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Ideas for Matchmaking System!


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Give us 10 minutes long Matchmaking battles again.

10 minutes long battles would be good because if you use quick battle button and play it until the end, you could still get 4 or 8 stars and we would have lower average waiting time and more battles to get into. Also, this way you may can avoid putting bots into event mode battles but I don't mind if it occasionally happens. 
You may would have to change as well: 
- the JGR kills needed from 15 to 10
- 120 kills instead of 160 kills in TDM,
- 7 ball captures instead of 9 in RGB
- in case of CTF, flags would be active after 60 seconds instead of 90
- in ASL, you would have to capture 12 flags instead of 16
I bet the community would appreciate these changes. Please consider thinking about this idea. 
Thank you in advance!

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Give us bots into event modes as well.

Whenever I am playing event mode like 3 hours before server update and even after that for a few hours, it gets insanely long (4-5 minutes) to join an event mode battle, even though it's a good and hype event that's currently going on. Tanki devs shouldn't get away by not putting bots into event mode. They should apply it the way it is in MM. 
Also it happens quite often that if I leave a battle and try to get into another one, there is a decent chance unfortunately that I join the same map again.
Please put bots into event modes because the upcoming ones have bigger chance to be more inactive and less hyped than this one. Thank you.

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I have a few idea for how much battle score you should receive based on the battle format you are in or the "way" you made the kill.

Battle formats

DM: 15 score / kill

ASL: Attacking Team: Kill = 15 score , Capturing a Flag = 50 score Defending Team: Kill = 20 score , Killing an enemy with flag = 30 score

CP: De-capturing a point from enemy = 5 score , Capturing a point = 15 score (or De-capture: 10 score, Capture: 10 score)

Kills made by . . .

Kills made by critical damage, grenade, mine : +10 bonus score (or critical damage: 5, grenade: 10, mine: 15)

Reason

DM: 10 is too low, I understand there is more enemy to kill, but there is more people who can steal your kill as well.

ASL: Motivation! 20 score for capture is not enough, you get same score for a kill and it requires less skill, and no one will focus on killing flaggers if they give the same score.

CP: It takes a lot of time to capture a point, I think It should be a bit more.

Killing someone with critical hit is based on luck, grenade is based on skill, mine is based on random/luck, in my opinion the kills made by them should reward you slightly better.

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Not bad, but if we tend to approach this direction in Matchmaking, soon kill based indifference will force people to go for the modes where they can farm more reputation points.

Because frankly, many people tend to farm kills these days, rather than objective (situation is even worse in groups)

Also, imagine, you kill a person (with 50% prot against your turret) in DM after a long-lasting effort, only to get like 10 score ?  Nah.... that's not happening.

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Problem: The current matchmaking system often places lower-ranked players against significantly stronger opponents with maxed-out GS, creating frustration and an uneven playing field. This not only alienates newer players but also reduces overall enjoyment, as battles feel unfair and one-sided.

Solution:
Introduce a Dynamic Matchmaking System that:

  1. Prioritizes GS Balance: Players are matched based on their GS and rank, ensuring fairer battles.
  2. Limits Rank Gaps: Players can only be matched within 1-2 ranks above or below their own.
  3. Creates Separate Queues: Establish a queue specifically for players using hover hulls or other advanced features, allowing traditional tank enthusiasts to compete in a more classic environment.
     

Benefits:

  1. Encourages retention of new and casual players who feel they have a chance to compete.
  2. Maintains fair play and reduces frustration, leading to better community feedback.
  3. Balances the power gap, creating a more enjoyable experience for all players, regardless of spending habits.


Optional Rewards for Hover Players: Add special modes or maps designed exclusively for hover hulls, rewarding their unique playstyle while keeping traditional tank players separate. This proposal and ideas should not be confused with the new decision of the developers about 'Tanki Classic' because that provision is not a solution, because there are many players who are not interested in 'Tanki Classic' - This is a solution to the primary problem. ?

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On 2/4/2025 at 5:51 PM, GhostLynx said:

Prioritizes GS Balance: Players are matched based on their GS and rank, ensuring fairer battles.

What's to stop a player entering their garage once in a battle and increasing their G/S with a strong combo and a OP augment.

This scenario has been thought up before and discarded because of this loophole.

The only way to fix MM is to employ my idea about XP/CRY ratio and increasing the XP needed to rank. It would take maybe a few weeks, maybe a couple of months, but with this system included in the mechanics of the game it would even itself out and more balanced battles would be the result, with players being far more evenly matched, with the exception of the usual buyers thrown into the mix. 

This imo is the only way to improve the shambolic MM we have now.

And you are right about TC. I doubt it will attract many players and those who do try it out won't play seriously for very long.

I for one will not be making an account for something that holds no interest for me whatsoever.

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I don't think there's many options to fix the MM, with bots being present in legend battles too and the developers keeping maps like Dusseldorf of Berlin (these maps were nice when the ttk was much more balanced, now nobody enjoys these maps and players are forced to attack alone against surely 1 or 2 players that lay mines all over the place and the rest of the team. It's just a campfest in any mode, unless maybe you're playing Siege).

