WvWvW fix to "low population time"

WvWvW fix to "low population time"

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Posted by: Divinorium.8952

Divinorium.8952

Easy and simple.
Make the points won in the map scale with the population.

WWP = porcentage of points world points won
WP = in map worldpopulation
EWP1 = in map enemy world 1’s population
EWP2 = in map enemy world 2’s population

Using a formula like that(open for discusions):
PWP = (EWP1 * 100 / WP + EWP2 * 100 / WP)/2

(yea based in porcentage of the world pops)

A example:
In a borderlands map X world have 150 players while Y have 100 and Z have 75.

X points = (75*100/150 + 100*100/150)/2
X points = (50 + 75)/2
X points = 125/2 = 62.5%

Y points = (150*100/100 + 75*100/100)/2
Y points = (150 + 75)/2
Y points = 225/2=112.5%

Z points = (150*100/75 + 100*100/75)/2
Z points = (200 + 133.3)/2
Z points = 333.3/2 = 166.6%

Now lets say with these numbers X control 2 Keeps 2 towers and 3 camps = “85 points”
Y control 2 towers and 3 camps = “35 points”
and everyone in Z is trying to hold a Keep = “25points”

In these conditions:
World X make 62.5% of 85 = 53 points
World Y make 112.5% of 35 = 39 points
World Z make 166.6% of 25 = 41 points

Sorry my bad english but i think you guys will get the idea.

Thx for the attention.
Divinorium

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Posted by: Doom.8647

Doom.8647

I agree that something needs to be done, but an easier fix might just be to extend the scoring time significantly, so that points are only tallied once every few hours instead of once every few minutes, then give points for the actual act of capturing a given stronghold.

This way, teams that experience no resistance when capturing a stronghold during off hours will still get some points for the capture, but they won’t sit there and accumulate points during a server’s off hours because no one is around to take it back.

I think switching the point tally to once every 6 hours, with points immediately rewarded upon the act of capturing a stronghold, would do a lot to mitigate the current issues with 24h PvP and server load ebb and flow.

WvWvW fix to "low population time"

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Posted by: Divinorium.8952

Divinorium.8952

Doom this would kill completely the act of defending a stronghold since you will be rewarded for that just every 6 hours.
Remember in this case defending you are denying the points for a world. but not actually bringing your world back in the competition.

WvWvW fix to "low population time"

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Posted by: Doom.8647

Doom.8647

Doom this would kill completely the act of defending a stronghold since you will be rewarded for that just every 6 hours.
Remember in this case defending you are denying the points for a world. but not actually bringing your world back in the competition.

Could also do points for a successful defense as well, couldn’t we? The players are already rewarded individually (with XP/Karma/Coin) for both attacking and defending. What if a successfully defended stronghold also got a team points? Either way, the current system creates a lot of frustrating problems for servers without a large 24-hour population (which is most of them). I think it should be re-evaluated and redesigned, so you and I definitely both agree on that :-)

EDIT: Additionally, rewarding a world points for successfully defending keeps would make attackers think twice about attacking a difficult stronghold. I think it would make large WvW tactics more valuable and interesting in the long run. Players would have to strategize in order to take heavily defended strongholds so they don’t attack/fail/attack/fail/attack/fail and cause the other team to get more points for defending.

(edited by Doom.8647)

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Posted by: Velron.3729

Velron.3729

You might be onto something there Doom, that does sound like it would really promote strategical play. As well as solve the over night BS issue currently plaguing us.

Fragg – Engineer | Lil Zek – Warrior PVP R43
[DA] Decisive Actions – Jade Quarry

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Posted by: Velron.3729

Velron.3729

I want more people to see this.

Fragg – Engineer | Lil Zek – Warrior PVP R43
[DA] Decisive Actions – Jade Quarry

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Posted by: Shania.5293

Shania.5293

Doom this would kill completely the act of defending a stronghold since you will be rewarded for that just every 6 hours.
Remember in this case defending you are denying the points for a world. but not actually bringing your world back in the competition.

