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Ideas for Matchmaking System!


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28 minutes ago, Tanker-Arthur said:

I honestly want the following maps to be added:

  • Fort Knox
  • Novel
  • Gravity
  • Esplanade
  • Pass

The reason why is because these maps are so nostalgic for me because the year when I finally got mega-hooked to Tanki was in 2017, and at the time, these maps were everywhere.

 

Then Matchmaking came :(

Novel is decent - should replace Arhipalego.

Fort knox seems a little too much like Cologne though.

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Just now, wolverine848 said:

Novel is decent - should replace Arhipalego.

Archipelago is a really unique map.....

I honestly think they should keep Archipelago............for Deathmatch mode :)

Just now, wolverine848 said:

Fort knox seems a little too much like Cologne though.

It's actually quite different. It has the same aesthetics, but Fort Knox lacks the long side roads that Cologne has, and the center of the map is not as hollowed out due to the big castle located there.

Overall, Fort Knox is better for medium and short-ranged turrets.


The changes they should do to Fort Knox is.....

  • Add a self-destruct zone on top of the castle in the middle, to prevent Hoppers from jumping up and abusing it too much.
  • Close up the small paths on the sides of the maps. Currently, those paths are only large enough for light hulls to squeeze through and no one else. Because Hopper is one of the most popular hulls in the game right now, it provides too much of an advantage for Hopper-Crisis users, as they can escape with Flags or Balls and no one else can follow them.

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1 minute ago, Tanker-Arthur said:

Archipelago is a really unique map.....

I honestly think they should keep Archipelago............for Deathmatch mode :)

Well, since there is no DM mode in matchmaker ... ?

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I think MM left untouched for a long while that made it extremely boring.  Though I didn't liked the new big maps in MM, but I felt satisfied as at laaast we had some changes in the stupidest routine.

IMO Developers want to add the perfect maps for MM as they see, that will be appropriate for all of the seven modes in the game. So the chosen maps are a few, and even the few chosen maps they did on them a deliberately edits in many sides to make them a perfect for MM and a really far from their origins.

So maps like Ping-Pong or Zone (though I hate it) or Wave or Madness (it's a fun map not a real so no place in MM) or Short-Bridge or Skyscrapers(tbh I don't know how to play the modes in it) or Rift (for sure no place especially with the unconstant situation with the two pipes) or Comb or Camp or Atra or Arena (though it's for Firebird-Wasp).. Doesn't have any place for MM, because they're not a really perfect or even near perfect for all of the seven modes.

To be honest many modes of what I said I maybe have more than 4 years haven't entered them even a once, because I left Pro-battles for a while. All are from memory and quick checking from battle list now... Yes I don't blame Tanki no place for Ping-Pong in MM, but it's a nice map for me and it's an easy thing in the past to play in many maps when you like. Nothing must to be perfect

And I think in MM there are maps who are coming way more than others and there a maps who rarely to come... I think Massacre - Forest are a very common and Silence (I don't like it in MM) isn't that common.

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8 hours ago, Tanker-Arthur said:
  • Fort Knox
  • Novel
  • Gravity
  • Esplanade
  • Pass

Fort Knox - really cool map. I have a lot of nostalgia when thinking about this map, used to be extremely popular in the very old days when there were actually three versions of it (I, II, III). If a few changes were made, I'd love to see this map in MM. 

Novel - a map of which I have no idea why it is not in MM yet, because it is a perfect fit for it. Novel should have been in MM from the very beginning instead of maps like Parma. 

Gravity - unique map, innovative approach regarding design, don't think it is suitable to be a MM map. Structure of the map itself is too cramped and there is little to no overview of what is happening on the battlefield. 

Esplanade - my problem with this map is that the side with the buildingcomplex is too big while the other side is just open hunting grounds. To me, this creates a partition of the map rather than it interconnecting one map. A (small) rework of it would make it suitable for MM, but in its current state I am not interested in this map. 