This game's done for, don't bother trying to perform CPR on a rotting corpse.

Edited by JustBlackWolf

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The current MM system is hard, the moment you hit marshal, if you do not have 9000 GS worth of gear, you are basically screwed and will be playing for scrapes, so here's a suggestion:
1- players are placed in queues depending on their GS, aka:
a- 0-1000 are pitted against bots only
b- 1001-2000 are pitted against mostly bots and a few players
c- 2001-4000, 4001-6000, and 6001-8000 are pitted against half players and half bots, with matchmaking scaled to those GS
d- 8001+ are pitted against only players, bots only act as fillers if there are no players that join within 60 seconds

2- players can swap gear freely, but if your gear exceeds the GS limit, you will be kicked from the match/forbidden from swapping to that set

AN alternate is to make the players below this GS have their tank equips scaled-up to bare-minimum, so they can have a slightly better hand at fighting.

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On 2/10/2025 at 8:08 AM, Maf said:

YChyI1v.png

no it doesnt
match making pits you against others based on your RANK
you can have 4000 GS and it would still put you in a team of 9999 GS

Edited by Acecaddy
typo

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On 2/10/2025 at 12:55 PM, Maf said:

But... the title though ?

oh I see
those extra steps will at least ensure that you are being pitted against people on fairer grounds

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Agree that matchmaking needs an overhaul.  I don't like the bots system you suggest, but I would like to see a GS based matchmaking.  My idea is that when you join a battle, you can change equipment, but only as long as your GS stays the same or is less then your starting GS.   That way players can't game the system and join with low GS and respawn with a high GS.

 

Another limitation to the current system is that I can't try out a new tank / turret combo that I haven't upgraded,   I want to try and use more turrets like Tesla, but if I switch to my Mk1 Tesla, and join a battle, I'm still pitched against 9999 GS legends, although am driving like a 4000 GS tank.

 

Since hitting Marshal rank I've suddenly been pitted almost entirely against players with 9999 GS score, when my favourite combo barely scrapes 7500 GS. Right now I'm barely making a single kill in a match, whereas before I hit Marshal rank, I was often in the top 3 of a winning team.  I've switched to World of Tanks for the time being until TO gets more enjoyable.

 

Matchmaking based on GS would allow everyone to try out new tank / turret combos and still be able to enjoy a fair match on an equal battlefield.  I know some people will say "if Legends join a low-GS battle, their superior experience will  give them an unfair advantage".  I have 3 answers to this point:

  • The MM system is already unfair, so will it be any worse?
  • What's to stop legends creating a new account and beating new players?  
  • New players expect to be on the back foot initially.  When I started playing new MMO games as a new player, I know that it will take me time to get used to the game and to start making progress.  It's just one of those things.

 

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On 1/6/2025 at 9:58 PM, AcnoIogia said:

I have a few idea for how much battle score you should receive based on the battle format you are in or the "way" you made the kill.

Battle formats

DM: 15 score / kill

ASL: Attacking Team: Kill = 15 score , Capturing a Flag = 50 score Defending Team: Kill = 20 score , Killing an enemy with flag = 30 score

CP: De-capturing a point from enemy = 5 score , Capturing a point = 15 score (or De-capture: 10 score, Capture: 10 score)

Kills made by . . .

Kills made by critical damage, grenade, mine : +10 bonus score (or critical damage: 5, grenade: 10, mine: 15)

Reason

DM: 10 is too low, I understand there is more enemy to kill, but there is more people who can steal your kill as well.

ASL: Motivation! 20 score for capture is not enough, you get same score for a kill and it requires less skill, and no one will focus on killing flaggers if they give the same score.

CP: It takes a lot of time to capture a point, I think It should be a bit more.

Killing someone with critical hit is based on luck, grenade is based on skill, mine is based on random/luck, in my opinion the kills made by them should reward you slightly better.

 

On 2/4/2025 at 6:51 PM, GhostLynx said:

Problem: The current matchmaking system often places lower-ranked players against significantly stronger opponents with maxed-out GS, creating frustration and an uneven playing field. This not only alienates newer players but also reduces overall enjoyment, as battles feel unfair and one-sided.

Solution:
Introduce a Dynamic Matchmaking System that:

  1. Prioritizes GS Balance: Players are matched based on their GS and rank, ensuring fairer battles.
  2. Limits Rank Gaps: Players can only be matched within 1-2 ranks above or below their own.
  3. Creates Separate Queues: Establish a queue specifically for players using hover hulls or other advanced features, allowing traditional tank enthusiasts to compete in a more classic environment.
     

Benefits:

  1. Encourages retention of new and casual players who feel they have a chance to compete.
  2. Maintains fair play and reduces frustration, leading to better community feedback.
  3. Balances the power gap, creating a more enjoyable experience for all players, regardless of spending habits.


