice of battle, you take away one incentive to stay. After all, YOU didn't choose the battle. MatchMaker ASSIGNED you a battle. If the battle SUCKS, you have NO REASON TO STAY.



If you get dumped on a map you don't want to play... leave the game.
If you get dumped in a game that's already in progress, but you have a "Top 3" mission... leave the game. ​There are two other missions that the player can try to complete. First let me point out that you cede the point that MatchMaker dumps people into battles that are basically incompatible with their missions. Second, if I've completed two missions and the only one I have left is as described, then your premise fails.
If youR team is losing... why stick around? Leave the game!
​If you have a good score why leave? You will still get a decent amount of crystals because of the new fund system.
​Heck, I once got 500 score on the losing team and got MORE, yes you read that correctly MORE crystals than the winner on the other team who only got 300 score! The losing team won't just give you 50 anymore after getting a 200+ score.
And how many times in your LIFE has that happened? The norm is for someone on your team to recognize that the game is a loser and bail. This means your team is now operating at an 11% disadvantage (all other things being equal). But the differential is likely greater than that - else why is the team losing in the first place? If it's late in the game, I've been known to grit my teeth and ride it out for the score. But I'm becoming less and less willing to do that. Sucks for the other players on the team, because the slaughter will be much worse for them - but then, I didn't create MatchMaker, so if they don't like the blowouts, talk to the nut jobs who did!

What effect does this have?

Well, there are several. I've written before about the effect of being a man down. If you have two teams of 10, with everyone on both teams having all M3 equipment, when one team loses a player, it's the same as having a full team - but with all M2 equipment. That's the difference it makes. I did the math.

But with MatchMaker, it's even WORSE because there's a time-lag bringing a new player into a game in progress. That's prime-time for enemy scoring. So the game gets more imbalanced and then a new player is dropped in. If they're a noob, don't know what they're doing, they may stick around and play. But if it's someone with some skills who sees the setup for what it is - massive spawn kill and nobody on his team who can play for crap - he leaves. This is like a one-way filter with all the best players getting out. ​That guy with some skills can also try to make a difference before determining that it's gonna be a spawncamping festival. Sometimes. Rarely. Even if you have five ranks on the rest of the field, you can help yourself, but if the rest of the team are a bunch of noobs, you'll just wind up fighting five tanks at a time and your team will still lose - badly.

MatchMaker is a stupid idea with even worse execution. There are lots of reasons why it should be killed:

 

 

