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Ideas for Matchmaking System!


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Punishing those who enter a battle and then quit, leaving a side weak, as well as punishing those who join a battle but don't fight (they just sit there, and move every now and then).

 

Many times I've joined a battle and because of a player who was doing nothing, or a lot of people (even possibly a group) that joined and then quit, my team lost and I had a horrible time.

There are many reasons why players leave a battle early. Punishing players who leave a battle early does not work.  Never will.

 

TO needs to fix MM and remove the reasons that drive players to leave battles early.

 

As for players doing nothing (mults) the system should remove them if they have a score of 0 after 3 minutes of being in the battle - regardless of movement.

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can we have a split in Matchmaking? like a MM menu for 2 different types: one with overdrive, and supplies the other with nothing but your turret and hull, or can the free players get back create a match? we need one of these 2 systems so the game is more balanced. I know that a lot of players would agree with me, but I also know that the devs implemented supplies to be used in the game, however they took out the option to opt out of the current matchmaking and be able to have a real matchmaking game without the use of supplies and even worse made create a match something to buy for crystals (the new PRO Battle pass), but you can't get any rewards after the matches usually. This change will not effect your marketing values in real life and will 120% help the free players. play for free doesn't mean completely free, but in 2013 honestly if they kept the game the way it was the devs would have more money in their pockets. A good game will make people buy more. :lol: ;)

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Greetings

 

I am an old player of the game  and I have noticed many things wrong with matchmaking.

I realize the developers will only take some ideas into consideration, so I will only state few of my ideas.

 

Problem:

MM has completely destroyed all teamwork in tanki. I have seen countless instances where players not only refuse to help their fellow teammates out, but actively work against them. In old tanki, these selfish players would simply wait around for their teammate with the enemy flag to get destroyed and then take the flag from them to score points. In MM, it is much worse. Not only do players stand around waiting for teammates to die, but they also intentionally block their path and make sure their teammates fail. This kind of sabotage against fellow teammates isn't a one-time incident, I see it in nearly EVERY MM battle, and it is a major reason why I have quite playing MM all together.

 

Teammates are supposed to care about and help each other - such as in old tanki. Now I will explain the reason why they are doing this. Personally, I do not entirely blame these players for their actions - a large part of the reason they do this is because the challenge systems forces players to compete AGAINST there teammates for stars, not work with them.

 

Solution:

Obviously, something needs to be done about this. I have carefully thought about how tanki can quickly and easily rectify this issue. Generally speaking, the number of stars a person gets is determined in a similar manner as the amount of crystals you earn. The most simply solution I could come up with is the following:

 

1) Completely abolish the position factor in determining how many stars a person earns in a battle. - Fixes team sabotage, as attacking your teammates will no longer benefit you.

 

2) The number of stars you get is determined by two factors: Your raw score in a battle, and bonus determined by how much your team won (if your team won - if not, you get no bonus). - This causes players to want to help their team as much as possible (as it benefits you) and obtain as high a score as possible.

 

3) Examples of raw-score: 0-74 points = 0 stars, 75-200 points = 1 star, 201-350 points = 2 stars, 351-500 points = 3 stars, 501-700 points = 4 stars, and 701+ points = 5 stars

 

4) Following your raw number of points (which solely depends upon your score) you receive a "star bonus" depending how well your team performed. - Note: if your team loses, you cannot lose any stars from your raw score

Examples: If the two teams tie i.e. 1-1, everyone gets 1.1x bonus stars (rounding up), if the ratio between two teams is 1.5-1 or less, than the winning team gets a 1.25x bonus. If the ratio is 2-1 or less but greater than 1.5-1, the winning team gets a 1.5x bonus. If the ratio is 3-1 or less (but greater than 2-1) the winning team gets a 1.75 bonus. And finally if the ratio is greater than 3-1, the winning team gets a 2x bonus.

 

I hope the developers will review this and implement it into the next challenge.

- l3etta115

Edited by betta115
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Punishing those who enter a battle and then quit, leaving a side weak, as well as punishing those who join a battle but don't fight (they just sit there, and move every now and then).

 

Many times I've joined a battle and because of a player who was doing nothing, or a lot of people (even possibly a group) that joined and then quit, my team lost and I had a horrible time.

