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Reworking the Matchmaking system for the better.


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Games are supposed to be fun. That's why we play them right? We play Tanki Online for fun and not to be E-Tortured because we played the key part of the game, Matchmaking. The problem is that in Tanki Online, matchmaking is absolutely broken, so I decided to give Hazel suggestions since he can't figure it out himself. 
The biggest problems with matchmaking now are:
1. Huge XP gain
2. Huge rank spread
3. Crystals earned per battle

Let's start with the huge XP gain. 

Spoiler

New player nowadays earns XP insanely fast (compared to what it should be). This causes new player to reach the end-game faster than he should, and because of that he doesn't have nearly as much experience (real life) as, another Legend rank who played for a year or two. This makes new player frustrated because he cannot win against a clearly more experienced fighter and it probably makes him quit the game instead of going to the shop. 
The solution to this is simple! First, make the default XP boost -50% compared to what we have now, so 20XP/Kill, 40XP/Kill on the weekends etc. Then add "Experience Pass" in the garage. XP Pass would cost around 100,000 crystals, so that new player who has no idea what he's doing can't just buy it at the start thinking it will help him, but this also gives people who know what they're doing the ability to get "normal" XP boost even if they have to sacrifice a couple crystals. XP Pass can be purchased without a limit. You can buy 10 passes in one day, you'll have them active for the next 10 months. 

se6n72K.png
*XP Pass would expire after 1 month after you bought it.
*XP Pass would give you x2 default XP boost 40XP/Kill 80XP/Kill on the weekends.
*XP Pass would "stack" with premium giving you 80XP/Kill and a whopping 160XP/Kill on the weekends.
*Before buying XP pass, you would get "Are you sure about this purchase" type of warning that would warn you about the potential downsides of gaining XP fast, thus helping new players.

Now Gigantic MM rank spread in battles.

Spoiler

Gigantic spread is not a good thing in MM for obvious reasons. Here is a simple solution that won't mess with your GS, but it could potentially add a couple of seconds to your waiting time. All MM players should be put into rank bracket things like that.
Beginner bracket - Recruit to Sergeant-Major.
Early-game bracket - Warrant Officer 1 to 5.
Mid-Game bracket - Third Lieutenant to Captain.
Mid-Game bracket 2.0 - Major to Colonel.
Beginning of the end - Brigadier to General.
End-Game bracket - Marshal to Legend.

HZIpw0O.png
This simple change would instantly make the battles more balanced without changing much while leaving that window of advantage for buyers who buy kits for real money. No more Legend 100 vs Captain. (this is made-up example, trust me... trust me...)

And now crystals earned per battle.

Spoiler

Potentially you would not even have to change it after implementing the 2 changes above. Change is very simple.
You earned 100 XP in a battle? You get 150 Crystals (winning team) or 50 Crystals(losing team) 
You earned 450 XP in a battle? You get 675 Crystals (winning team) or 225 Crystals (losing team) you get the example.
*Premium crystals would still be doubled no matter if you won or lost. 
*Crystals from Deathmatch, Solo JGR, ARMS RACE would be the same as if you were in the winning team in a team battle.

  NOTE

*Changes that were made are realistic there is no "add infinite tankoins" nonsense etc. We all have to understand that Tanki Online is made to make money so I obviously left some Pay to Win features, like exotic augments etc., untouched. 
*This suggestion is intended to change MM for the better with minimal effort from the developers side and to leave the game economy untouched.
*This entire post is one idea that is FIX Matchmaking, it should not be considered multiple-idea post.

 

NOW SHARE THIS IDEA. MAKE IT POPULAR SO HAZEL SEES IT WE ALL WANT MM FIXED DON'T EVEN PLAY WITH ME. GET YOUTUBERS TO COVER IT IDC I WANT MM FIXED BRUH.

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Nice Idea :wink:

On 1/11/2023 at 12:34 AM, Kimura said:

This entire post is one idea that is FIX Matchmaking, it should not be considered multiple-idea post.

  Same end goal and it's considered a post for single Idea

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On 1/15/2023 at 9:27 PM, avengeful said:

Cant wait to buy "XP pass". Now i will reach new rank much faster and get that dreamed 1 container

Compared to what we have now XP Pass would not increase XP gain. It would "increase" your XP gain only because the default gain is nerfed ? this is my workaround when it comes to people who like fast XP gaining. Also agree i love when i reach legend 100+ and get 100 mines 

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The entire idea sounds good. But I think you should also reduce the number of game modes available at a time. Instead of having CTF, CP, TDM, ASL, Rugby, TJR, Seige all the time it would be better to have CTF or rugby, CP or seige, TDM or TJR,  and then theyll rotate at the end of the week. ASL becomes a special event again.

It'll help reduce rank spreads. And gives players something different to play in weekly.

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While I agree with the rank bracket, they don't use the current system because they want to. They CHANGED it from a similar system to your suggestion, because they don't have enough players to restrict the pool from which MM takes players, either for rank or for GS.

