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The loser team should get less rewards


alkyng

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Hello..

Honestly one of the disgusting and strange things in Tanki nowadays is the less-cares from the players in the mode objective, players are taking every mode as TDM. There are players even if you died with the flag around them they will take a moments to realize and take the flag to capture it. That shows how the last time he saw a flag was in a time immemorial

Nothing forces you now to be in the winning team, losing or winning.. the same reward at the end and your goal is done (completing daily missions / challenges).  I believe there are many legends who don't know ever about the mode objective. And honestly, the don't have to know with the current state.

Winning losing teams are close in rewards, I think we should widening the rewards gap more. The loser team should get a lesser rewards depending on how the lose they lost, starting from 50% less, at least. Even if the result was 70-69 in TDM, the loser team should get a 50% difference. I'm not asking for what was in the past if a team lost without doing a single mode objective (like capturing 1 flag) they will get Zero rewards, even if the result was 1-0. Which is unreasonable.

Players after noticing that they are in a disadvantage, they will know that they have to do their best to winning their team. They will improve their strategies

The logo at the end that shows their losing infront of their faces, it's a nice step to let them that they lost. I still believe that there are many players that don't even realize if they won or lost

I don't know I feel with this suggestion and my previous suggestion I'm appearing like an old adviser grandmaster who want to change the players action, but never mind, it just a coincidence.

QmHwscD.png

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I dont agree with you, many player plays to have fun or to do something, many doesn't even care about winning or losing in MM (thats not the case in pro battle). I have almost broke the keyboard alot of time for losing the battle in the way you talk about -> inexperienced players who dont care about the mode, they just play tdm( i know i make it too serious). For example, i lost so many cp battle carrying 1 point out of 3, if the 7 other members of the team just capped another point we would have win, (such battle ive done with more than 800 score) in these moment, the "defeat" ending thème make me rage so much that you would not to see that, so imagine if the reward get nerfed for the losing team? I understand what is your idea but really i think 70% of the people actually play for killing their free time or to have fun without grinding crystals. Moreover, most of the time, the good players are matched with campers and noob to make something "balenced" so the good player doesnt have to be punished for his noob team. Maybe, in 100 matchs, i can win 40% of them the only reason i lost the match is because of the bad team and on the mobile version i can't even see the gear score of the teams meanwhile in festive DM mode im most likely top 1 players (not to brag), i even made boris4311 leave the match. (I am legend 85)

All of this to say, there will always be campers, and such noobs who doesnt care about the team. What i suggest you to do is to play siege or juggernaut, in these mode we can clearly see the winner team in the beggining. The worst mode is cp, its good to grind exp and crys but you can lose the match if all points are captured by ennemies in the last seconds.

The best alternative is to give more crystal according to the higher score and make it not proportionally between the 1st place of the team and the last place, for example now this is how the system works:

200 score give around  2000 crystals and 400 score gives 4000 crystals for example. It should not be like this it should be 200 score gives 1000 crystals and 400 score gives 5000 crystals so it would encourage people to earn as much score as possible.

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1 hour ago, Rutgers said:

Just curious, what happened to the system Tanki had years ago for distributing crystals? Crystals were given out based off how many points you had in the game, regardless if your team won or loss. That way you still had some incentive to complete the objective, even if you were on the losing team

This is how the system works now, with a bit of extra reward for players in the winning team. I don't know the exact percentages, but it's probably 40/60 or 45/55 percent distribution.

In fact, what's being suggested was already a thing a few years ago, and to a much extreme extent. If you find some old battle screenshots, you'll find that the losing team only received 10-20% of the reward compared to the winning team. I personally think it was a terrible system, and it encouraged players to leave a losing team early, further lowering the losing team's chance of a comeback.

The current distribution is far better, because:

  1. Equal rewards encourage players to stay till the end, win or lose.
  2. If you're among the best players on your team, you don't get as frustrated by your teammates letting you down, since you can still get the reward you earned with your own actions.

If there is ever a new type of competitive ranked game, then I agree that winning and losing should play a bigger role in reward distribution.

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1 minute ago, Rutgers said:

I remember for a short period of time that people on the losing team would actually get more crystals than people on the winning team just because they had higher points which was funny to me.

