42: The answer to “nightcapping”, “server stacking”, queues, “ppt/fight” divides and everything (else with scoring)
Hello friends,
I’d like to remind you of something. Last winter when WvW changes were a hot topic (HoT topic, ~amiright?) and Gaile came in here to this very forum promising us that WvW development would not just be faceless polls, hr-hrm…
… an idea was thrown around that could help solve most of the topics that recurr here on a steady basis: How scoring has always divided servers into those who play for points (capture) and those who play for fights (kills). How captures over night or regional off-hours have always decided too many weekly matchups and how transfering off to another server to join a winning team because they have more players has been spiralling out of control.
Are you still with me? Good
The idea was that the current system does not need any wild ideas to be guided back in the right direction, where it can take a positive spiral and start generating better content. We don’t need changes to the glicko, because that is not the root issue at hand, and we don’t need to deface the server-system, servers’ identity or turn to design intensive seasonal meta-guild systems.
All we need to do is to scale scoring and make it population relative
This means that – as long as the servers in a matchup has a relatively similar amount of players on a map – the map will be worth its 100% in score.
It doesn’t matter if it’s a prime-time peak hour of 80 vs. 80 vs. 80 or a graveyard off-hour of 8 vs. 8 vs. 8. The map is still worth 100% of score from any ticks or kills.
What it will change is when there are fights of 80 vs. 8 vs. 8. Then the map will only be worth 10% of the score. If the map coverage is 80 vs. 40 vs. 40. The map will be worth 50% of the score. You get it, right?
So what are the implications of this relatively simple change?
It will solve server stacking issues. It will be pointless to transfer to a large server in order to win through superior numbers. Those numbers will not help the score on empty borders or against outmanned opposing groups (there may be no one around to retake objectives or you may kill more players while outmanning them, but those victories will be less valuable than when taking- and holding objectives or beating hostile groups of players with equal- or fewer numbers). Instead of encouring players to transfer to large servers the system will encourage players to spread thin.
It will solve night-capping issues – more or less in the same way. The issue with nightcapping has never been that english-speaking SEA players like to play on NA servers or SA spanish- or CAN french-speaking players who prefer EU servers. The issue has always been that those communities have stacked up on too few servers, giving certain servers unfair advantages in regional off-hours.
If those communities are encouraged to spread thin by the system, same as everyone else, then there is no issue. A system like the one I propose does not force them to go back to a more suitable timezone or stop them from contributing equally but it encourages them to spread thin over different servers to contribute equally or choose to contribute only relative opposing servers’ coverage or off-hour presence.
It can solve the issue of long queues on popular servers. A system like this does not require a queue. We can simply create new overflows for any map that passes the 80-man hardcap. Player 81-160 will end up on “Eternal Battlegrounds 2” and the score contributed by that map will be relative to whatever the servers can populate it with.
It can solve the “PPT server” vs. “fight server” divide that has existed since the dawn of organized WvW-play since that divide mostly exists because differing numbers makes it difficult for certain servers to fight back against superior numbers or retake lost objectives, when defended, in off-hours (or overall, because off-hours where there are no fights dominate total score too much with its capture points).
Make Anetmerica great again and mend the borders (appropriate today, no?)
All of this could bring an overall positive to the entire game mode since taking objectives and getting fights will not be seen as two so polarized different things. It can give the entire game mode a more holistic perspective on taking objectives to get fights or taking fights to win objectives. The objectives taken will better reflect whose gameplay dominates the map rather than whose off-hour coverage or man-advantage. That will give further incentives to actually take and defend objectives as well as forcing fights that could affect presence and influence on the map. Send a player to spawn and he will be nowhere near an objective. Take outmanned fights to free-up resources for capture. It will be a choice and not a have-cake-and-eat it advantage for servers with numerical superiority at any time.
(edited by subversiontwo.7501)