I respectfully disagree with you.

This sort of thing was tested out in Tanki X, it was a complete disaster and now Tanki X is closing partly because of it.

 

Instead of "punishing" people for quitting first think about WHY they are quitting (or not helping). The reason is simply - in MM unless you place in the top 3 on your team, you get virtually nothing. So if you have a rough start to a battle why stay? I certain wouldn't. Not only would I not recieve any reward for staying but I have no real loyalty to the team because matches stop and start so fast. - Not to mention the fact that you are competing against your teammates for stars and rewards. Problems such as this will be either partly fixed or at least reduced by my proposal up above.

-l3etta115

Edited by betta115
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3) Examples of raw-score: 0-74 points = 0 stars, 75-200 points = 1 star, 201-350 points = 2 stars, 351-500 points = 3 stars, 501-700 points = 4 stars, and 701+ points = 5 stars

 

4) Following your raw number of points (which solely depends upon your score) you receive a "star bonus" depending how well your team performed. - Note: if your team loses, you cannot lose any stars from your raw score

Examples: If the two teams tie i.e. 1-1, everyone gets 1.1x bonus stars (rounding up), if the ratio between two teams is 1.5-1 or less, than the winning team gets a 1.25x bonus. If the ratio is 2-1 or less but greater than 1.5-1, the winning team gets a 1.5x bonus. If the ratio is 3-1 or less (but greater than 2-1) the winning team gets a 1.75 bonus. And finally if the ratio is greater than 3-1, the winning team gets a 2x bonus.

Sigh, as much as I (and many others) relate to your problem, fixing particular scores to numbers of stars has downsides. 

 

For instance, in blowout battles, the blowout team will get 0-1 stars since they couldn't even make it to 200. And some may even get close and rage because of the imbalance in equipment and/or skill on each team. And many may not even make it to 70 score. ANd instead of being rewarded with 3 stars (if they came 1st), they'd be rewarded with 1. For having to put up with a team that killed you 2 seconds after you spawn. 

 

500 points in a battle is hard to get, unless you're in the M1/2 ranks with M3 equipment and the most useful alterations, or contributing to every one of your team's flag/ball captures. Challenges would have to take less stars to complete in order to facilitate this change, and it would have a warm welcome of angry players.

 

 

Other things:

 

  1. The transition phase. It has been almost a year of constant Challenges, and we've been conditioned to the current system of earning stars. If it were switched to this, there would be mass confusion, disappointment, frustration etc. from trying to understand now. 
  2. There are some battles where many players on the team have close scores, most often from equal participation. In CP mode, you would see both teams' members getting 150-500 points per battle if it lasts long enough and the action is heated constantly, but that's only one team mode unfortunately. In the other team modes, only a few would get above 200. 

 

The current system of earning stars seems to be the best at the moment. The best isn't always good, but it's the lesser of all known evils. 

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Hi! I have been playing tanki for four or five years now and in that time it has become so much better I love everything about the game. There is just one thing I think could make this game better. What if for the matchmaking battles you added music. Such as cinematic or thrilling music. I say this because I have played several other games that have music and it is inspiring and it helped me to focus more. And it just made me more hyped up about playing it and it made me more excited. I just wanted to share my thoughts with you guys. Thanks for having a part of the forum just for this.

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Hey! what about If they added music to the matchmaking battles. I have asked several good players on tanki and they have said they would love epic or thematic music while playing Jug or TDM and such. Thanks.

But how would a soundtrack fit in? It would just be drowned out by shooting, overdrives, and notifications (flags, points, juggernaut, battle invites), etc.

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I think that's supplies making MM battles unbalanced.So:

Just disable supplies in MM battles or just give a players a choice to play MM game with or without using supplies.

 

I think supply drops are enough,I'm sure that will make players spend more time on MM battles that's what the tanki staff wants,More play time and More money.

 

Also its not a Really hard thing to do.Just disable 12345 keys expect gold boxes its a good way to distract enemies :D

 

Well you might say MM battles will take ages to find a game because some players like using supplies some don't and if tanki disable it so how players can use their supplies?