It's still very much possible. Overall the losing team still gets less crystals, but if one player did particularly well compared to their team, they can will a bigger portion of their team's reward and it can be greater than the reward for the best player on the winning team.

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7 hours ago, asem.harbi said:

Hello..

Honestly one of the disgusting and strange things in Tanki nowadays is the less-cares from the players in the mode objective, players are taking every mode as TDM. There are players even if you died with the flag around them they will take a moments to realize and take the flag to capture it. That shows how the last time he saw a flag was in a time immemorial

Nothing forces you now to be in the winning team, losing or winning.. the same reward at the end and your goal is done (completing daily missions / challenges).  I believe there are many legends who don't know ever about the mode objective. And honestly, the don't have to know with the current state.

Winning losing teams are close in rewards, I think we should widening the rewards gap more. The loser team should get a lesser rewards depending on how the lose they lost, starting from 50% less, at least. Even if the result was 70-69 in TDM, the loser team should get a 50% difference. I'm not asking for what was in the past if a team lost without doing a single mode objective (like capturing 1 flag) they will get Zero rewards, even if the result was 1-0. Which is unreasonable.

Players after noticing that they are in a disadvantage, they will know that they have to do their best to winning their team. They will improve their strategies

The logo at the end that shows their losing infront of their faces, it's a nice step to let them that they lost. I still believe that there are many players that don't even realize if they won or lost

I don't know I feel with this suggestion and my previous suggestion I'm appearing like an old adviser grandmaster who want to change the players action, but never mind, it just a coincidence.

QmHwscD.png

Problem is... once Tankers think they will be on the losing team they will bail out.  They won't have much incentive to stay.

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I think lowering the rewards for the losing team is a bad idea. As it stands, a lot of players play every mode like it's TDM (and even then, they don't get much done). This means that I can want to capture flags or score goals, but that means it will essentially be just me trying against the whole enemy team to score gaols or capture flags, and when I inevitably lose I get less rewards for playing the mode how it's supposed to be played. It makes no sense for me to have to get less rewards because my team decided that Siege is the same mode as TDM.

A better way would be to incentivize teams to win (and thus play the objective) by some additional/different reward

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Actually I see this idea as beneficial in most cases I think it should effect more in capture modes rather than TDM or TJR since these two objectives are similar in a way. Im saying like when doing capture modes, it should have a rewards gap since you actually have to do the objectives since its a team base effort.This also could discourage camping in a way too. So I say this is a good idea in a way. 

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26 minutes ago, MysticBlood said:

Actually I see this idea as beneficial in most cases I think it should effect more in capture modes rather than TDM or TJR since these two objectives are similar in a way. Im saying like when doing capture modes, it should have a rewards gap since you actually have to do the objectives since its a team base effort.This also could discourage camping in a way too. So I say this is a good idea in a way. 

"Rewards gap" between ... what?

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Just giving my point of view. But I don't think it is a good idea, I have been playing the game for a long time and I saw many times players who had a better score than the other team, it sometimes happens they get less reward but it's not a general "rule" as it happens the loser team gets more rewards, in addition to that, sometimes only a couple of players are playing with skills, while the rest of the team is unactive, or just defending, compared to the ennemy team who always attack. And if a player sees he is losing and knows a comeback isn't possible, then he will just leave, and it could happen for the whole team that loses.

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21 minutes ago, brother_of_pro said:

Just giving my point of view. But I don't think it is a good idea, I have been playing the game for a long time and I saw many times players who had a better score than the other team, it sometimes happens they get less reward but it's not a general "rule" as it happens the loser team gets more rewards, in addition to that, sometimes only a couple of players are playing with skills, while the rest of the team is unactive, or just defending, compared to the ennemy team who always attack. And if a player sees he is losing and knows a comeback isn't possible, then he will just leave, and it could happen for the whole team that loses.

But they sometimes get higher points due to mechanic isida abuse or people that just camp so much rather than focusing on the objectives. Which I also find unfair sometimes to those that actually do the objective.

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7 minutes ago, MysticBlood said:

teams that lose in capture modes specifically. 

Then you will still have players leaving the battle early.  A lot earlier and a lot more than already exit.

If there's no incentive for players on the side that is losing to stay, they will just leave.