Pass - by far one of the most underrated maps in the game. Would most certainly love to see it in MM, although I do agree that the map is rather small in size

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1 hour ago, BloodPressure said:

Esplanade - my problem with this map is that the side with the buildingcomplex is too big while the other side is just open hunting grounds. To me, this creates a partition of the map rather than it interconnecting one map. A (small) rework of it would make it suitable for MM, but in its current state I am not interested in this map. 

True

 

I feel like whichever team manages to control the building will be the team that wins, mainly because things like Gauss can cover the whole roof and Magnum can just rain down shells on the ground below.

 

Still, it's one of my favorite maps in the game, but I do agree it needs a rework for Matchmaking.

Edited by Tanker-Arthur

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THIS IS A REPOST FROM GAMEMODES; but I felt like it could also be mentioned here as it is basically the same thing:

Ranked Gamemode (locked behind rankwall, decided by tanki staff)

The Ranked Gamemode would be a 5v5, TDM/CTF/CP, where you could pick any combo of any turret+hull. Every turret/hull is forced by the game to be Mk1, no microupgrades, no mk1-mk7 upgrades, only default tanks.

Features for the gamemode to be as skillbased as possible:
Idea 1: supplies are disabled.
Idea 2: infinite supplies with a larger cooldown, forcing players to use supplies very carefully to work together and win, removing the P2W aspect.
Idea 3: limited amount of supplies during the entire game with default cooldowns, for example: everyone starts with 3 repairkits, 9 armor, 9 damage, 9 speed and 9 mines, and when you have used the set amount, you cant use any more. You always refill before a new game, also removing the P2W aspect (this is separate from normal supplies, the entire ranked gamemode is separate to normal MM).

Drones are disabled. Protection is disabled. Augments are disabled. Skins/Paints are allowed.

A ranked game would be longer than a normal MM game. In non symmetrical maps, such as Serpuhov, teams would switch sides at halvtime to balance the game.

It is not allowed to leave a ranked game. If a player leaves a ranked match, the player will recieve a cooldown depending on how many times they left the game.

Players wouldn't be awarded crystals or starts, only 25% of the XP they would earn from MM. This is so that tanki doesn't lose money and so people cant use ranked mode to get better equipment for MM.
 

If you win a match, you get higher ELO. High ELO players get matched with other high ELO players, lower ELO players get matched with other low ELO players. You could name the ranks whatever you want, like some tanki related rank names :)

 

Some combinations will require balancing ONLY for the ranked mode. For example, a smoky+hunter will have a very difficult time trying to 1v1 a railgun+dictator. Therefor you could make the smoky stronger, and try to balance all combos, so people could play with any combo they want without worrying about it being too bad, and maybe even switching every game for fun.

If you like my idea, please make this heard to the tanki online team! I really hope this mode would be added, because I think it will bring lots of players bak to tanki, and be a lot of fun for veterans aswell. I also really hope that this wont be too damaging to their economy, so they maybe consider adding it. Have a good day :)

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Recently, I have been seeing a lot of low rankers in my battles, and I can tell that they are having a hard time finding battles that are either against players of their own rank or of a lower rank. Anyways, today I had the idea of basing matchmaking off of gear score, as opposed to basing it off of rank. This way, not only low ranks will benefit, but also Legend-ranked players with a low GS too.

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22 hours ago, Regeneration said:

Recently, I have been seeing a lot of low rankers in my battles, and I can tell that they are having a hard time finding battles that are either against players of their own rank or of a lower rank. Anyways, today I had the idea of basing matchmaking off of gear score, as opposed to basing it off of rank. This way, not only low ranks will benefit, but also Legend-ranked players with a low GS too.

And when I enter a battle with my worst equipment, but then quickly enter garage and suit up in GS=9800 gear ... ?

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1 minute ago, Regeneration said:

@wolverine848 If they can make it based on your maximum GS that would be pog

Then you punish players with a variety in their garage.  If they ever wanted to use items not at max then they'd be at a disadvantage.

Basing on GS would not work.

Example would be a player at mid-level that boosted one set of items.  They get stuck playing Legends all the time, even though they might not have a drone or mk7 protection.  Then what is their incentive to upgrade?

