Solution to Night Capping...
Better yet, realize that the other servers are just like your and realize they have the same issue population wise. Stop blaming “offpeak” because you offpeak players are worse then the other server’s offpeak players.
The easiest alleviation is to weigh the scoring by the number of active players (all three servers combined). Can be implemented by Monday.
sPvP is there for you.
Night capping is fine.
The nightcapping debate needs to change names to what the actual problem is.
Its not about night capping. night capping should be there as a viable tactic. it should also encourage people to play who have an alternative work/sleep pattern or live in another time zone.
What the actual problem is, is that the scoring system reflects too heavily on who has the majority of players during low population hours. This trivialises primetime combat. A medium populaton server can win at prime time against a full/high pop server. Any scoring during that time is irrelevant in comparison to the score that the server is able to maximise during the lower population hours.
Hand of Blood [HoB]
EU – Aurora Glade
Better yet, realize that the other servers are just like your and realize they have the same issue population wise. Stop blaming “offpeak” because you offpeak players are worse then the other server’s offpeak players.
Better yet, open a map, check where which languages are actually spoken and where servers can realistically recruit a player-base and then come back with an informed opinion.
Not everywhere is the United States you know.
What the actual problem is, is that the scoring system reflects too heavily on who has the majority of players during low population hours. This trivialises primetime combat. A medium populaton server can win at prime time against a full/high pop server. Any scoring during that time is irrelevant in comparison to the score that the server is able to maximise during the lower population hours.
Well said,
maybe calling it “night-capping” really isn’t that helpful to the debate because people can’t look past the word and see the real issue.
It’s about the reliance on overseas players to be competitive (not possible for every language).
It’s about the relative meaninglessness of daytime achievements compared to what goes on during the night. (E.g. 100 vs. 10 vs. 10 is more rewarded than 150 vs. 150 vs. 150)
Those are the true problems and they are real ones.
And yet people half the people still get caught up on “lol..but it’s not night time here, rolf”.
(edited by Dee Jay.2460)
Better yet, realize that the other servers are just like your and realize they have the same issue population wise. Stop blaming “offpeak” because you offpeak players are worse then the other server’s offpeak players.
Better yet, open a map, check where which languages are actually spoken and where servers can realistically recruit a player-base and then come back with an informed opinion.
Not everywhere is the United States you know.
What the actual problem is, is that the scoring system reflects too heavily on who has the majority of players during low population hours. This trivialises primetime combat. A medium populaton server can win at prime time against a full/high pop server. Any scoring during that time is irrelevant in comparison to the score that the server is able to maximise during the lower population hours.
Well said,
maybe calling it “night-capping” really isn’t that helpful to the debate because people can’t look past the word and see the real issue.
It’s about the reliance on overseas players to be competitive (not possible for every language).
It’s about the relative meaninglessness of daytime achievements compared to what goes on during the night. (E.g. 100 vs. 10 vs. 10 is more rewarded than 150 vs. 150 vs. 150)
Those are the true problems and they are real ones.
And yet people half the people still get caught up on “lol..but it’s not night time here, rolf”.
I would make a new topic on here, but having tried to make people understand normalising score on here and guru I don’t think I have much more to give on the subject.
I’m also personally not fussed about the situation I just like to roam about and make sure that we win whilst I’m playing the overall weekly score is irrelevant
Hand of Blood [HoB]
EU – Aurora Glade
I think you are skipping a step.
First you need a problem before you can propose a solution.
Isle of Janthir
Super Ultra Mega Awesome [SUMA]
The nightcapping debate needs to change names to what the actual problem is.
Its not about night capping. night capping should be there as a viable tactic. it should also encourage people to play who have an alternative work/sleep pattern or live in another time zone.
What the actual problem is, is that the scoring system reflects too heavily on who has the majority of players during low population hours. This trivialises primetime combat. A medium populaton server can win at prime time against a full/high pop server. Any scoring during that time is irrelevant in comparison to the score that the server is able to maximise during the lower population hours.
Simple, contribute 1 point for every enemy player killed. Prime time now competes with offhour players.
The nightcapping debate needs to change names to what the actual problem is.
Its not about night capping. night capping should be there as a viable tactic. it should also encourage people to play who have an alternative work/sleep pattern or live in another time zone.
What the actual problem is, is that the scoring system reflects too heavily on who has the majority of players during low population hours. This trivialises primetime combat. A medium populaton server can win at prime time against a full/high pop server. Any scoring during that time is irrelevant in comparison to the score that the server is able to maximise during the lower population hours.
Simple, contribute 1 point for every enemy player killed. Prime time now competes with offhour players.
what? by win-trading?
Isle of Janthir
Super Ultra Mega Awesome [SUMA]
The nightcapping debate needs to change names to what the actual problem is.
Its not about night capping. night capping should be there as a viable tactic. it should also encourage people to play who have an alternative work/sleep pattern or live in another time zone.
What the actual problem is, is that the scoring system reflects too heavily on who has the majority of players during low population hours. This trivialises primetime combat. A medium populaton server can win at prime time against a full/high pop server. Any scoring during that time is irrelevant in comparison to the score that the server is able to maximise during the lower population hours.
Simple, contribute 1 point for every enemy player killed. Prime time now competes with offhour players.
Not a bad idea.
You’d have to see how it affects the overall score but I could see it working out. It’s certainly a step in the right direction by rewarding PvP more than PvD (players vs. doors). Maybe repost this as a more detailed suggestion here on the boards.
Scale score per tick with current online numbers on map. It will be a good start.
=B3-((D3-C3)/10)
Where B3 is the base score per kill (I used 10) C3 is the victim’s current population and D3 is the attacker’s population.
Base Point Victim Attacker Reward
10 2 100 0.2
10 4 98 0.6
10 6 96 1
10 8 94 1.4
10 10 92 1.8
10 12 90 2.2
10 14 88 2.6
10 16 86 3
10 18 84 3.4
10 20 82 3.8
10 22 80 4.2
10 24 78 4.6
10 26 76 5
10 28 74 5.4
10 30 72 5.8
10 32 70 6.2
10 34 68 6.6
10 36 66 7
10 38 64 7.4
10 40 62 7.8
10 42 60 8.2
10 44 58 8.6
10 46 56 9
10 48 54 9.4
10 50 52 9.8
10 52 50 10.2
10 54 48 10.6
10 56 46 11
10 58 44 11.4
10 60 42 11.8
10 62 40 12.2
10 64 38 12.6
10 66 36 13
10 68 34 13.4
10 70 32 13.8
10 72 30 14.2
10 74 28 14.6
10 76 26 15
10 78 24 15.4
10 80 22 15.8
10 82 20 16.2
10 84 18 16.6
10 86 16 17
10 88 14 17.4
10 90 12 17.8
10 92 10 18.2
10 94 8 18.6
10 96 6 19
10 98 4 19.4
10 100 2 19.8
I’d tweak it further based on number of objectives held, but I’m not a fan of linear rewards. It needs to be tweaked but even a linear progression in reward would be nice.
I agree that the night-capping itself isn’t really a problem. Playing in DB, when our guild runs we have just as much fun (and make quite a bit more experience) while we take back all the stuff that was capped overnight. Whenever we get new members in the guild we always have to tell them that the server score isn’t necessarily a reflection of the skill of the server.
The only other problem I see caused by night-capping is that the orbs are basically theirs for the entire week, which offers them an immediate and almost permanent advantage in the fights. We could take them all away every morning, and every night we would come back and they would be right back where they started.
[TSym]