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Ideas for Matchmaking System!


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There isn't really any reasoning behind this, its just that I really like the Skylark map. Please make Skylark avalible for MM battles because its my favorite map and I really want to play it in MM.

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19 hours ago, yyang_tanki said:

There isn't really any reasoning behind this, its just that I really like the Skylark map. Please make Skylark avalible for MM battles because its my favorite map and I really want to play it in MM.

Topic merged.

I think it is unlikely that a map like Skylark would be added to Matchmaking because it is far too big. As it is, a lot of players who join big Matchmaking maps such as Highways and Massacre end up just leaving the battle and queueing again because it takes longer to finish. 

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15 hours ago, GG_reg said:

Topic merged.

I think it is unlikely that a map like Skylark would be added to Matchmaking because it is far too big. As it is, a lot of players who join big Matchmaking maps such as Highways and Massacre end up just leaving the battle and queueing again because it takes longer to finish. 

Skylark is fairly big but is rated for 24 players - just like Highways and Solikamsk and Brest and Aleksandrovich and Chenobyl and Kunger and Osa.

People leave Highways because it is seen as a campers paradise.  I dislike it a LOT for that, but enjoyed Skylark when it was often in use.

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5 hours ago, wolverine848 said:

Skylark is fairly big but is rated for 24 players - just like Highways and Solikamsk and Brest and Aleksandrovich and Chenobyl and Kunger and Osa.

People leave Highways because it is seen as a campers paradise.  I dislike it a LOT for that, but enjoyed Skylark when it was often in use.

That's true, but people want to earn their stars as fast as possible to complete the battle pass challenges. They have a much higher chance of doing this in small maps like Sandbox because they can capture flags a lot quicker than they would be able to in Skylark.

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8 hours ago, GG_reg said:

That's true, but people want to earn their stars as fast as possible to complete the battle pass challenges. They have a much higher chance of doing this in small maps like Sandbox because they can capture flags a lot quicker than they would be able to in Skylark.

So... those other maps I mentioned above should be removed?

FYI... those smaller maps like Sandal and Sandbox are... .... boring.  You spen most of your time dying and spawning because of so many tanks crammed into a small area. 

Why don't we just add ping-pong, or as Riddler suggests... Island.  Should get plenty more kills amirite?

And you kind of prove the point I've been making for a while - Challenges ruin battles in MM because in the end, all that players care about is Stars - and that is really a sad future for this game.

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We all know that in all matchmaking battles there are 3 variations of each maps: Day-Time, Winter-Time and Night-Time.

There are no such changes in maps expect the map being either brighter or darker.

Some player play more during night time than during day time, including me.

So my idea is to add a box in setting menu, if we want the map to be in Night-Time or Day-Time, as I mentioned before, there are no such changes in maps.

Some players find it harder playing in Night-Time so that`s why I suggest to add that to the setting menu.

My eyes start hurting kinda fast because maps are always so bright; and i think that if i have Night-Time setting, maps are darker and my eyes won`t hurt that much neither that fast.

Thanks for reading!

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One thing they should implement in MM is a limitation on the number of types of hulls on a team. Having multiple hulls with the same OD creates an imbalance in the game on certain maps and in certain game modes. Examples:

Siege Mode (Titans): having multiple titans is a sure guarantee for victory. People just chain together their ODs so that they can hold a point indefinitely. You might be asking, "Why not switch to Hunter then?" The problem is, they're too many domes to deactivate. Get rid of one and the next one just pops up. The only counter is multiple hornets, but you don't see that too often. This happens on maps such as Massacre, where congregation around points is advantageous and even on open maps such as Breast where there is little cover.

Capture the Flag/ Rugby (Wasps): Wasps, if present in great numbers, are very strong in CTF and Rugby because the enemy team can just keep on bombing up your spawn/flag, preventing any type of counterplay as they (being fast Wasps) run away with your flag. Even just 2 or 3 Wasps on a team can wreck havoc because they have a tendency to plant bombs when you're occupied. If you're defending the base, that's a point lost right there (and a death added to your death count). 

Team Death Match, All Modes (Hornet): Wall hacks. You may as well give the whole team wall hacks if they've got 3+ hornets on their team.

Rugby (Hunters): Hunters have an advantage in rugby because they are able to rush the base and use their OD to clear anybody standing in the way (OD the defender, drive around him). Multiple hunters in this game mode - you may as well call it gg.

