In terms of a low-hanging fruit, relatively easy/cheap to implement solution to scoring that could have a large impact on making matches seem more fair and fun, I believe that the scoring periods idea has the most potential. I’ll try and illustrate why.
Here’s an example of a server matchup, broken into six 4-hour scoring periods per day. The table shows the average percentage of total players in the match commanded by each server during each scoring period over the course of one day:
1 2 3 4 5 6 Server X 85% 60% 25% 20% 10% 20% Server Y 10% 30% 40% 35% 40% 35% Server Z 5% 10% 35% 45% 50% 45%
As you can see, Server X is extremely dominant during the first scoring period, fairly dominant during the second, and not a force to be reckoned with the rest of the day. Server Y is weak in the first period, but more even throughout the rest of the day. And Server Z is largely MIA in the first and second periods, but makes a strong comeback in the rest of the periods and clearly seems to be the dominant server the majority of the day.
Let’s assume for the moment that a server’s current % of total player population in a match is linearly correlated with its current PPT (not a completely valid assumption in every situation, but I think most agree that population = PPT much of the time). We might intuitively assume that Server Z, as the dominant server the majority of the day, ends up with the most points. But here is what the scoring breakdown looks like using the current scoring system and that assumption:
1 2 3 4 5 6 Total (day) Total (week) Server X 9452 6672 2780 2224 1112 2224 24464 171248 Server Y 1112 3336 4448 3892 4448 3892 21128 147896 Server Z 556 1112 3892 5004 5560 5004 21128 147896
Server X wins the match easily, simply because its utter dominance in scoring periods 1 and 2 carries it the rest of the match. The weekly total also assumes that each server carries on with its normal player populations during the week. In reality, we know that as servers fall behind on points during the week, especially to a server with vastly superior off-hours coverage, those servers that fall behind are likely to see a drop in morale that results in less players showing up. So in reality, it’s likely that Server X would win by a far greater amount of points at the end of the week.
Now imagine instead, using the exact same population % values in the first table, that the scoring were based on each period, rather than total PPT accumulated over the match. Say, for example, that in each scoring period, the winning server would receive 5 points, 2nd place would receive 3 points, and 3rd place would receive 2 points (I happen to like this scoring allocation as it gives a lot of credit to the winning server without putting losing servers too far behind). Here is how the match would look with that scoring system:
1 2 3 4 5 6 Total (day) Total (week) Server X 5 5 2 2 2 2 18 126 Server Y 3 3 5 3 3 3 20 140 Server Z 2 2 3 5 5 5 22 154
Now Server Z wins the match and Server X is 3rd place, which makes more intuitive sense given its their respective dominance of the match over the course of the whole day, not just isolated time periods.
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This is definitely the best proposition for time sliced matches I have seen yet. It’s important to note that the upgrades from structures needs to carry over to different matches if time slices were implemented. In fact, you wouldn’t need to be logged out of WvW to even change the time slice. With the 5-3-2 point system, you just add the points of the 1st, 2nd, and 3rd place servers like you would a ppt tick. Except that it would happen once every time slice (4 hours) instead of the usual 15 minutes.