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Just now, wolverine848 said:

Then you will still have players leaving the battle early.  A lot earlier and a lot more than already exit.

If there's no incentive for players on the side that is losing to stay, they will just leave.

This idea indirectly punishes campers and also benefit those who actually do the objectives. Also Its more fair to give higher rewards to people that focuses doing the objectives rather than camping or using mechanic isida abuse to get higher rewards. Though this idea would make more sense on modes like Rugby, CTF, Seige, and Asl. As for TDM and TJR I think the rewards system should not be heavily effected. 

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Just now, MysticBlood said:

This idea indirectly punishes campers and also benefit those who actually do the objectives. Also Its more fair to give higher rewards to people that focuses doing the objectives rather than camping or using mechanic isida abuse to get higher rewards. Though this idea would make more sense on modes like Rugby, CTF, Seige, and Asl. As for TDM and TJR I think the rewards system should not be heavily effected. 

Maybe you should explain more what you mean.

How would it be different for players on the losing team?

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10 minutes ago, wolverine848 said:

Maybe you should explain more what you mean.

How would it be different for players on the losing team?

As for the losing team,if I were to make a similar idea to this it would allow those to get decent rewards for doing the objectives but give less to those that didn't contribute to the team at all. I believe the points and rewards should be calculated by contribution to the team when it comes to capture objectives.  Because capture modes have been almost too difficult to complete due to camping or players not trying to do the objectives. Reasons why I think this idea would work better for capture objectives.

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3 minutes ago, MysticBlood said:

As for the losing team,if I were to make a similar idea to this it would allow those to get decent rewards for doing the objectives but give less to those that didn't contribute to the team at all. I believe the points and rewards should be calculated by contribution to the team when it comes to capture objectives.  Because capture modes have been almost to difficult to complete due to camping or players not trying to do the objectives. Reasons why I think this idea would work better for capture objectives.

It's not specific enough.

Do you mean the scoring for capping should be higher than it is now?  Keep in mind, there's only 1 flag in CTF, so... if scoring was bumped even more for capping (it's already high) then Hoppers, which cap > 50% of the flags, will score even more and take the lions share of rewards.

Then - how do you define "contribution to the team"?  The isida-mechanic who heals the flag carrier and enables it to cap is just as important.

And remember - you can't cap a flag if your own flag is not in base when you arrive with enemy flag.  Team-mates who kill enemies trying to steal the flag are also just as important.   How do you account for all these in your suggestion?

If I'm not playing a hopper, why would I stay in the battle if I know I'm not gonna be rewarded?

 

But overall - I'm not sure how this has anything to do with awarding crystals to winning team or losing team?

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17 minutes ago, wolverine848 said:

It's not specific enough.

Do you mean the scoring for capping should be higher than it is now?  Keep in mind, there's only 1 flag in CTF, so... if scoring was bumped even more for capping (it's already high) then Hoppers, which cap > 50% of the flags, will score even more and take the lions share of rewards.

Then - how do you define "contribution to the team"?  The isida-mechanic who heals the flag carrier and enables it to cap is just as important.

And remember - you can't cap a flag if your own flag is not in base when you arrive with enemy flag.  Team-mates who kill enemies trying to steal the flag are also just as important.   How do you account for all these in your suggestion?

If I'm not playing a hopper, why would I stay in the battle if I know I'm not gonna be rewarded?

 

But overall - I'm not sure how this has anything to do with awarding crystals to winning team or losing team?

I define contribution to the team such as putting effort to capping flags or balls and killing at the same time well trying to the objective rather than camping and doing nothing. I have not said anything about hoppers but yes they can ruin capture modes but I find them less annoying now. As for this, I consider this as contribution. but I dont consider it as contribution if they are being too selfish with the abuse and not helping the team and just doing it for the points. yes I know I should have said this sooner. As for this, This idea made by someone else would work better for capture objectives. I was just putting my opinion how the losing team should get their rewards for capture objectives. Im not saying it should be like this for all modes, but I can see this idea work in a way. 