  • It takes away choice of games. ​What choice? Before MM, we had this situation: (Before we begin, let's say there are twenty active battles) 15 are one sided blowouts, 2 only have 1 or 2 people in them, and another three are full. (these are the battles everyone wants to get into) See, that's the thing. We've had "MatchMaker" right along. It was called the "Battle" button. Guess what? NOBODY USED IT! Now if MatchMaker is so great, why weren't Tankers pushing the "Battle" button like coke-crazed monkeys in an operant-conditioning experiment? BECAUSE NOBODY LIKES MATCHMAKER! If they DID, Tanki wouldn't be FORCING US TO USE IT!
  • It dumps people into half-finished battles. ​I agree with you on this, I'm often dumped into 2 minute games and I hate it so much! :angry:
  • It wastes time - oh SO MUCH TIME - just getting into a battle. ​Are you playing during peak times? This evening I spent MORE time waiting to get into a battle than actually playing. Is 0200HRS GMT "peak"? I doubt it. But tonight, between waiting for games to come up, Tanki slow-loading and crashing and timing out, I spent about 30 minutes just waiting, and about 20 minutes actually playing.
  • It's introduced lag in browsers. (I see less lag in the client).​Can't say anything because I use standalone flash.
  • The battles are anything but balanced.​Most, but not all of them are crap. You're like the guy looking for something to eat who comes across a cow-patty and picks out the seeds. MatchMaker is excrement. Buried in that excrement may be a few seeds. It's like the (analog) clock that isn't running. It's still right twice a day. Does that actually help anything? (Hint: NO.)
  • MatchMaker always wants to cram the maximum number of players into every battle. Remember when sometimes the battles WEREN'T jammed so full? Back when strategy was part of the game? ​Last time I checked, an 8v8 isn't that packed. Check again. Earlier you mentioned games with 1 or 2 people in them. Those typically turned into 2v2 or 3v3... which you NEVER see now.
  • Now strategy is gone. It's just who has the best armor, biggest gun, can shoot the fastest, and blast away. It's a brain-dead game. This isn't an issue pertaining to MM, but rather the stupid drug meta that the devs are pushing. See http://en.tankiforum...howtopic=375577 No, it's MatchMaker. If you cram a bunch of people into a battle, it's pretty tough not to have someone in your sights or be in someone else's sights. Point is... just shoot and don't think. That's what Tanki has become.
  • It makes it harder to complete missions. If I'm dumped in a battle with just two repair boxes on the entire map, and my mission is "Get 3 Repair Boxes" - I quit and try another battle. No point in fighting 19 other people over two boxes. ​Those box missions shouldn't be your main objective in a battle. I highly recommend to skip those missions because they encourage mults who don't play for their team. "Shouldn't be my main objective"? Says who? Are you now the Tanki god who dictates what should be important to players in a game? Frankly, people leaving games early is a MUCH bigger problem than mults ever were.
  • Rematches are gone. Used to be if there was a really EXCELLENT battle, the two sides would hang around and play again. And again. And again. I've been in battles where pretty much the same two teams played 5 or more battles in a row and everyone was having a blast. That's all gone now, because MatchMaker rips people out of the battle, off the map and shuffles them all up to produce crappy, unbalanced battles. ​Let me ask you, WHAT REMATCHES? Most of the time, the losing team left because they didn't want the other team to keep spawncamping them over and over and over again and get NOTHING while the other team gets loads of crystals! You think this is fair? MM only solved one problem and introduced five others, which I will gratefully take instead of getting hammered by the other team to oblivion. I would post some pictures of the countless blowouts I've fought and failed in the Warrant Officer ranks without "Noob MM" but I'm not on my main computer right now. Sorry, but you are simply 1000% wrong on this one. When a game was close, say a hard-fought 10v9 CTF, it was quite common for people to stay and play another game - a game that started just 10 seconds later (not minutes later, as with MatchMaker). I have been in sequential battles running out to more than 6 games in a row with maybe 2 players on each side changing out over that time. It got to the point by the second or third game that you began to know what YOUR team was going to do and what the ENEMY team was going to do. It was really cool seeing an actual TEAM learn how to operate better and better. This is what Tanki should strive to be. But with MatchMaker, it's destroyed. Maybe you lack the ability to appreciate this, but it was the best part of Tanki. Now there are no "teams". There's just a bunch of chain-saws running full out tossed into a box to tear each other apart.

MatchMaker is the worst thing Tanki devs have ever done (assuming none of them has murdered anyone).

 

 

 

END MATCHMAKER NOW!

Edited by CooperO
Posts merged.

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Hi tanki,

 

My Idea is all about improving map Icons that appears on the right side of the screen when you click on a battle from list.

 

After the release of new update where tankers can change the name of the map from its original to anything but only CTF and CP remains, it has became nearly impossible to identify a map when it is in the space mode

like this one.

 

Screenshot_71.png

 

 

GUESS THE MAP tanki admin.....

 

 

 

 

My suggestion about preventing this is remove the picture of space and add a small icon aside on the actual picture of map just like you added MM icon to some PRO maps

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So tanki forced me to complete only missions, can't play more always with 7 mults vs 8 hard core drugger buyers...

Sometimes I think It's buyers against non-buyers. But then you end up in a good team or two...

 

 

 

mm001.png

 

mm002.png

 

 

 

What you mean by "reduce the number of playable MM friends to 100" ? :huh:

There could only 100 friends that are close to your rank with whom you can play MM battles, then another category of friends of any other rank.

 

How do "playable MM friends" have an effect?

Most of the so called friends in Tanki are just players selecting other players because they are good in battle, and I think that creates an inbalance when these groups or friends join battles.

 

That's why I think Tanki needs to limit the friend system even more.

 

Then more than 3 friends shouldn't be put in the same battle.

Edited by r_Issimo2

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How about getting them to address the NINE issues I raised with MatchMaker - and letting us know what we're getting in exchange?  From where I sit, I see 9 negatives and NOTHING positive about MatchMaker.

 

You haven't been around Tanki long, have you?  Buy that account?  Tanki never listens to anything anyone has to say.  Just try asking a question of customer (HA! HA! HAAA!) "service".  Few jokes are bigger.

Longer than you, i guess. And no, i didn't buy it. But that's not important. Maybe some patience and politeness could help.

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If you get dumped on a map you don't want to play... leave the game.