 

Simply They can split 1 day (24 hours)between both,For example first 12 hours will be for who like to use supplies so MM battles will have supplies enabled for next 12 hours Supplies will be off,Maybe not 12X12 4X6 you know what i mean,And there should be somewhere shown when supplies are going to be ON/OFF

 

Again there is another problem,Players who don't have supplies will just play in those hours when supplies are OFF and this will make MM battles take ages to find a game during supplies ON time,This is an solution for this too.

 

Simply During supplies ON time make battle fund X2 or X3 OR Drop increase gold boxes drop ratio by X2 or X3.

Well if tanki doesn't like increase battle fund or increase gold boxes drop ratio there is another 3 solutions  :D

 

1)New missions,Not missions something like daily/weekly missions here is what i mean:

Earn X score in Supplies ON/OFF MM battles.

Earn X crystals in Supplies ON/OFF MM battles.

Spend X time in Supplies ON/OFF MM battles.

Players who complete this kind of mission should be rewarded with tankoin/containers or any other cool reward

 

2)Bots,Just fill battles with bots if it takes too long to find a game,also you can kick bots when there are players in queue.

 

3)Make smaller MM battles 5V5,4V4 or 3V3.

Edited by alandgfr_alandgfr

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I think that's supplies making MM battles unbalanced.So:

Just disable supplies in MM battles or just give a players a choice to play MM game with or without using supplies.

 

 

 

I think supply drops are enough,I'm sure that will make players spend more time on MM battles that's want the tanki staff wants,More play time and More money.

 

Also its not a Really hard thing to do.Just disable 12345 keys expect gold boxes its a good way to distract enemies :D

 

Well you might say MM battles will take ages to find a game because some players like using supplies some don't and if tanki disable it so how players can use their supplies?

 

Simply They can split 1 day (24 hours)between both,For example first 12 hours will be for who like to use supplies so MM battles will have supplies enabled for next 12 hours Supplies will be off,Maybe not 12X12 4X6 you know what i mean,And there should be somewhere shown when supplies are going to be ON/OFF

 

Again there is another problem,Players who don't have supplies will just play in those hours when supplies are OFF and this will make MM battles take ages to find a game during supplies ON time,This is an solution for this too.

 

Simply During supplies ON time make battle fund X2 or X3 OR Drop increase gold boxes drop ratio by X2 or X3.

Well if tanki doesn't like increase battle fund or increase gold boxes drop ratio there is another 3 solutions  :D

 

1)New missions,Not missions something like daily/weekly missions here is what i mean:

Earn X score in Supplies ON/OFF MM battles.

Earn X crystals in Supplies ON/OFF MM battles.

Spend X time in Supplies ON/OFF MM battles.

Players who complete this kind of mission should be rewarded with tankoin/containers or any other cool reward

 

2)Bots,Just fill battles with bots if it takes too long to find a game,also you can kick bots when there are players in queue.

 

3)Make smaller MM battles 5V5,4V4 or 3V3.

 

 

  

Never gonna happen. 

 

Besides, by mid-ranks players should be building up supply stash from freebies from missions and containers.

Those that run out have poor supply management skills OR are trying to complete the Challenge every month.  This is optional.

 

Battles are unbalanced for a mutitude of reasons... many due to MatchMakers poor implementation.

 

For the record, I have more fun in no-supply battles, and if I want to play beyond doing missions I enter Pro-Battles.

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Never gonna happen.

Maybe?Lets hope.

 

For the record, I have more fun in no-supply battles, and if I want to play beyond doing missions I enter Pro-Battles.

Me too enjoying non-supply battles i have used total of 14 112 supplies on this account registered since 2014,Left the game so many times last time i played was at 2017,Returned in last 2-3 weeks ago made new account https://ratings.tankionline.com/en/user/aland_TO bought battle pass and used 8 513 supplies!Do you see that HUGE difference? It's insane XD

Edited by alandgfr_alandgfr

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Maybe?Lets hope.

 

Me too enjoying non-supply battles i have used total of 14 112 supplies on this account registered since 2014,Left the game so many times last time i played was at 2017,Returned in last 2-3 weeks ago made new account https://ratings.tankionline.com/en/user/aland_TO bought battle pass and used 8 513 supplies!Do you see that HUGE difference? It's insane XD

Game has changed - a lot - and not always for the better.

