Server Balance, Cap and Offpeak Solution

Server Balance, Cap and Offpeak Solution

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Posted by: sooty.9014

sooty.9014

Ive found it. Thank me later….

Current issues
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(1) Being constantly outnumbered
(2) Having to defend 24/7 against offpeak crews
(3) Points system makes it impossible to catch servers after a certain amount of time, making the rest of the rotation near pointless.

Proposed solutions
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(1) Point accrual is based on being outnumbered. If you are outnumbered 2:1, you accrue twice as many points as the opponent – this multiplier is retroactive. Additionally, no server can ever outnumber any other server by more than 50%.
(2) As opposed to a fortnightly point system. Or should I say a “2 week sprint”. The game is now changed to a “12 hour sprint”. Each sprint awards the server 1/2/3 pts, and at the end of the 2 weeks, the server with the most points wins and we rank from there. So in essence, servers still fight for 2 weeks. but we will see more direct results of our actions (or lack thereof). This is a biggie, but this is a great solution because it allows each time zone to effect the server outcome atleast for a sprint. And we can then rank servers depending on their strength in offpeak/peak hours. You could have important 12 hour sprints on friday/Saturday night that are worth more points. In this respect, the servers try harder during these times and we can see which server is truly greater without having to resort to backdoor points systems.
(3) The final few sprints of the rotation are worth more points. Servers can still fight it out in the last days of a rotation for points. Also each sprint has some minor reward. So fighting for points in the last few sprints of a rotation still gives players rewards instead of “impossible to make the points up” situation

Come at me bro

Server Balance, Cap and Offpeak Solution

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Posted by: Setch.2398

Setch.2398

1) It’s never a good idea to give a bonus to people for NOT playing the game. Also, people will get tired of hitting ALT F4 every 15 minutes. (Before each tick)
2) You would really want your weekend warriors to determine the outcome of the match?
And don’t even get me started about which 12 hours you deem are more important than the other 12.

SOR – [Boss]

(edited by Setch.2398)

Server Balance, Cap and Offpeak Solution

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Posted by: Kay of Sauvage.9837

Kay of Sauvage.9837

I don’t care about the points too much. I don’t care too much about losing stuff and having to retake either. The real problem is what happens WHILE you play when the teams aren’t even.

It’s not fun to try to play while greatly outnumbered and having very little chance to even hold onto something. Many people seem to get discouraged and quit and just decide to play only when the population is good. I know I don’t want to play early in the evening myself anymore since I know it’s just going to be frustrating, but me and everyone else who feel this way ends up making the problem even worse.

What would really help fix the problem is dynamic map limits. If the team with the most population of the 3 servers can’t manage to fill the 4 maps, the maximum population for each team for each map should get scaled down until the largest population server at least comes close to filling each. That would allow the smaller teams to each be competitive on more maps that they can manage to fill, while they just give up on the other maps. And naturally, the two lower population servers will tend to each fill up different low population maps when possible (i.e., they don’t make a map a 3-way battle if there’s another map where a team has a free ride and isn’t facing opposition).

What this means is that the other lower-pop servers can at least be competitive on more maps, fighting an equal strength enemy team.

As it is now, you might have 1 team with many players clobbering a team with few players across all maps (and many maps sitting empty, since the dominate server was able to take everything in them and leave, and can show up again any time and overwhelm if they lose anything). It’s almost exactly the same as having just 1 big map with no population limit, since the dominate team can just jump to any map and overwhelm.

For it to be fair and fun, the lower pop teams have to at least come close to the player cap limit on some maps, and dynamically lowering map pop limits helps achieve this without preventing anyone from being able to play.

Server Balance, Cap and Offpeak Solution

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Posted by: Setch.2398

Setch.2398

Kay, what would hapkitten, when 1 team got ahead they would bail on that map so that no zergs from the enemy side could get enough forces to retake everything. Not to mention the fact that people don’t want to have to go to bed when the opposing team decides they don’t want to play anymore.

SOR – [Boss]

Server Balance, Cap and Offpeak Solution

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Posted by: Kay of Sauvage.9837

Kay of Sauvage.9837

Kay, what would hapkitten, when 1 team got ahead they would bail on that map so that no zergs from the enemy side could get enough forces to retake everything. Not to mention the fact that people don’t want to have to go to bed when the opposing team decides they don’t want to play anymore.

I’m not sure what you mean about “no zergs from the enemy side could get enough forces to retake everything.”

But as for the 2nd issue where a team decides they don’t want to play on a map (because they are outnumbered and instead congregate into fewer maps so they can at least compete there), I it think actually makes for more of a fight to be had, rather than not.

What I mean is, a server pretty much has to fill a map (or come close) to compete against the shear numbers of another team that HAS filled that map. say one team has 100 people and the other has 50. If they all fit onto the same map, it’s not a fight. It’s a massacre. So having 100 people fighting against 50 is nearly the same as fighting against nobody. I’ve been on both sides of that coin, and I didn’t feel like playing because it’s pointless.

So take for example what I saw yesterday while playing. Let’s say each map fits 100 players per team (I don’t know the actual count, so just use this number). The eternal battlegrounds had good numbers for all teams. It seems to fill up first. But having so many people there “ate up” our available pool of players. It left us with about 50 players for the remaining 3 maps. Let’s say the dominant server had 100 left over for the remaining 3 maps. (And the 3rd server maybe had 50 or less as well.) All the dominant server had to do to win all 3 maps was zerg everything that wasn’t theirs. They outnumber their opponent at least 2 to 1 in every battle.

Now imagine what happens if the map limit were dynamically changed to 50 players max. We had 100 players on EB, plus 50 for the other 3 maps. But now the eternal battlegrounds would eat up only 50 players, leaving 50 more available for the other maps. 150 players total would be able to fill 3 out of 4 maps (and that would be true for both of the low pop servers). The high population server would fill 4 out of 4.

That means lots of great battles, and lots of reason to play WvW at any time (which would help stop players from getting discouraged and making player counts worse).