Adaptive queue
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)
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.
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)
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.
@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.