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Ideas for Matchmaking System!


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Lost temp is the only map I love. Where it's occasionally a stalemate if the teams have a fair set of equipped players.

I remember it back in the days, 15m games, amazing map, mining in defence, tactical attacks.

If there's an issue, it's the reduced time for MM games. other than that, it's a haven for many players, defensive, offensive and counter/flankers.

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7 hours ago, Tanker-Arthur said:

I agree that Lost Temple is an annoying map but we might as well keep it. If you don't like it, leave, because I'm sure the map will benefit players with long-ranged turrets.

On the other hand, capturing flags there is nearly impossible as the majority of the enemy team is waiting there. I personally do not enjoy the gameplay in this map.

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Just now, Spy said:

On the other hand, capturing flags there is nearly impossible as the majority of the enemy team is waiting there. I personally do not enjoy the gameplay in this map.

Yeah, it's why I never capture flags on Dusseldorf.

I just play on it cause it's the one map where Gauss significantly performs less good than it normally does.

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Remove "Archipelago" and "Stadium" from control points matchmaking map pool.

Stadium doesn´t suit the gamemode, the point area is on the low middle, the spawns are on higher lever, whole map is really open which is too perfect for camping. The point of the gamemode is to capture all of the points for your team, not to camp on the spawn with shaft mammoth.

Second, archipelago. Only gamemode i could imagine that is suitable for this map is deathmatch. Most of the time you´re just wandering around your island, waiting for enemies to spawn. Also the only way to capture another point is by self-destrucing or getting killed by an enemy. The map concept could work in a special mode deathmatch, where you don´t have to be on another island to complete the objective.

I would love to see even more maps in the matchmaking pool.

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Keep Archipelago because it's literally one of the few maps in the matchmaking pool that give short-ranged turrets like Firebird and Freeze a fighting chance in battles without being sniped off by a Railgun or Gauss instantly.

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On 1/12/2021 at 4:15 AM, asem.harbi said:

Tanks should stay in the battle after leaving

Hi guys, many times we see players leaving the battle when you about to kill them

This is a pretty old problem, in the past players when they about to leave they wait someone to swallow their health then leaving immediately before they died. That wasn't a big problem as it happens just once.

But now in nowadays, we see many players that just refreshing the page before you kill them, really disgusting. Especially with the easiness in HTML5 to refresh the page with keyboard shortcuts. Many players caring about their K/D with disgusting way, every time you're about to kill them, they leave. I thought they left!! but I noticed that they are back soon, they just refreshed the page.

Ok . There isn't any restriction or anything restrict them from that, it's a 100% free for them.

So I have a suggestion to punish them with a logical way. Every player after leaving the battle, the tank should be existed to the other players to kill him, so no one will get affected by his indiscretion. The kill should be counted in that player K/D. And to not affect the innocent players, this shouldn't be happen except if the player health was lesser than the 50%.

Even if my suggestion have rejected, I think they should do anything to restrict those players. But I think my idea is the best, because many players have problems in internet or PC lags, so if a punishment was by a temporary banned will hurt them. so I think making the tank exist is a logical.

Btw, lastly I have an advice for those players. Your K/D wont be a special or an indicator for your skills if you're caring about it intentionally.

It took from me a while till I find my topic again (maybe 15 minutes). 

I really think my idea should be applied or at least doing anything regard this matter, I don't know how a respected game like Tanki doesn't have such an intuitive thing.  sorry you will read the quoted post fullyPleading Face I have lessened it btw

In the games when you leave a battle it's completely counted as a death. In Minecraft servers if you were in PvP you can't leave if your last fight was in 10s, so you have to wait 10s without any touch/moving then you can leave.. If you left in the 10s, basically you will die and all of your inventory will be depleted which is way much worse than a counted 1 death in Tanki K/D.

Now in Tanki I see many players refreshing the page horrible amount of time, maybe more than 10 per-battle. It's a farce, a thing be done about that matter.

Spoiler

@Maf @wolverine848 @MysticBlood @Tanker-Arthur @Spy @yellowghetto @FrozenRailgun What's your opinion guys about this thing, it just too disgusting.

I hope I haven't forced anyone who I mentioned to post and say his opinion, it's just a mentioning and the decision is back to you.

 

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

Guys it took from me a while till I find my topic again (maybe 15 minutes). 

I really think my idea should be applied or at least doing anything regard this matter, I don't know how a respected game like Tanki doesn't have such an intuitive thing.  sorry you will read the quoted post fullyPleading Face

In games when you leave a battle it's completely counted as a death. In Minecraft servers if you were in PvP you can't leave if your last fight was in 10s, so you have to wait 10s without any touching/moving then you can leave.. If you left in the 10s, basically you will die and all of your inventory will depleted which is way much worse than a counted 1 death in Tanki K/D.

Now in Tanki I see many players refreshing the pages horrible amount of time, maybe more than 10 per-battle. It's a farce, must a thing be done about that matter.

  Reveal hidden contents

@Maf @wolverine848 @MysticBlood @Tanker-Arthur @Spy @yellowghetto @FrozenRailgun What's your opinion guys about this thing, it just too disgusting.

I hope I haven't forced anyone who I mentioned to post and say his opinion, it's just a mentioning and the decision is back to you.

 

Your idea was passed to the developers the same week you posted it, now it's up to them.

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42 minutes ago, asem.harbi said:

It took from me a while till I find my topic again (maybe 15 minutes). 