 

Battle Pass - for Challenge?   One reason I have more than enough supplies is that I basically ignore the Challenges - don't have time to complete all those Tiers so I don't worry about it.  Basically just complete my missions.

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Currently, there only options are to play all modes (Quick Play) or only one mode. What if someone wants to Capture The Flag or Assault? What about Team Deathmatch, Rugby, and Juggernaut?

 

This is why there should be a custom Quick Play option. Upon choosing Custom Quick Play, a checklist comes up where you can choose the modes you want. It then puts you in one of those battles.

 

Here's an example. My two favorite modes to play are Control Points and Assault. I choose Custom Quick Play and I select these boxes.

 

[_] Team Deathmatch

[_] Capture The Flag

[✓] Control Points

[✓] Assault

[_] Rugby

[_] Juggernaut

 

I click "Play" and it puts me in a battle that is either Control Points or Assault

Edited by GrayWolf8733
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Currently, there only options are to play all modes (Quick Play) or only one mode. What if someone wants to Capture The Flag or Assault? What about Team Deathmatch, Rugby, and Juggernaut?

 

This is why there should be a custom Quick Play option. Upon choosing Custom Quick Play, a checklist comes up where you can choose the modes you want. It then puts you in one of those battles.

 

Here's an example. My two favorite modes to play are Control Points and Assault. I choose Custom Quick Play and I select these boxes.

 

[_] Team Deathmatch

[_] Capture The Flag

[✓] Control Points

[✓] Assault

[_] Rugby

[_] Juggernaut

 

I click "Play" and it puts me in a battle that is either Control Points or Assault

Should be for Daily Mission too. :)

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There are so many compulsive deserters in Match Making battles.. for example- yesterday i was playing in TJR mode.. i had stunned the Juggernaut - player by the nickname dima568 and was using my freeze to slow him down and destroy him.. and what happens..? the player quickly exits the match and a new opponent team jugger is chosen...i see the player's K/D in his profile and oh my.. not quite surprisingly.. it is greater than 2 since the player must leave any battle where he see's his K/D will go down ... if the match making system has to be  perfected.. such players which cause us too lose our Over Drives and energy bars and supplies on them have to be punished in some way.. please send my complaint to the devs thank you!

There so many different reasons players will exit a battle before it ends.

 

Most of the blame lies with Matchmaker.  Until MM is improved, this problem will exist.

Missions and Challenges are also to blame, where being on the winning team is required.  "Finish-Top-3-Winning Team" comes to mind.

 

But punishing players who exit ongoing battle will never solve the issue.  Will only drive more players to leave the game permanently.  Pretty sure an even lower player-base is not good for the game.

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I think they should add like they had in tanki-x,where if you leave a battle early you get put in a next match with other deserters and get way fewer reward crystals so just maybe itll slow down the ''try hard'' people.

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I think they should add like they had in tanki-x,where if you leave a battle early you get put in a next match with other deserters and get way fewer reward crystals so just maybe itll slow down the ''try hard'' people.

Good luck keeping a decent player base.  There's many reasons for players leaving battles - many of those reasons are legit.

 

Punishing players does not work.  I mean... worked well in TX ... right? B)

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MatchMaking


  • Matchmaking should be done by Gearscore because many buyers spoils the Nonbuyers game
  • Buyers always wins the match and make moods off the nonbuyers thats why the MM battles should be done by gearscore please requested by many players
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MatchMaking

  • Matchmaking should be done by Gearscore because many buyers spoils the Nonbuyers game
  • Buyers always wins the match and make moods off the nonbuyers thats why the MM battles should be done by gearscore please requested by many players

 

How would that work if I equip an m0 hulls-turret combo and dont equip a module?

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Is time to  increase the MM balance. On these days we meet some MM battles a lot unbalanced, or because one of the teams are with a strong team (friends or clan together on same battle group).

To avoid back to old times of unfair battles much before of MM, i would like to see 2 types of MM.
- 1: MM only for organized groups where friends and clans can fight with each others, even if lone players would like to enter on;

- 2: MM where after enter you just can get out in the end of the battle, otherwise the player will be fined with crystals from his own crystals.

PS: The overdrives did make this worst... today i did play on winner team and we were 8 vs 2! i had a dejavu moment of very old times of tanki!

 

Edited by clovixx
ortografic
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