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Ideas for Matchmaking System!


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30 minutes ago, Akame said:

So back to my point, fix up the matchmaker system instead, the other battle refinements can come later.

How is that going to happen when TO is losing players by the day?

Less players means wider rank spreads = greater unbalance.

Edited by LambSauce
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On 5/7/2021 at 3:12 AM, Signal said:

I personally would enjoy 10-15 minutes, of fair teams gameplay

Then you will have to wait like the rest of us and hope a minor miracle will take place before fair gameplay happens.

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My idea is plain and simple, just make assault a 2 round match of defending and attacking, 5 minute each round. Kinda like Rainbow 6 siege 

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2 hours ago, LambSauce said:

How is that going to happen when TO is losing players by the day?

Less players means wider rank spreads = greater unbalance.

That's the million dollar problem here, but I know for sure increasing battle duration isn't going to make life easier for many players.

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4 hours ago, LambSauce said:

How is that going to happen when TO is losing players by the day?

Less players means wider rank spreads = greater unbalance.

Just like longer battles mean less players in a queue. Why? Simple. Let's say (with not realisteic numbers) that 105 players are playing. If those 105 players play in 7 minute battles, that means that they will be in the queue every seven minutes. That means that 15 players will be in the queue every minute. If we double the duration, those players will be in a queue every 14 minutes, aka ~ 7(.5) players will be in a queue every minute.

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I guess this...

3 minutes ago, mjmj5558 said:

Just like longer battles mean less players in a queue. Why? Simple. Let's say (with not realisteic numbers) that 105 players are playing. If those 105 players play in 7 minute battles, that means that they will be in the queue every seven minutes. That means that 15 players will be in the queue every minute. If we double the duration, those players will be in a queue every 14 minutes, aka ~ 7(.5) players will be in a queue every minute.

...is the answer to this.

1 hour ago, Akame said:

That's the million dollar problem here, but I know for sure increasing battle duration isn't going to make life easier for many players.

 

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I heard some dudes want balanced battle with longer w8ing time than unbalanced battle with shorter w8ing time. The problem is, if we want shorter w8ing time with balanced battle, we need to rebalance everything or else we won't solve both problems at the same time.

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Would be a really good one. I am kinda bored to be always in the defensive side in most of the matches for the entire previous week. So playing both the roles in the same match is really good.

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Though I don't see the idea is a logical or applicable. But I'm strongly with you and your idea

I always see many players in the defending team insult the loser attacking team for their lose, but if they get replaced, and they noticed in the same situation in the same teams in the same maps they lost. They will know that I'm right when I always correct for them that "Assault is unbalanced for attacking team".

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Theirs a 60% chance this will get approved, though I don't have my hopes up.

And if it does get implemented in the game then that would be pog

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11 hours ago, Regeneration said:

My idea is plain and simple, just make assault a 2 round match of defending and attacking, 5 minute each round. Kinda like Rainbow 6 siege 

1000 IQ move.

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Make match making battles in such a way that all players in battle have same GS and also not to change equipment in between battles(not changing GS in between battle it means) . Also make players to play in a map whos size is suitable for that turret and hull they equipped before playing it such that all have firebird, or freeze or isida in small maps and so on.

For some  players who play in group with their friends make them to play with other players who are in other groups, making it as players choice to play with their own GS level enemies and teammates or different. This may make Tanki online not pay2win .For these players who play in group, each group member have different turrets and hulls of different types such as short medium or long range, for them any map is suitable but those players should not be in a MM battle with players who are not in a group to make it fair gameplay.

i can understand if all of our enemies have protection from our hull overdrive and turret but it just happens once in a blue moon if we make match making battle like this(same GS). However we can see most of our enemies in battle having protection from our turret especially magnum, railgun, gauss and thunder in current MM battles always but if we play with players of same GS this is reduced tremendously when compared to current match making and there is a solution to this protection problem we can remove all our prot before going into battle so that our GS is reduced.