If you get dumped in a game that's already in progress, but you have a "Top 3" mission... leave the game. ​There are two other missions that the player can try to complete. First let me point out that you cede the point that MatchMaker dumps people into battles that are basically incompatible with their missions.  Second, if I've completed two missions and the only one I have left is as described, then your premise fails.

If youR team is losing... why stick around?   Leave the game!

​If you have a good score why leave? You will still get a decent amount of crystals because of the new fund system.

​Heck, I once got 500 score on the losing team  and got MORE, yes you read that correctly MORE crystals than the winner on the other team who only got 300 score! The losing team won't just give you 50 anymore after getting a 200+ score.

And how many times in your LIFE has that happened? The norm is for someone on your team to recognize that the game is a loser and bail.  This means your team is now operating at an 11% disadvantage (all other things being equal).  But the differential is likely greater than that - else why is the team losing in the first place? If it's late in the game, I've been known to grit my teeth and ride it out for the score.  But I'm becoming less and less willing to do that.  Sucks for the other players on the team, because the slaughter will be much worse for them - but then, I didn't create MatchMaker, so if they don't like the blowouts, talk to the nut jobs who did!

 

What effect does this have?

 

Well, there are several.  I've written before about the effect of being a man down.  If you have two teams of 10, with everyone on both teams having all M3 equipment, when one team loses a player, it's the same as having a full team - but with all M2 equipment.  That's the difference it makes.  I did the math. 

 

But with MatchMaker, it's even WORSE because there's a time-lag bringing a new player into a game in progress.  That's prime-time for enemy scoring. So the game gets more imbalanced and then a new player is dropped in.  If they're a noob, don't know what they're doing, they may stick around and play.  But if it's someone with some skills who sees the setup for what it is - massive spawn kill and nobody on his team who can play for crap - he leaves.  This is like a one-way filter with all the best players getting out. ​That guy with some skills can also try to make a difference before determining that it's gonna be a spawncamping festival. Sometimes.  Rarely.  Even if you have five ranks on the rest of the field, you can help yourself, but if the rest of the team are a bunch of noobs, you'll just wind up fighting five tanks at a time and your team will still lose - badly.

 

MatchMaker is a stupid idea with even worse execution.  There are lots of reasons why it should be killed:

 

 

