Adaptive queue

Adaptive queue

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Posted by: Kadin.2356

Kadin.2356

Friends and I were attempting to think-tank up some ideas for handling server population imbalance. One possible solution that was floated was adaptive queues. Simply put the maximum number of players allowed into a given map is set artificially low until all three servers have met a threshold which then raises the upper limit. If a server’s map population drops below that threshold then the upper limit adjusts accordingly. It would not kick out players that were in before the limit was dropped but it would not let new players back in until the population dropped back under the limit.

The net result would be a more balanced population between the matchups and higher queue times for overpopulated servers. That last little bit isn’t that great so putting in a system like this in before server transfers are opened back up would probably not be a good idea.

The TLDR version:

Max population cap per server per map is 40 players until all servers have at least 20 players on the map. When each team has at least 20 players the max is raised to 50 with the new threshold being 30 ect. (numbers obviously open to fudging)

This will raise queue times for over populated servers and incentivize the natural re-balancing of populations/timezones. Would be much more effective coupled with temporary free transfers until the dust settles.

Adaptive queue

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Posted by: Diku.2546

Diku.2546

Each Map Capacity Increases from Low to High based on All 3 Worlds reaching equal numbers.

Ok…got that.

1) Would this really have an impact if your Home zerg jumps to all 4 maps & triggers the Increase, but Enemies outweigh you on all maps?

Home team has a group of 5 people on each of the 4 maps…who band together on 1 map for a total of 20 people

Enemy A team has 20 people on each of the 4 maps for a total of 80 people.
Enemy B team has 20 people on each of the 4 maps for a total of 80 people.


The mechanism might be triggered too often in the above scenario.

However, the above occurrence could be argued to be uncommon.


2) What triggers map capacity limit to be lowered for each of the 4 maps?

Just 1 World Population level dropping?

Enemy Team has a zerg of 40 and jumps around all maps. All their players follow the zerg. So their footprint is zero on all other maps except where their main zerg is.


I’d start to question if this mechanic could be abused by Players that know how to trigger the effect & abuse it for a tactical advantage.


It’s good to hear players trying to come up with solutions. Just trying to help expand your idea & refine it better.

(edited by Diku.2546)

Adaptive queue

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Posted by: Taxidriver.2043

Taxidriver.2043

1. low population server can have 1 guild grp runing around and still own the other servers with pugs b/c they cant get more ppl in? bad idea.
2. prevent keep rush, bad idea.
3. stop the high population server from playing the game, bad idea.

Adaptive queue

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Posted by: Kadin.2356

Kadin.2356

Each Map Capacity Increases from Low to High based on All 3 Worlds reaching equal numbers…

Still trying to dissect your reply but I intended the map capacity for each map to be independent. If blobs jump around maps it will leave population imbalance behind in its wake but that will naturally adjust.

Example for clarity:

In EBG there are 60 players on each server (60 from green, red, and blue). The max is currently 70 and the threshold is 50.

40 players from the green server go to their home borderlands to defend leaving 60 players the red and blue team with only 20 left on the green team. The new max is 50 with the new threshold of 30.

This means that even though red and blue have 60 players on the map (10 over the current max), no new players from those teams can join until the population is reduced to 50 or more players from green join.

(edited by Kadin.2356)

Adaptive queue

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Posted by: Kadin.2356

Kadin.2356

1. low population server can have 1 guild grp runing around and still own the other servers with pugs b/c they cant get more ppl in? bad idea.
2. prevent keep rush, bad idea.
3. stop the high population server from playing the game, bad idea.

1. Did you notice I placed numbers far enough apart (max 50 threshold 30) that the higher population servers will still have a 20 man advantage? If a guild group can overcome those odds then they should be owning.

2. Same point as #1, the higher pop server will still have a numbers advantage, nearly double as much, if they can’t fight off an organized push with 2x the players then they deserve to lose the keep.

3. There has to be a downside to bandwagoning to a high pop server or this whole system will never have any kind of balance. Want to be on the “winning” side? Get in line.

Adaptive queue

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Posted by: Diku.2546

Diku.2546

@Kadin

I see…it’s like a dynamic limiter that will open up once an upper threshold is reached by all 3 worlds.

This dynamic limiter will close down once a lower threshold is reach by any of the 3 worlds.


The intent is to have Individual Map Capacity Tied to the Weakest Fielded Army Size in Real Time.


Very good point…need to think about this more.