The league started again without resolving this issue.
Its just nonsensical to rally up and do an effort along 3 days to make a 10k points gap with the nearest server, just to wake up losing.
3 days of fighting, 3 days of winning, 10k points, lost in a single night.
Proposal Overview
PPT points awarded by total population porcentage of all three maps plus all holded structures.
Goal of Proposal
The issue right now is that coverage is affecting the overall performance of servers during a match, being the case that a winning server can be “flipped over” completely in a very short time while it has no coverage. This issue mainly presents in server’s night time because of the different playing schedules players have.
Proposal Functionality
The WvWvW server’s capacity for all three Bordelands Maps is presumably 1800 players. 450 for every Bordeland, including Eternal Battlefields.
The server must then account for all present players on all three maps and assign a percentage to the gained PPTs based on them for that tick.
This scheme will reward servers for being more active and balance the points in a manner more attuned with the challenge they’re facing. Having always in mind that the core systems of W3 is PvP.
An example for this proposal would be:
Grouping poblation for points:
From 1-200 players online 30%
From 201-500 players online 50%
From 501-1800 players online 100%
At some time during the match there are 201 players distributed in all maps. The server proceeds to calculate the given percentage of points to give for every hold structure based on total online players. For this example it would be 50% of all points, given that 201 falls in a mainly PvP envirorment, because it is impossible for 201 players not to clash and be able to defend themselfs.
For that match the Blue Server has a tower that is worth 35 points per tick, it would then tick for 18 points. But if 100 players leave, under this new scheme that same tower will grant 10 Points Per Tick.
This scheme will reward servers for being more active and balance the points in a manner more attuned with the challenge they’re facing. Having always in mind that the core systems of W3 is PvP.
Additionally, this system should exclude the server’s Borderland, so structures reward the whole amount of their worth regardless of online players in the home land.
Associated Risks
*Given that less players overall, mean less points per tick, a server could make a huge void in the score and then flee. However, this tactic would be nullified by the fact that BLs give the whole points and that even with a huge difference, leaving the BLs completely alone will mean other teams will hold those structures.
- Another risk would be to tick for a huge amount and then mass leaving the BLs when losing, just to return later with more strength. This would be denied by storing in cache the highest amount of players for a number of ticks and only diminish it after the 10th tick or so.
- Will update the suggestion with any additional risk you guys suggest.
P.S: The numbers here are not final and thus, are due to change. The percentage should be adjusted more fairly.
Also, if you have a suggestion, post it on the CDI format:
Proposal Overview
<A short description of the proposal that is being put forward>
Goal of Proposal
<What problem are you trying to solve with your proposal>
Proposal Functionality
<How does your proposal work in regard in relation to the current design of GW2>
Associated Risks
<What risks or problems can you foresee with this proposal which you would like to have assistance on from other members of the CDI>
Suggested Post Word Count (Discussion Posts):
150
(edited by MakubeC.3026)