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The loser team should get less rewards


alkyng

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17 minutes ago, antillis said:

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.

  

So where's the incentive to guard your own flag?  Pointless to arrive at your base with enemy flag only to find... your own flag missing.

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2 minutes ago, wolverine848 said:

So where's the incentive to guard your own flag?  Pointless to arrive at your base with enemy flag only to find... your own flag missing.

Good point. If you return your flag in the enemy half, you gain more cry on your counter then if it's returned in your own half.

I do not think there is a easy fix to this, saying what should be done to fix any problem is easy, trying to get it as a working option within the game is a different problem altogether.

Still, i think the cry/point counter is a valid idea and would in itself be a productive measure in players trying their best to get the win, to the benefit of the team as a whole.

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Making the loser team receive less rewards will only make things worse. In the old days, the loser team could get a tiny fraction of the crystals of the winner one. And guess what happened then: as soon as a flag was capped, almost the entire losing team flee (this still happens on PRO battles, where the losing team get far smaller rewards).

The problem is not about rewards, It is fine to me if the loser team gets the same rewards as the winning one. The problem is that most players in a given battle do nothing to fulfil the battle objectives: they completely ignore flags and points and just try to score kills.

There are several reasons because they do that, IMHO:

1. Lack of skill needed to fulfil  battle objectives. Some players do not know how to play, because they are newcomers or simply don't care. Before MM these players would avoid complex modes or maps (like playing mammoth-fire on Island for example). Now they can't. The problem is that MM put in the same battle players who want to play different games.

2. Lack of gear to  to fulfil  battle objectives. The gap between buyers and non buyers continues widening, and for example it is very hard actually to cap a flag in CTF without using OP drones. This problem is the side effect of selling gear to run the company (the entire idea is make you need the gear so you buy it), so we must live with it.

3. It works. It is easier to get kills if you focus on weak or respawning enemies, whilst avoiding the inherent danger of being closer to a flag or a point (where you'll face opposition). The problem is that randomly killing a spawning wasp gives the same score that killing a titan-defender sitting over a flag.

Maybe giving double funds on TDM battles will do the trick of attracting campers and giving the rest of us the chance of playing CTF. But... then there will be enough players to play CTF? ?

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4 hours ago, antillis said:

Good point. If you return your flag in the enemy half, you gain more cry on your counter then if it's returned in your own half.

I do not think there is a easy fix to this, saying what should be done to fix any problem is easy, trying to get it as a working option within the game is a different problem altogether.

Still, i think the cry/point counter is a valid idea and would in itself be a productive measure in players trying their best to get the win, to the benefit of the team as a whole.

Hold on - as a defender I get more points by letting the enemy get closer to his base?  You don't see issues with that strategy?

I have to disagree about scoring more points closer to enemy base.  It just lends itself to so much abuse.

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5 hours ago, wolverine848 said:

Hold on - as a defender I get more points by letting the enemy get closer to his base?  You don't see issues with that strategy?

Nope. In battle you can't tell me that a attacking enemy will never, ever get away with your flag, so if either a team mate stops him before he caps, are a team mate runs him down in the enemy half of the map, getting rewarded for that seems a good incentive to me.

And if the defender can't nail him (whether he is a hardcore camper or not) then giving chase and getting him before he caps should warrant a greater reward.

I think we can both agree that putting in the effort for your team should illicit greater reward. 

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6 hours ago, wolverine848 said:

I have to disagree about scoring more points closer to enemy base.  It just lends itself to so much abuse

Ok, how about your increased cry/points for being at enemy base only gets added if you actually kill a enemy. I no you can get killed before that might happen, so any extra cry/points you earned for your attack on the enemy base would have say a 25% reduction, but still grant you more than if you do not leave your own half of the map.

Just putting out some ideas to encourage players to be more active in helping out the team. How it would play out in real battles would be down to each player and how they like to play, would be their choice to attack are defend.

Still think the counter is a good idea, regardless of how a player plays.    

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On a side note.

Because tanki is so unplayable now, all these ideas in various posts is a moot point. It's P2W and you either reluctantly put up with it and get battered every battle, or you just say, enough is enough and stop playing.

Tanki is a great game, it's just run by the wrong people who have only one agenda, money 1st, balance nowhere to be seen.

It's sad, but P2W will always rule the roost because that's how the developers want it. We as players will never have a say in the game and the only players that will ever benefit are the P2W.    

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6 hours ago, antillis said:

Nope. In battle you can't tell me that a attacking enemy will never, ever get away with your flag, so if either a team mate stops him before he caps, are a team mate runs him down in the enemy half of the map, getting rewarded for that seems a good incentive to me.

And if the defender can't nail him (whether he is a hardcore camper or not) then giving chase and getting him before he caps should warrant a greater reward.

I think we can both agree that putting in the effort for your team should illicit greater reward. 

You missed my point.  As "defender", scoring-wise I'm better off letting someone steal my flag, and not kill them until they are half-way home.

Of course I risk not killing them at all and they cap. But if I do kill them and retrieve flag, I get a better personal score.

Now you understand?

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6 hours ago, wolverine848 said:

You missed my point.  As "defender", scoring-wise I'm better off letting someone steal my flag, and not kill them until they are half-way home.

Of course I risk not killing them at all and they cap. But if I do kill them and retrieve flag, I get a better personal score.

Now you understand?

I never (did not understand.) I no well that the more kills you get the higher score you get. I was focusing on individual players combining their efforts, with the incentive of greater cry/points reward and therefore willingly or not, helping the team as a whole to win the battle.

Anyway like i said, even if this idea took off, the way tanki is now (unplayable for most) it really does not matter what system, if any was tried out, the results would be the same, P2W domination, with the rest of us way behind in regards to what we can equip in battle because of the overpriced nature of the game.

   

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Have you ever imagine yourself being in the loser's team prospetive? you always get tiny rewards and there are many players whole day play and lose and get little rewards. I do not like your idea. everything is good as it is.

no changes need.

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5 hours ago, SulfuricAcid said:

Have you ever imagine yourself being in the loser's team prospetive? you always get tiny rewards and there are many players whole day play and lose and get little rewards. I do not like your idea. everything is good as it is.

no changes need.

When I saw the title to this topic.

?

It won't prevent me from not leaving games. It will persuade the ditch the game itself.

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On 4/24/2021 at 12:38 AM, 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.

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I agree with this, but at the same time, I don't agree with this, but at the same time, I don't give a damn.

I agree with this because now those who don't actually take part in the actual game mode suffer more.

I disagree with this because the battles are not won by skill, most battles are won because there's 1 extra buyer with an unbeatable combo.

I don't care about this because my economy doesn't come from battles, it comes from me doing 3 missions daily. The actual in-game battle fund earns me nothing in battles, whether I get 1st place or not. Not even the double battle funds do anything. The rewards for the in-game battles are meaningless.

 

You can probably guess which one dominates the other 2 here.

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I do not think it is a good idea. Many Tanki players play for fun or for various reasons. You do not want the losing team to receive less rewards than the winners. It's a good idea but this would make many Tanki players mad or play less than before or not buy items that would help them earn more rewards than before (items like days of premium). Better to stay as it is despite the winners to win more rewards and the losing team get the half or less rewards than before.

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I would have to disagree,  sometimes you could be the best player in the whole entire game, but u might still end up in the loosing side.(thats me) Lots of times i get 1st place in the loosing side and i only get 350 cry. If they decrease that even further it will be more costly to play( with supplies and batteries) the mm battles then not playing at all.

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