  1. It takes away choice of games. ​What choice? Before MM, we had this situation: (Before we begin, let's say there are twenty active battles) 15 are one sided blowouts, 2 only have 1 or 2 people in them, and another three are full. (these are the battles everyone wants to get into) See, that's the thing.  We've had "MatchMaker" right along.  It was called the "Battle" button.  Guess what?  NOBODY USED IT!  Now if MatchMaker is so great, why weren't Tankers pushing the "Battle" button like coke-crazed monkeys in an operant-conditioning experiment?  BECAUSE NOBODY LIKES MATCHMAKER!  If they DID, Tanki wouldn't be FORCING US TO USE IT!
  2. It dumps people into half-finished battles. ​I agree with you on this, I'm often dumped into 2 minute games and I hate it so much!   :angry: 
  3. It wastes time - oh SO MUCH TIME - just getting into a battle. ​Are you playing during peak times? This evening I spent MORE time waiting to get into a battle than actually playing.  Is 0200HRS GMT "peak"?  I doubt it.  But tonight, between waiting for games to come up, Tanki slow-loading and crashing and timing out, I spent about 30 minutes just waiting, and about 20 minutes actually playing.
  4. It's introduced lag in browsers.  (I see less lag in the client).​ ​Can't say anything because I use standalone flash.
  5. The battles are anything but balanced.​ ​Most, but not all of them are crap.   You're like the guy looking for something to eat who comes across a cow-patty and picks out the seeds.  MatchMaker is excrement.  Buried in that excrement may be a few seeds.  It's like the (analog) clock that isn't running.  It's still right twice a day.  Does that actually help anything?  (Hint: NO.)
  6. MatchMaker always wants to cram the maximum number of players into every battle.  Remember when sometimes the battles WEREN'T jammed so full?  Back when strategy was part of the game? ​Last time I checked, an 8v8 isn't that packed. Check again.  Earlier you mentioned games with 1 or 2 people in them.  Those typically turned into 2v2 or 3v3... which you NEVER see now.
  7. Now strategy is gone.  It's just who has the best armor, biggest gun, can shoot the fastest, and blast away.  It's a brain-dead game. This isn't an issue pertaining to MM, but rather the stupid drug meta that the devs are pushing. See http://en.tankiforum...howtopic=375577  No, it's MatchMaker.  If you cram a bunch of people into a battle, it's pretty tough not to have someone in your sights or be in someone else's sights.  Point is... just shoot and don't think.  That's what Tanki has become.
  8. It makes it harder to complete missions.  If I'm dumped in a battle with just two repair boxes on the entire map, and my mission is "Get 3 Repair Boxes" - I quit and try another battle.  No point in fighting 19 other people over two boxes. ​Those box missions shouldn't be your main objective in a battle. I highly recommend to skip those missions because they encourage mults who don't play for their team.  "Shouldn't be my main objective"?  Says who?  Are you now the Tanki god who dictates what should be important to players in a game?  Frankly, people leaving games early is a MUCH bigger problem than mults ever were.
  9. Rematches are gone.  Used to be if there was a really EXCELLENT battle, the two sides would hang around and play again.  And again.  And again.  I've been in battles where pretty much the same two teams played 5 or more battles in a row and everyone was having a blast.  That's all gone now, because MatchMaker rips people out of the battle, off the map and shuffles them all up to produce crappy, unbalanced battles. ​Let me ask you, WHAT REMATCHES? Most of the time, the losing team left because they didn't want the other team to keep spawncamping them over and over and over again and get NOTHING while the other team gets loads of crystals! You think this is fair? MM only solved one problem and introduced five others, which I will gratefully take instead of getting hammered by the other team to oblivion. I would post some pictures of the countless blowouts I've fought and failed in the Warrant Officer ranks without "Noob MM" but I'm not on my main computer right now. Sorry, but you are simply 1000% wrong on this one.  When a game was close, say a hard-fought 10v9 CTF, it was quite common for people to stay and play another game - a game that started just 10 seconds later (not minutes later, as with MatchMaker).  I have been in sequential battles running out to more than 6 games in a row with maybe 2 players on each side changing out over that time.  It got to the point by the second or third game that you began to know what YOUR team was going to do and what the ENEMY team was going to do.  It was really cool seeing an actual TEAM learn how to operate better and better.  This is what Tanki should strive to be. But with MatchMaker, it's destroyed.  Maybe you lack the ability to appreciate this, but it was the best part of Tanki. Now there are no "teams".  There's just a bunch of chain-saws running full out tossed into a box to tear each other apart.

MatchMaker is the worst thing Tanki devs have ever done (assuming none of them has murdered anyone).

 

END MATCHMAKER NOW!

 

 

Other than your font and colors, you sound like me in all the points you talk about  :)  ...a bit funnier perhaps. ;)
 
They won't get rid of the atrocity called MatchMaking...we are stuck with this inferior system, but maybe Tanki will try to address some of it's glaring problems.
 
The problem of mass exoduses from the losing side and too much time waiting in queue just to be put into the last few minutes of a battle could be greatly reduced if the rank brackets were tighter. Who wants to fight someone six, seven, or eight ranks above them? Reduce the rank brackets, give priority to equivalent ranks in queue, and the amount of quitters will lessen.
Edited by ByeByeBye
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So tanki forced me to complete only missions, can't play more always with 7 mults vs 8 hard core drugger buyers...

What the heck is going on?

 

Last night I had 3 battles where, at start it looked like 8 vs 8, but the other team was capping "at will".

 

I hit tab and noticed ~ 1/2 my team had no score after 3 min of battle.  So was really 8 vs 4.  How do you stand a chance under these conditions?

 

Why are so many players idle for so long at the start of a battle??  :blink:

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update-wide.jpg
 
Player named battles in PRO
 
Long ago in Tanki Online you could give names to battles you create. Later the option was removed, but we remember, how much did you like coming up with creative names for your battles, and decided to return the feature to the game. Show that creativity in named battles!
 
IMPORTANT: battle names will be moderated, and authors of the names that violate Game Rules will be banned. And if you get banned, you won’t be able to make any more battles.
 
 
 
The only problem with this system is the language barrier. For example, I am from India and understand only English, whereas player named battles are mostly in Russian. There's one suggestion, after the player named battle why not also add the name of the map in plain and simple English? I wasted roughly half an hour today just to find the my favorite map for playing a pro battle! If not corrected in time, I think you'll lose quite a lot of players! Hope the suggestion is taken in it's spirit!

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