 

The biggest issue you are overlooking is rank-spreads.  They are too wide.  Brigadiers facing Legends is just dumb.  The current mk-system would work if the rank-spreads were tightened up.  They were designed to prevent large mis-matches.  But then Devs opened up the rank-spreads for battles by a lot to placate the impatient players who can't wait 45 seconds for a fair battle.

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2 hours ago, Regeneration said:

 If they can make it based on your maximum GS that would be pog

Even better, not by maximum GS but maximum MU on your strongest equipments. You can have a battle something like Mk7 Viking-Striker vs its Mk8 counterpart (and may have chance of fair battle).

That's 6k GS vs 8k GS without factoring in drones, auggies and modules alone except the stat difference is approximately 13% apart.

 

Edited by FrozenRailgun

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1 hour ago, FrozenRailgun said:

Even better, not by maximum GS but maximum MU on your strongest equipments. You can have a battle something like Mk7 Viking-Striker vs its Mk8 counterpart (and may have chance of fair battle).

That's 6k GS vs 8k GS without factoring in drones, auggies and modules alone except the stat difference is approximately 13% apart.

 

Thought you didn't like long waiting times.

They will be even longer with your suggestion - especially for the mid ranks.

And once again - what's the incentive to upgrade items?

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3 minutes ago, wolverine848 said:

Thought you didn't like long waiting times.

They will be even longer with your suggestion - especially for the mid ranks.

And once again - what's the incentive to upgrade items?

Oh...

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12 hours ago, Regeneration said:

Then why isn't this in the game yet.

This idea could prove useful in MM battles, its also logical.

Because it's not as simple as it seems. For example, most players have a bunch of equipment in their garage with various upgrade levels. How do you stop someone from equipping a <1000GS tank before the battle to get matched against newbies, and changing to 9999GS when they load into the game? It would either require complete removal of the in-game change mechanic, or some kind of complex system to prevent abuse. Neither of these options is ideal.

So the idea itself has been discussed many times among players and developers alike, but implementing it is a different story. The current balancing system has its own benefits and disadvantages.

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@Maf Somehow I know that you know MM is broken and needs fixing

That's basically what I am saying.

Like imagine being that 1 legend rank with 5k GS, or being a Captain rank and playing with legends.

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Tanki is a progress game, it depends in your progress. I think the best rank spreads should be from 3 ranks higher and lower than you. Thats means a 6 ranks difference between the highest and lowest rank.

If you saved your crystals and bought an Mk5 Kit at WO5, you should enjoy with your new combo against your peers at WOs. Not putting you directly to play with Majors.. I think this is a good balance, and I think Legends should be played with Lieutenant-General (3 stars), but they should make Mk7 items available to buy with crystals at this rank.

If a Legend with lower GS than 7K this is his problem, he should upgrade his garage to be a competitive. I think 8K and more for a Legend is too easy for any player.. I have a 7.5K GS in general between all of my equipment, but that's because I have a variety of Turrets/Hulls, but if I focused in one combo I can get a good GS at my rank.

I remember when I was WO3/WO4 I bought an M2 Freeze-Hornet Kit, and I was a very strong and I enjoyed really with it. I can't imagine if they punished me and putted me with Majors as I saved my crystals and became stronger.

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14 hours ago, Regeneration said:

@Maf Somehow I know that you know MM is broken and needs fixing

That's basically what I am saying.

Like imagine being that 1 legend rank with 5k GS, or being a Captain rank and playing with legends.

Well, why the heck does a Legend have a GS of 5k?  Might as well start over...

As I say above - the largest "broken" part of MM is the rank-spreads.  They are far too wide.  If they were more reasonable, players would have more balanced battles.

So campaign to DEvs to tighten up the rank-spreads.  let them know a bit longer waiting time for battles is fine if it means fair battles.

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In capture the flag, can you please re-introduce the  status notification on the flags, where the flag icons flash if they are in transit/ dropped and stop flashing when at base.

It helps players of turrets that may not be involved in the thick of fighting  be aware of if the flag has been captured until a point has been lost. 

E.g. Shaft/ Magnum as they need a lot more attention given how they work.

Now that we have hulls like hopper in the game, that can take shortcuts over terrain in multiple ways, I would say that longer range turrets need this edge.

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