Could also do points for a successful defense as well, couldn’t we? The players are already rewarded individually (with XP/Karma/Coin) for both attacking and defending. What if a successfully defended stronghold also got a team points? Either way, the current system creates a lot of frustrating problems for servers without a large 24-hour population (which is most of them). I think it should be re-evaluated and redesigned, so you and I definitely both agree on that :-)

EDIT: Additionally, rewarding a world points for successfully defending keeps would make attackers think twice about attacking a difficult stronghold. I think it would make large WvW tactics more valuable and interesting in the long run. Players would have to strategize in order to take heavily defended strongholds so they don’t attack/fail/attack/fail/attack/fail and cause the other team to get more points for defending.

One of the core design goals for Wuv has to be that you can never hurt your team by being there. A player should be able to join in and run around having fun without worrying that they’re somehow helping the enemy team.

Both this and the suggestion in the OP fail that test. The system in the OP would mean that if you’re on a map that’s dominated by the enemy team (say they have more numbers than you, or better organisation) the best thing for you to do in terms of winning is to leave the map. That is a horrible setup for a game to have.

Similarly, the suggestion in the quoted post means that you can directly hurt your team by taking risks like attacking an objective without overwhelming numbers or certainty of success. It’s a design that discourages interesting play and encourages zerging.

These suggestions all miss the point, anyway. The problem isn’t the scoring system and it’s frankly bizarre that you’re fixated on that. The problem is that uneven numbers are ridiculously punishing. They not only mean that your damage output, healing output and damage-soaking potential are lower than the other team’s, but they also mean you have less money to spend, get fewer free blueprints (or none at all, since if the sides are stacked it’s likely you won’t be able to do the jumping puzzles) and can carry far less supply – not to mention, you’ll have huge issues reliably holding camps or getting dolyaks anywhere, and constant camp turnover will probably leave you without the essential double dolyak supply upgrade.

That isn’t just a score issue. It’s a fun issue. It’s not fun to get zerged down without being able to fight back because the second you go near the edge of a wall you get hit by five AoEs and have to retreat. It’s not fun to mindlessly roll over keeps or, worse yet, take them with literally no opposition.

The game mechanics are what need fixing, not the scoring. Population should give as little advantage in gameplay as possible.

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Posted by: Divinorium.8952

Divinorium.8952

Shani i get your point. But that’s something can’t be fixed without being unfair if they have 298173921793 arrow carts it’s because someone spend money/time to do that. You can’t just come and say “it cannot be done”.

Of courses is paintfull try to retake a hold well defended by sieges, but lets face it IT’S how this is supossed to be.

I’ve never heard about a castle being taken by a army of half the number of the defenders.

Something that when i’m playing and i notice is:
PEOPLE DON’T WANT TO SPEND IN WvWvW. They think the WvWvW is a big PvP.
They try to take a castle just by rushing in the gates. And what you want is reward that kinda of player.

Dude i will give a example.
Most of times, in my world, the players dont try to take keeps with trebu/cata. They just go ->zerg the oil put a ram and gg.(when they build ram)

Read some books about history/medieval wars. A well defended castle were FREAKING HARD to fall. Why in the game it should be easy?

WvWvW isn’t and shouldn’t be for everyone.

My suggestion goes for the point that. A minor force could defend a single tower/keep and still helping his world. And even if it fail(they have FAR more players than you)
They could go for flash assaults in camps.

But i do believe that my “fix” need some tweeks. Like:
A way to deny strategys like “get every single point in the map than leave and make 9238921831902 points again”

And i think things like: places that didn’t fall for more time, give WAY more karma/gold.(at least to cover the time/money spend to take the point in question)

PS: Don’t fool youself. A player who is Pveing(killing normal mobs) in a PVP map already is hurting his own team. He is taking place of someone else, who could be actually helping his team. I take a Quote that i’ve seen in this forum.
“PvE players don’t want pvp in theirs maps, why we should have pve in pvp maps?”

(edited by Divinorium.8952)