 

 

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Then why not reduce the queue size regardless the map size when there's not enough players at given time and revert it when there's enough players? It could be a good solution if it's done with proper coding (although it's unlikely to be implemented because it could become a headache due to being a rather complex solution)

The other is to implement "bots" to fill up quickly the queues (like the ones that are present in the game's tutorial), so it wouldn't become a hindrance to implement it because of unexpected bugs and lag related issues.

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On 1/16/2023 at 6:38 PM, HEAVYWEAPONMOBILE_1 said:

Then why not reduce the queue size regardless the map size when there's not enough players at given time and revert it when there's enough players? It could be a good solution if it's done with proper coding (although it's unlikely to be implemented because it could become a headache due to being a rather complex solution)

The other is to implement "bots" to fill up quickly the queues (like the ones that are present in the game's tutorial), so it wouldn't become a hindrance to implement it because of unexpected bugs and lag related issues.

According to the development plans section of the wiki, they are planning to AI tanks or bots.

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On 1/16/2023 at 6:47 PM, PirateSpider said:

The entire idea sounds good. But I think you should also reduce the number of game modes available at a time. Instead of having CTF, CP, TDM, ASL, Rugby, TJR, Seige all the time it would be better to have CTF or rugby, CP or seige, TDM or TJR,  and then theyll rotate at the end of the week. ASL becomes a special event again.

It'll help reduce rank spreads. And gives players something different to play in weekly.

I had similar idea to this but instead its quality of life update. My idea was that you could choose what modes to play so not only Quick Battle or 1 game mode. You could for example choose to be only put CTF, RGB and CP until you choose different mode/modes. So when you go quick battle and get TJGR that you dont want you don't have to quit and then press quick battle again just because you dont like JGR and TDM. (thats a bad explanation but hopefully you get what im saying :D) 

When it comes to "something special every week" i thought special hard/grindy missions would be cool that would instantly reset the second you complete them so if you're some madman you can do 2-3 of these super missions a day. Contracts thing hopefully will work like that.

On 1/17/2023 at 5:04 AM, PirateSpider said:

According to the development plans section

planned section might as well be called "we said we'll add it but actually will never add it"

Bots would be great addition but tanki programmers can't change a mission reward without breaking the game so AI bots that play like normal players would probably kill the game for a month lol

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On 1/17/2023 at 2:38 AM, HEAVYWEAPONMOBILE_1 said:

Then why not reduce the queue size regardless the map size when there's not enough players at given time and revert it when there's enough players? It could be a good solution if it's done with proper coding (although it's unlikely to be implemented because it could become a headache due to being a rather complex solution)

The other is to implement "bots" to fill up quickly the queues (like the ones that are present in the game's tutorial), so it wouldn't become a hindrance to implement it because of unexpected bugs and lag related issues.

How do you know it is not already so? I don't know either way, but the algorithm could already attempt closer ranks and GS together before it looks further afield.

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On 1/17/2023 at 4:54 AM, Kimura said:

had similar idea to this but instead its quality of life update. My idea was that you could choose what modes to play so not only Quick Battle or 1 game mode. You could for example choose to be only put CTF, RGB and CP until you choose different mode/modes. So when you go quick battle and get TJGR that you dont want you don't have to quit and then press quick battle again just because you dont like JGR and TDM. (thats a bad explanation but hopefully you get what im saying :D) 

No worries I understood the concept from what you were trying to convey. It actually reminds me of something similar I suggested.

I suggested a map and game mode block list where if you don't like a certain map or gamemode, you could add them to the list and the MM wont put you in them.

On 1/17/2023 at 4:54 AM, Kimura said:

When it comes to "something special every week" i thought special hard/grindy missions would be cool that would instantly reset the second you complete them so if you're some madman you can do 2-3 of these super missions a day. Contracts thing hopefully will work like that.

Speaking of contracts, I asked a question about what is it and the only answer I got was:

"Something more useless than crisis XT"

So do you know what they are?

On 1/17/2023 at 4:54 AM, Kimura said:

planned section might as well be called "we said we'll add it but actually will never add it"

Bots would be great addition but tanki programmers can't change a mission reward without breaking the game so AI bots that play like normal players would probably kill the game for a month lol

Well, they do technically add it just that it'll likely get added years later. The problem I see here is they focus more heavily on the older and likely outdated suggestions than they do on the newer and more relevant ones.

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On 1/17/2023 at 6:53 PM, PirateSpider said:

Speaking of contracts, I asked a question about what is it and the only answer I got was:

"Something more useless than crisis XT"

that doesn't sound like a developer response lol.

I can't tell you what V-LOG but Hazel was asked about the old Super Missions (9999kills, 99999 XP for XT skin as a reward) and Hazel said something like "Contracts may or may not have it *wink*" So i expect maybe Contract exclusive skins or some big time rewards for big time contract missions.   

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On 1/17/2023 at 9:10 AM, Kimura said:

that doesn't sound like a developer response lol.

Yeah, it wasnt. Came from another member.

On 1/17/2023 at 9:10 AM, Kimura said:

I can't tell you what V-LOG but Hazel was asked about the old Super Missions (9999kills, 99999 XP for XT skin as a reward) and Hazel said something like "Contracts may or may not have it *wink*" So i expect maybe Contract exclusive skins or some big time rewards for big time contract missions.   

Guess we will wait and see then.

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