proposal about night cap & orb...

proposal about night cap & orb...

in WvW

Posted by: Ender.4256

Ender.4256

i have think about all orbs and other issues, and here is what i have imagine, perhaps not perfect (certainly not) but hope can make ppl think about it too ^^

issues :

-some server do nasty alliance with guild from diferent timezone to cover 24/7 of time against servers who cant do that (read a post about US guild on EU servers…)
-night capping is allow, but still hard to deal with
-orbs = hacks = unbalance

so, everything is about that last word : unbalance ! more than skills, wvw is rules bu number of ppl fighting

about orbs, what i have think .

orb cant mouve. they are part of a castle.
cap 1 castle/orb = +5% power and +1% on pve bonus + more point
cap 2 castles/orbs = -5% power and +3% on pve bonus + more point
cap 3 castles/orbs = -10% power and +6% on pve bonus + more points

like that, you have to make choice : win lot of point but harder to defend, or be powerfull, but win less point.

in other hand, servers with less population will ALWAYS have difficulties to deal with opponent because number do more than half of the power. (yes, tactis and diplomacy help a lot too… plz dont debate on that point, we are all agree ^^ )

one way to suppress the outnumber issue and make wvw more balanced (so more fun) is to limit the number of ppl allow on maps, adjust on the server with the lowest ppl curently in the wvw area… but that mean servrs with many players will have bigger queue than server with low population…. so its really not a fix, just a biger issue.

instead, perhaps do something like that :
600ppl connected : 200 ppl for every server : all is fine ^^ nothing change !

600 ppl connected :
250 ppl for server 1 = 41,6% of total population
250 ppl for server2 = 41,6% of total population
100 ppl for server3 = 16.8% of total population (yes my maths are not totaly true, but you get the point ^^)

so apply a boost (+ or -) based on that value to make low pop stronger, and high pop weaker.

high pop will still have advantage because of supply, but no war are totaly fair ^^

ps : i’m not english, you should have noticed, but hope main idea still enought clear to be understand

proposal about night cap & orb...

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Posted by: Kyus.3812

Kyus.3812

orb cant mouve. they are part of a castle.
cap 1 castle/orb = +5% power and +1% on pve bonus + more point
cap 2 castles/orbs = -5% power and +3% on pve bonus + more point
cap 3 castles/orbs = -10% power and +6% on pve bonus + more points

like that, you have to make choice : win lot of point but harder to defend, or be powerfull, but win less point.

The orb issue was that it made the winning realm more powerful. This still makes the realm in the lead more powerful which was not the objective of the orbs.

instead, perhaps do something like that :
600ppl connected : 200 ppl for every server : all is fine ^^ nothing change !

600 ppl connected :
250 ppl for server 1 = 41,6% of total population
250 ppl for server2 = 41,6% of total population
100 ppl for server3 = 16.8% of total population (yes my maths are not totaly true, but you get the point ^^)

so apply a boost (+ or -) based on that value to make low pop stronger, and high pop weaker.

Any system that is based on population % awarding benefits or defbuffs in power is a system that leads to defending by not defending. Quite simply the game has a WvW cap in place in terms of population. If your server does not fill that cap you are not bringing enough to the field it is your servers issue.

My server has limited night and day presence but we have sort ways of resolving this by minimising score loss which has worked very well. Whilst I agree that the system in place favors a 24 hour server far too heavily you can not introduce power adjustments to individuals based on who is or who is not playing on a server, it is just fraught with issues. The solution to making WvW less effected by population and timezone differences is to flatten the scoring system from accumulated keep points using some method.

Kyús – 80 – Guardian// All Classes Level 80
Hand of Blood [HoB]
EU – Aurora Glade

proposal about night cap & orb...

in WvW

Posted by: Ender.4256

Ender.4256

>>This still makes the realm in the lead more powerful which was not the objective of the orbs.

how can -10% power if you have the 3 orbs can be called “still more powerfull” ? i dont get what you wanna say

>>is a system that leads to defending by not defending.
not agree at all. you still need to cap for win point. not defending will always result in loose the place, even if superman is in the place.
minimising score loss wont make you win more and will never do.

+ and you cant prevent random players to enter the fight ^^

proposal about night cap & orb...

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Posted by: Kyus.3812

Kyus.3812

I misread your first point didn’t see the + change to the – with that being the case, I’d say that what you are doing here is mixing playstyles a bit too much. your getting a bit of pve bonus muddied in with the benefits of holding wvw objectives which is dangerous ground.

I would also say that if a sides holding lots of objectives the negative to that is that it is harder to defend all of them. it is an interesting idea but I don’t see why a side should be punished for being successful against equal opponents.

As to minimising score loss what we have done is minimise the score loss when we don’t have as big a presence in the lakes. we will then win prime time and into the start of the night by a greater margin than our minimised loss the other time meaning we win overall.

winning by not defending means that you gain a benefit by having less people online so by reducing your population to a more dedicated smaller team that team then has an advantage individual to individual over an opponent. whilst this would address some issues the fact remains that if server A brings 100 people and I only bring 50 unless my servers guys are twice as good then we should acknowledge we are at a disadvantage. the other server played the meta game better and beat us.

Any scoring system needs to be non biased on numbers and the lakes have a cap in place to stop it getting out of hand. as I’ve said above I agree there is an issue but its with the scoring system in place and successful populated servers (which mine isn’t one of them) shouldn’t be penalised for having organised themselves.

Kyús – 80 – Guardian// All Classes Level 80
Hand of Blood [HoB]
EU – Aurora Glade

proposal about night cap & orb...

in WvW

Posted by: Ender.4256

Ender.4256

dont forget that www already give pve bonus thats why i have add this sort of “rewards” for orbs. not to mention than in my mind, you also have a bigger score bonus than usual castle.

other option can be win more point with no benefits at all… but then they have already solve the issue with remove orbs.
dev have say that with current (previous) system, win orbs only make stronger server even stronger. with my proposal, stronger server still be able to have higher benefits, but at the cost of higher chalenge.

if server dont want to take risk to be “nerfed”, then all server will control 1 orb, so its a win/win system.

i’m totaly agree with you when you say that servers “shouldn’t be penalised for having organised themselves.” and even if number is a high part of power, tactics, communication and diplomaty make the difference between win and fail. also, its more fun than play in chaos ^^

another thing to take in concideration is that a too easy game is just not fun, same as a too hard game.
if a server have not a chance to win, the result will be that ppl wont come in www until next encounters. of course its pleasant to see map with your color everywhere, but then…? wait opponent that dont exist ? not fun at all
(hope 7 day to wait for free transfert willl reduce the mass server change issue ^^)

and i dont see how www can keep the interest of fight for all 24/7 without a buff/debuff system.

of course, buff must be addapt and test to not create more issue, not like +70% power, would be stupid.