Edited by ItachiUchia
please read the last few lines i have added

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Right now, I usually try get missions done in 1 seven minute game and then I get off till the next day, holds true for majority of weekdays.

7 mins max I want to honestly spend because other than missions, there is no actual need for me to grind for the BP which can be done via daily missions. Thankfully premium and boosted funds helps me get crystal missions done quicker, aside some missions can take around 3 games. That would mean roughly 20-25 mins including waiting time unless speed run games.

I do not intend to continue playing and either making other players suffer or suffer with a team that isn't competent at times and full of campers, it's becoming a bit more common as of late.

I would love to play for a good 15 mins in Lost temple CTF/CP for sure, but in a let's say TJR where it's very campy, not fun to stay.

As for game takeovers, at least CP, my goto mode can be usually overrun in the last minute or so, it has happened fairly often. Other modes though, not as easy to do so.

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1 hour ago, Akame said:

 

The problem is, the purpose and objective of the game these days is not to have fun AND progress on the way, but to do missions for the rewards WITHOUT it being a pleasant experience, like it used to be.

Ultimately, in my opinion the game will never succeed if the devs determine that the purpose of the game is no longer primarily to have fun FIRST and everything else being secondary, as was the case years ago.

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  • Head Administrator

Not being able to change equipment mid-game is not a good idea. What if everyone in the enemy team has a protection module against the turret you are using?

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Just now, Spy said:

Not being able to change equipment mid-game is not a good idea. What if everyone in the enemy team has a protection module against the turret you are using?

Than people who own more then 3 modules won't be as overpowered compared to those who only have 3 modules.

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Legend 1-10 play with Legend 50 or more than that which is actually unfair because of great GS difference.  legend 50 and above have protection module from all turrets fully upgraded and they also have mk7 20/20 hull and turret where legends of small numbers would have mk7 with less or no upgrades because they have just bought. So the solution to this problem is to make MM battles in such a way that Legends 1-10 as one group and they should play with each other as enemies and mates but not with higher legends who are Stronger than them. Same for legend 11-20 and so on

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This wouldn't solve anything because even a free player with smart spending strategy can get a near-maximum GS at low Legend ranks, and especially if they spend real money. Separating higher legends doesn't make sense because at Legend ranks everyone has all equipment available to them, so the ranks themselves are the same.

Separating the player base into groups would also make MM a lot less effective.

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13 minutes ago, Maf said:

This wouldn't solve anything because even a free player with smart spending strategy can get a near-maximum GS at low Legend ranks, and especially if they spend real money. Separating higher legends doesn't make sense because at Legend ranks everyone has all equipment available to them, so the ranks themselves are the same.

Separating the player base into groups would also make MM a lot less effective.

Please think about it.  My idea would make MM at high ranks better and atleast this can be tested in Tanki right? atleast among the non buyers its fair think about it Please. and also think about drones not only turrets and hulls.

Edited by ItachiUchia
to add more reasons for this suggestion
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This idea is more effecient than the current match making at high ranks and it did not disturbs higher legend players and players lower than legend also benefits lower legend players. This is great idea but rejected How

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On 5/10/2021 at 1:05 PM, ItachiUchia said:

However we can see most of our enemies in battle having protection from our turret especially magnum, railgun, gauss and thunder

That really reminded me one of my now-idiotic idea to balance out modules couple years ago.

https://en.tankiforum.com/topic/281046-lets-discuss-game-balance/?do=findComment&comment=6649683

Edited by FrozenRailgun

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Being able to freely switch between equipment anytime makes it more fun.

If there is a big map to play in and we have melee-ranged gear, then we can quickly change into mid-range or long-range equipment.

Also, being able to switch Augments and weapons is good because we can test out different combinations, to see which items we enjoy using in that particular Map.

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How about 9000+ GS only get paired with that band. Or to ignore modules, as long as a player has a near high gs with other components, they get matched accordingly. I would rather have high GS players in 1 game than a bunch of low GS get mixed up with us and have to suffer. Rank based MM is very unfair to a fair set of players, even if sales etc have happened, it's ridiculous.

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