Region lock wont fix WvW

Region lock wont fix WvW

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Posted by: Joriel.1530

Joriel.1530

Because i just transfered from shiverpeaks to gunnar’s hold to see how it was there and both servers are german and still 1 of them is steamrolling us both….

So IMO the best fix for the nightcapping issue is by greatly buffing the NPC guards and Lords (when 1 side gets outmanned) giving a decent challenge to any zerg and it will also delay the conquering progress.

i could have post it in the sticky thread but its getting too big of a mess and a bit off topic so every1 is ignoring most of ppl posts

Edited: to those suggesting to reduce number of entries on wvw i think u didnt read the OP by Matt Witter: Players should not be punished or unable to experience and view the same content as everyone else because they play at a different time

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(edited by Joriel.1530)

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Posted by: Joriel.1530

Joriel.1530

i wanted to hear some1s opinion about this, “bad idea” “great idea” just say something plz

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Posted by: neoxide.7320

neoxide.7320

I think a better solution is artificially balancing the teams at all times. It gives neither side an advantage. The only disadvantage is a queue for worlds with significantly larger populations than that of other worlds. And the solution to this negative side effect is “transfer to another world if you don’t want a queue”.

Let’s say 100 EU players are getting destroyed by 200 Canadians overnight. If you equal out the team, only 100 (maybe a small percentage above) Canadians will be allowed to enter the map with the other 100 in queue. Those Canadians would transfer to another EU world and bulk up that EU world’s night time force. You now have multiple worlds with a more evenly distributed population of Canadians. And as more Canadians spread out among EU worlds, the queue is less harsh for the world that had originally had a 200% population advantage.

You can plug in any variable you want, this was just an example. The point is, worlds by region are negatively impacting WvW as a whole.

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Posted by: Joriel.1530

Joriel.1530

Didnt you read Matt Witter’s post on the sticky? they wont do what you have just suggested

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Posted by: Cloud.7613

Cloud.7613

I think a better solution is artificially balancing the teams at all times. It gives neither side an advantage. The only disadvantage is a queue for worlds with significantly larger populations than that of other worlds. And the solution to this negative side effect is “transfer to another world if you don’t want a queue”.

Let’s say 100 EU players are getting destroyed by 200 Canadians overnight. If you equal out the team, only 100 (maybe a small percentage above) Canadians will be allowed to enter the map with the other 100 in queue. Those Canadians would transfer to another EU world and bulk up that EU world’s night time force. You now have multiple worlds with a more evenly distributed population of Canadians. And as more Canadians spread out among EU worlds, the queue is less harsh for the world that had originally had a 200% population advantage.

You can plug in any variable you want, this was just an example.

This is kind of harsh, but I agree. Or another way of looking at it is reducing the amount they get point wise.

100 vs 100 vs 200

Max points / Max Points / Half points

This way if servers have over whelming odds at the time, what people love to call nightcapping will be reduced. At least this way it won’t have such an over powered effect as people believe it has.

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Posted by: AXEL.8362

AXEL.8362

Night capping is not an issue. If you want smaller games play spvp. Do you think in a war people say, “oh its night, deactivate the security system, the enemy wont attack because its sleeping time”.

Rotate people so they take turns guarding at night, try getting players with different time zones, or just dont sleep. Because if a player plays ay night he is not playing during day. Use the day to your advantage if you see you are against a night server.

(edited by AXEL.8362)

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Posted by: neoxide.7320

neoxide.7320

I think a better solution is artificially balancing the teams at all times. It gives neither side an advantage. The only disadvantage is a queue for worlds with significantly larger populations than that of other worlds. And the solution to this negative side effect is “transfer to another world if you don’t want a queue”.

Let’s say 100 EU players are getting destroyed by 200 Canadians overnight. If you equal out the team, only 100 (maybe a small percentage above) Canadians will be allowed to enter the map with the other 100 in queue. Those Canadians would transfer to another EU world and bulk up that EU world’s night time force. You now have multiple worlds with a more evenly distributed population of Canadians. And as more Canadians spread out among EU worlds, the queue is less harsh for the world that had originally had a 200% population advantage.

You can plug in any variable you want, this was just an example.

This is kind of harsh, but I agree. Or another way of looking at it is reducing the amount they get point wise.

100 vs 100 vs 200

Max points / Max Points / Half points

This way if servers have over whelming odds at the time, what people love to call nightcapping will be reduced. At least this way it won’t have such an over powered effect as people believe it has.

It may be harsh but it’s not unreasonable at all. ANet has done it before. Remember when people compained about WvW queue on the top rated worlds? ANet has enabled world transfer and basically said “If you don’t want queue go to a different world” and many did. It’s a negative incentive but an incentive nonetheless.

In the current situation there is no incentive to leave a world that dominates by nightcapping. The timezone populations will remain incredibly uneven and WvW’s competitiveness will crumble once hardcore players get tired to continuously being wiped clean overnight. There will lack a sense of progression and a lack of motivation and WvW will slowly wither and die.

Or

They could be strict and efficient and artificially balance out timezone populations through negative incentives and over time we will see a natural balance in player populations and a healthy competition between worlds.

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Posted by: Joriel.1530

Joriel.1530

This is kind of harsh, but I agree. Or another way of looking at it is reducing the amount they get point wise.