Capture the Flag, All Modes (Dictator): with multiple Dictators in a game mode such as CTF, the enemy just gets a drug advantage. In most instances that I've seen, enemies regroup right after capturing a flag and OD (if they're dictators), allowing them another spree of killing and the inevitable loss of another flag. The problem here isn't the OD - it's the number of ODs. By staggering their ODs (something that happens naturally in a game), enemy teams with lots of Dictators are able to always charge a base with max health and drugs, almost always winning in the process.

Suggestion: limit the number of hulls, by type, that can end up in the same battle. Having 4+ Hunters in Rugby, for example, is almost unwinnable. Place a max of 2 of every hull type in a team. Players will not be affected by this because MM is already randomized - adding this constraint won't limit what you can play, only how your team composition will end up. No more will there be 4+ Hornets on Massacre murdering every tank that exposes itself. No more will there be 3+ Titans holding a point in Siege without any trouble. Best of all, no more will there be an endless wave of Hunter ODs paralyzing your tank for all eternity. 

Now, I hear some people asking, "But won't people be able to just change to a different hull once they're in a battle?" Yes, they will. But most won't. The majority of players can't be bothered to switch to an "off-hull" just to get into a battle where they might have the chance to tip the scales by overloading the other team with stacked ODs. Most people have a favorite hull or two that they keep as their default. MM would just ensure that these people don't end up in teams with a large number of their hulls. If things get really bad with the switching equipment, time limits can be added to the garage. When you first enter a battle, you can't switch equipment for the first minute or two of battle. After all, if you equipped a certain combination in the garage, then the assumption is you wanted to play that combination in battle.

This change, I believe, would mitigate some of the imbalances already present in MM.

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I think this matchmaking needs some improvements, like adding new maps (or making changes to old and well-known maps in the experienced community). I know that it is not easy to change and create new maps, as you need a lot of tools and creativity. But for a short or medium term update it would be good to bring the good old known maps to matchmaking, as this would make new players more interested and would leave old players with that good nostalgia. Because a lot of good maps were forgotten, like Fort Knox and Gravity, and the old version of Madness. That's my idea ?

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I'm sure you consider the tankers' requests to improve the game, so I have a suggestion for events. Whenever in events ultra containers are added back, the black boxes during the event should contain ultra containers, not normal ones. After the event is over the black boxes will return to the normal containers. 

I hope you will apply this to the game to make it more fun for everyone. I wish you the best with your development :)

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or matchmaking and list of battles you can remove the battle pass and you can choose where you want to play, whether in MM or pro battle battles

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Average Playing Duration may increase if there are Night Maps in MM.

This can be tested among developers. Like they can make 2 groups of 5 players each and test it.

It can also be tested in test servers. Like if a player encountered one Night mode map every once in a while, then his/her average play time is more or less compared to the player who never encountered Night Map.

I think the amount of change Night map brings helps in increasing retention, which should therefore increase avg play duration.

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I strongly disagree, even without results from testing. Night mode is hard on the eyes and makes it difficult to see things. Tanks and paints look dull, details look washed out, and in general it's a less pleasant experience. If devs added proper lighting that would make maps look like something out of Cyberpunk, then maybe it would have some appeal, but night mode in its current form is just a gimmick that's sometimes used for special events and rank-up parties.

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I think, they try to make the game and every map resemble each other, they don't want to make anything differ from that so your idea wont implemented

to approve what I said, if you look in MM you will notice that every map is require the same strategy - the same turrets and the same in everything.. like Osa - Rio - Industrial zone - etc MM maps. You just have to shot and kill directly without anything than this, so the supplies and GS dominated here... and even Silence and Sandbox maps have some edits to make it appropriate for MM

So maps like Esplanade Madness Garder Farm Gravity Fort Knox don't expect them to be in MM.

Edited by asem.harbi
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20 minutes ago, asem.harbi said:

As I said before, they try to make the game and every map resemble each other, they don't want to make anything differ from that so your idea wont implemented

to approve what I said, if you look in MM you will notice that every map is require the same strategy - the same turrets and the same in everything.. like Osa - Rio - Industrial zone - etc MM maps. You just have to shot and kill directly without anything than this, so the supplies and GS dominated here... and even Silence and Sandbox maps have some edits to make it appropriate for MM

So maps like Esplanade Madness Garder Farm Gravity Fort Knox don't expect them to be in MM.

Some are too small.

But I fondly remember the Esplanade days.  Is a good map with a bit of everything.

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