Optional Rewards for Hover Players: Add special modes or maps designed exclusively for hover hulls, rewarding their unique playstyle while keeping traditional tank players separate. This proposal and ideas should not be confused with the new decision of the developers about 'Tanki Classic' because that provision is not a solution, because there are many players who are not interested in 'Tanki Classic' - This is a solution to the primary problem. ?

 

On 2/7/2025 at 4:30 PM, Acecaddy said:

The current MM system is hard, the moment you hit marshal, if you do not have 9000 GS worth of gear, you are basically screwed and will be playing for scrapes, so here's a suggestion:
1- players are placed in queues depending on their GS, aka:
a- 0-1000 are pitted against bots only
b- 1001-2000 are pitted against mostly bots and a few players
c- 2001-4000, 4001-6000, and 6001-8000 are pitted against half players and half bots, with matchmaking scaled to those GS
d- 8001+ are pitted against only players, bots only act as fillers if there are no players that join within 60 seconds

2- players can swap gear freely, but if your gear exceeds the GS limit, you will be kicked from the match/forbidden from swapping to that set

AN alternate is to make the players below this GS have their tank equips scaled-up to bare-minimum, so they can have a slightly better hand at fighting.

Topic Merged

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On 14/04/2025 at 02:02, megapix_YT said:

Eu queria que os bots não pegassem a caixa de overdrive porque eles não a usam 

The guy copied me 

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Posted (edited)

Implement AI to Matchmaking so it is able to self-develop, learning people's habits. If I leave from a battle I don't want to be put there another 10+ times! I leave because I don't want to be there but apparently MM thinks I leave because I have so much time to keep joining and leaving a battle! AI fused MM should be able to know if you left a battle not to put you back there! Also If you leave from a certain map many times they will not put you in that map anymore, and Developers could expell maps from MM's that no one wants play on! It is time to be in favor of players! Small things but they are very important and can save a ton of time! Thanks! ?

Edited by Isshiki
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Man, if only there was like... a list. Of all ongoing battles created by the matchmaker or by other players. And you could manually select a battle, team, and gamemode.

 

Nah that would distract the IPad kiddies from opening containers.

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Agreed ??

I too, often get put into battles that I had left on purpose. It's really annoying. Sometimes I leave battles by mistake too, IG, by pressing the P key and then the enter key (I, and maybe only I, have done that once or twice, by mistake ?), but the solution to this could be to update the MM system such that a player can be put into the same battle only twice (at the most), and not more than that, because even if we do leave battles by mistake sometimes, 95% of the times we do it willingly.

On 7/16/2025 at 1:27 AM, NikmanGT said:

That's all cool but you don't need AI for it.

Sure thing.

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Posted (edited)

Suggestion 1: 
it would be nice to reduce the amount of supplies to use in weekend missions like use 300 repairs/double armor/double damage/speed boost/mine from 300 to 200 or 150 or just remove it, it gets very boring trying to complete these missions, i personally could finish all the missions easily but these supplies missions just wont end, like i complete all the missions and still see 200/300 to complete it just makes no sense at all to include such missions just replace them by another old missions you guys have removed like collecting supplies or scoring goals in RBG mode or flags or anything just we dont want boring missions and. this  supplies missions cost a lot of supplies especially for those who use Defender drone or booster or any drone except brutus

cost of 300 supplies by each drone:

1-Crisis: Costs 2 supplies per 1, 300 supplies = 600
2-Hyperion: Costs 3 supplies per 1 click, 300 supplies = 900
3-Mechanic: Repair Costs 3 per 1 click, 300 repairs = 900
4-Defender: Double armor Costs 5 per 1 click, 300 Double armors = 1500
5-Booster: Double damage Costs 5 per 1 click, 300 Double damages = 1500
6-Trickster: Speed boost Costs 5 per 1 click, 300 Speed Boosts = 1500
7-Saboteur: Mine Costs 5 per 1 click, 300 mines = 1500
this is ridiculous amont of supplies to use just to get 1 container and some xp you guys should fix this.

for example this time we got Double damage and Mines missions, if i use booster i have to spend 1500 DD + 300 mines so in total 1800 supplies and for what? for 2 containers and couple exp? different drone = different numbers. 

at this point it'd be better to reduce the amount of supply consumption of drones especially Defender, Booster, Trickster, this is insane amount of supplies to spend on such worthless missions it just makes no sense.

Suggestion 2:
PLEASE REMOVE BOTS FROM MM OR ADD AN OPTION TO ENABLE/DISABLE THEM FOR GOD SAKE they're annoying as hell they push us or even flip just to pass through like they dont turn around us like normal players do, they just keep pushing till i move, and i get exposed and die for nothing PLEASE FIX THIS ASAP this is a major reason why some players dont play MM. because of that i had to play pro battles for the last 3 months it would be amazing to fix this problem, just train/enhance them not to push players or increase the AI/Bot intelligence it shouldn't be that difficult and this should be your top priority fix.

Edited by Diddy
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