I really think my idea should be applied or at least doing anything regard this matter, I don't know how a respected game like Tanki doesn't have such an intuitive thing.  sorry you will read the quoted post fullyPleading Face I have lessened it btw

In the games when you leave a battle it's completely counted as a death. In Minecraft servers if you were in PvP you can't leave if your last fight was in 10s, so you have to wait 10s without any touch/moving then you can leave.. If you left in the 10s, basically you will die and all of your inventory will be depleted which is way much worse than a counted 1 death in Tanki K/D.

Now in Tanki I see many players refreshing the page horrible amount of time, maybe more than 10 per-battle. It's a farce, a thing be done about that matter.

  Hide contents

@Maf @wolverine848 @MysticBlood @Tanker-Arthur @Spy @yellowghetto @FrozenRailgun What's your opinion guys about this thing, it just too disgusting.

I hope I haven't forced anyone who I mentioned to post and say his opinion, it's just a mentioning and the decision is back to you.

 

Hmm In my opinion Im not fully sure... If im being honest. Though it is annoying when players just refresh and join back right before you kill them. I think it should be that when you refresh it it should automatically take you out of battle and count that as a death, but on the other hand it will raise more issues. Such as people making excuses like oh it lagged out or the game froze. Thus these things do tend to happen. But in the long run it will cause more problems.

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50 minutes ago, MysticBlood said:

Hmm In my opinion Im not fully sure... If im being honest. Though it is annoying when players just refresh and join back right before you kill them. I think it should be that when you refresh it it should automatically take you out of battle and count that as a death, but on the other hand it will raise more issues. Such as people making excuses like oh it lagged out or the game froze. Thus these things do tend to happen. But in the long run it will cause more problems.

If a player his PC reached him to refresh the page 6 or more times in a MM battle, he doesn't deserve to play. His PC isn't equivalent to run Tanki..

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On 1/12/2021 at 5:15 AM, asem.harbi said:

But now in nowadays, we see many players that just refreshing the page before you kill them

Many players? I disagree. In fact, from personal experience I can tell you that of the hundreds of thousands of tanks I've shot at over the many years in this game, I'd say one in a thousand at most decides to leave (or refresh) while I'm shooting him. It's such a rare occurrence that I can't even recall any specific instance of it happening. And when it happens, my reaction is simply "huh, weird", and then I move on.

So honestly, I don't know where you find all these players. Unless other people can confirm that this is a real problem, I'm gonna consider this as a feature that is not worth implementing.

I do however, support a much simpler solution that has a lot more use, which that that if someone quits the battle OR self-destructs, all players that damaged that tank in the past 10 seconds will get some score (and maybe a kill) as compensation. But, this being a non-essential feature, it will await its turn like the rest of suggestions in I&S.

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As Tanker-Arthur said above, having all Maps is pretty good because in each Map, there is an advantage for specific Turrets and combinations.

Archipelago can give short-ranged tanks a boost, while Stadium gives long-ranged a boost.

 

Also, we won't be in the Map for too long. So it's nice to do the best you can to win in each Map.

We have a nice variety of them for each Mode.

I hope developers add even more in the future.

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Even if I was a short-ranged turret player, I don't love Archipelago.  Stadium is disgusting in CP.  For me I see maps like Silence Rio Red-Alert Barda Solikamsk, have a good atmosphere for everyone to play, Ranged turrets or mid or short turrets.  The big maps are just disgusting, I wonder how some ranged players dare and consider themselves as skilled snipers and want to play only in the big maps (Highways is the most disgustful example), hey if you're a skilled and want to one-shot the players, you have to suffer in the normal maps, not playing in a hollow big map to snipe everyone with zero skills. At least maps like Berlin or Lost-temple are beautiful and interesting to play, regardless if they was a big or not, but maps like Highways are just a disgusting hollow space for Shafters.

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On 5/1/2021 at 12:32 AM, TESL4 said:

I would love to see even more maps in the matchmaking pool.

YES! Please, matchmaking has gotten so dull.

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Could we get longer MM battles? Hear me out, I'm not asking for reverting any updates. My reasoning is that, if we're no longer relying on battles for stars, then why are they still so short?

Seven minutes is not enough time to strategise or properly choose equipment based on the enemy team's equipment.

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I agree with you, I feel like 9 or 10 minutes would be better.

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I feel that 7 minutes is a perfect time: not to long nor short. Also, longer match times -> longer watitng times.

However, i do agree with a part of it - 7 minutes is far from enough for a map like berlin or lost temple. What's the solution? Simply make those maps smaller. 

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Just now, mjmj5558 said:

Also, longer match times -> longer watitng times.

Why would longer match times mean longer waiting times?

 

Just now, mjmj5558 said:

What's the solution? Simply make those maps smaller. 

Or make battles last longer on those maps.

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1 minute ago, mjmj5558 said:

I feel that 7 minutes is a perfect time: not to long nor short. Also, longer match times -> longer watitng times.

However, i do agree with a part of it - 7 minutes is far from enough for a map like berlin or lost temple. What's the solution? Simply make those maps smaller. 

It is never 7 minutes.  Ever.

And even excluding the super-large maps, 7 min is too short.

IMO the first team to cap wins 80% of the time.  Can come-backs happen?  Yes.  But they are by far in the minority.

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5 minutes ago, LambSauce said:

@Spy I would prefer something like 15 minutes, but 9-10 minutes is still an improvement I guess.

15 minutes would be too much for me, what's your opinion on 12 minutes?

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