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14 minutes ago, MysticBlood said:

I define contribution to the team such as putting effort to capping flags or balls and killing at the same time well trying to the objective rather than camping and doing nothing. I have not said anything about hoppers but yes they can ruin capture modes but I find them less annoying now. As for this, I consider this as contribution. but I dont consider it as contribution if they are being too selfish with the abuse and not helping the team and just doing it for the points. yes I know I should have said this sooner. As for this, This idea made by someone else would work better for capture objectives. I was just putting my opinion how the losing team should get their rewards for capture objectives. Im not saying it should be like this for all modes, but I can see this idea work in a way. 

I really don't see how "contribution to team" can be differentiated properly.  It's too complex and subjective to code into a computer game.

I really hate it when 8 out of 10 of my team camps in Siege.  But I honestly don't know how you can properly/fairly change the scoring.  So I just exit those battles when I see my team is made of cowards or noobs.

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3 minutes ago, wolverine848 said:

I really don't see how "contribution to team" can be differentiated properly.  It's too complex and subjective to code into a computer game.

I really hate it when 8 out of 10 of my team camps in Siege.  But I honestly don't know how you can properly/fairly change the scoring.  So I just exit those battles when I see my team is made of cowards or noobs.

well it shouldn't be that complicated, its weather comes down to weather you help or not. but instead the devs have invested in other things instead of trying to improve the game but instead has led the game to a rather p2w aspect and becoming similar to Activision. But yes you also do have a point in the difficulty of programming the system to specific combinations.

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12 hours ago, asem.harbi said:

Hello..

Honestly one of the disgusting and strange things in Tanki nowadays is the less-cares from the players in the mode objective, players are taking every mode as TDM. There are players even if you died with the flag around them they will take a moments to realize and take the flag to capture it. That shows how the last time he saw a flag was in a time immemorial

Nothing forces you now to be in the winning team, losing or winning.. the same reward at the end and your goal is done (completing daily missions / challenges).  I believe there are many legends who don't know ever about the mode objective. And honestly, the don't have to know with the current state.

Winning losing teams are close in rewards, I think we should widening the rewards gap more. The loser team should get a lesser rewards depending on how the lose they lost, starting from 50% less, at least. Even if the result was 70-69 in TDM, the loser team should get a 50% difference. I'm not asking for what was in the past if a team lost without doing a single mode objective (like capturing 1 flag) they will get Zero rewards, even if the result was 1-0. Which is unreasonable.

Players after noticing that they are in a disadvantage, they will know that they have to do their best to winning their team. They will improve their strategies

The logo at the end that shows their losing infront of their faces, it's a nice step to let them that they lost. I still believe that there are many players that don't even realize if they won or lost

I don't know I feel with this suggestion and my previous suggestion I'm appearing like an old adviser grandmaster who want to change the players action, but never mind, it just a coincidence.

QmHwscD.png

This won't solve anything, but make more players rage quit.

 

Honestly, even with the rewards now, if I know my team is trash, I don't even bother. Crystals at the end of the Battle are already so not worth it.

Call me a runner, I don't care. I'm just keeping check of my Supplies and Crystal count. Use as least as possible

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2 hours ago, MysticBlood said:

Well @wolverine848 I guess its a stalemate in the argument. XD

Not quite. I have a idea that might work.

If the developers were to make it that when you leave your half of the map, you immediately start gaining more points/crystals and the closer you got to a enemy flag are cap point it would increase again. I also think that if you take a enemy flag and make it at least to your half of the map, even if you get killed before you cap, then whoever on your team eventually caps it you get 60% of the reward as you initially done most of the work. 

I think it would give players more incentive knowing they will get more reward by doing this, instead of camping near their own base for the whole of the battle. 

There are a lot of variables to consider when applying rewards to winning and losing players, both sides need defenders and attackers. 

I think that this would work fine in ctf/cap points. As for other modes, maybe a different strategy is needed to encourage more dynamic battles between both sides.

It's a start at least, more input from other players is definitely needed to make this a viable working option for all players. 

One last idea. maybe having a cry/point counter at the bottom of your screen that increases throughout the battle, in accordance with how much you are in the enemy half.

The more you are in their half of the map, the more your counter increases at a faster rate than if you were not.

This last idea would be a very good incentive to be more actively involved in the battle, just seeing your counter increase at a faster rate would be a great motivator to attack the enemy half of the map.

  

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