100 vs 100 vs 200

Max points / Max Points / Half points

This way if servers have over whelming odds at the time, what people love to call nightcapping will be reduced. At least this way it won’t have such an over powered effect as people believe it has.

ok so if 100 vs 100 vs 200
200pts -200pts – 150pts (300/2)

that doesnt make much sense

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(edited by Moderator)

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Posted by: Cloud.7613

Cloud.7613

I think a better solution is artificially balancing the teams at all times. It gives neither side an advantage. The only disadvantage is a queue for worlds with significantly larger populations than that of other worlds. And the solution to this negative side effect is “transfer to another world if you don’t want a queue”.

Let’s say 100 EU players are getting destroyed by 200 Canadians overnight. If you equal out the team, only 100 (maybe a small percentage above) Canadians will be allowed to enter the map with the other 100 in queue. Those Canadians would transfer to another EU world and bulk up that EU world’s night time force. You now have multiple worlds with a more evenly distributed population of Canadians. And as more Canadians spread out among EU worlds, the queue is less harsh for the world that had originally had a 200% population advantage.

You can plug in any variable you want, this was just an example.

This is kind of harsh, but I agree. Or another way of looking at it is reducing the amount they get point wise.

100 vs 100 vs 200

Max points / Max Points / Half points

This way if servers have over whelming odds at the time, what people love to call nightcapping will be reduced. At least this way it won’t have such an over powered effect as people believe it has.

ok so if 100 vs 100 vs 200
200pts -200pts – 150pts (300/2)

that doesnt make much sense

Half of 200 is 100 btw.

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Posted by: Joriel.1530

Joriel.1530

I think a better solution is artificially balancing the teams at all times. It gives neither side an advantage. The only disadvantage is a queue for worlds with significantly larger populations than that of other worlds. And the solution to this negative side effect is “transfer to another world if you don’t want a queue”.

Let’s say 100 EU players are getting destroyed by 200 Canadians overnight. If you equal out the team, only 100 (maybe a small percentage above) Canadians will be allowed to enter the map with the other 100 in queue. Those Canadians would transfer to another EU world and bulk up that EU world’s night time force. You now have multiple worlds with a more evenly distributed population of Canadians. And as more Canadians spread out among EU worlds, the queue is less harsh for the world that had originally had a 200% population advantage.

You can plug in any variable you want, this was just an example.

This is kind of harsh, but I agree. Or another way of looking at it is reducing the amount they get point wise.

100 vs 100 vs 200

Max points / Max Points / Half points

This way if servers have over whelming odds at the time, what people love to call nightcapping will be reduced. At least this way it won’t have such an over powered effect as people believe it has.

ok so if 100 vs 100 vs 200
200pts -200pts – 150pts (300/2)

that doesnt make much sense

Half of 200 is 100 btw.

nah u said “Max points / Max Points / Half points” thats wat i did

i think when you said 100 vs 100 vs 200 it was the number of players right?
because there isnt a total of 400 pts its 695 or something

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(edited by Joriel.1530)

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Posted by: Cloud.7613

Cloud.7613

i think when you said 100 vs 100 vs 200 it was the number of players right?

Yes, that’s why I said max/max/half, I never added the points, because it’s pretty simple maths onwards.

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Posted by: Kazim.2043

Kazim.2043

Night capping is not an issue. If you want smaller games play spvp. Do you think in a war people say, “oh its night, deactivate the security system, the enemy wont attack because its sleeping time”.

Rotate people so they take turns guarding at night, try getting players with different time zones, or just dont sleep. Because if a player plays ay night he is not playing during day. Use the day to your advantage if you see you are against a night server.

Brilliant. Have you ever read any of the posts related to that issue or is it your first time on this forum?

Put capturable forts, supplies, free planting of siege engines, enough population cap to put all my guild to the same match, a large area where you can outmaneuver your enemies on sPvP and I’ll go play there. I promise.

Is there such sPvP for now? No?

Izuvac.5713 “…like imagine 2 taliban server against 1 american…”

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Posted by: Joriel.1530

Joriel.1530

i think when you said 100 vs 100 vs 200 it was the number of players right?

Yes, that’s why I said max/max/half, I never added the points, because it’s pretty simple maths onwards.

if its simple math you would have seen (like i did) that it wouldnt be fair for the overnumbered realm….

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Posted by: Sylosi.6503

Sylosi.6503

Night capping is not an issue. If you want smaller games play spvp. Do you think in a war people say, “oh its night, deactivate the security system, the enemy wont attack because its sleeping time”.

In a war if you die, you don’t magically come back to life, in a war if someone attacks your base whilst you sleep you wake up and so on, you know why these things don’t happen in GW2, because it is a computer game, so making comparisions to actual war is just…

Rotate people so they take turns guarding at night, try getting players with different time zones or just dont sleep.

Which works in games that force global servers like EVE, doesn’t work in games that are regionlized, the vast majority of people want to play in their own region, there are simply not the numbers there to recruit for night play to get anywhere close to the zillions of French Canadians that chose to play on the French language servers in Europe.

Because if a player plays ay night he is not playing during day. Use the day to your advantage if you see you are against a night server.

The slight flaw being there are population caps, so even if server A has more people on then server B in the day time, it can not take advantage of that much of the time. Secondly even when not at cap there is not the same level of advatage 400vs300, sure an advantage, 300 vs 50 = faceroll, which is not helped by the design of WvW which enables maps to be taken very quickly.

Italso has consequences during the day, even if a non-nightcapping server manages to take back some terrority during the day, there is big disincentive to spend gold on fortifications that you know will be wiped out in the night.

Given that this is supposedly one of the things that is going to keep people playing long term (cos the PvE isn’t), then they need to find a solution if they want their game to succeed.

(edited by Sylosi.6503)