[Suggestion] Publishing WvW Player Hours

[Suggestion] Publishing WvW Player Hours

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Posted by: beporter.9254

beporter.9254

In a hurry? Read the TL;DR down below.

I tried opening a support ticket for this question and was deflected directed here.

I’m curious about a scoring dynamic I believe to be at work in WvW. Forgive me if I cover the basics, but I’m building an argument here from first principles.

  • World vs World maps have per-world player limits. ANet doesn’t release what these limits are, or even if they are static or if they adjust to some set of variables, but there’s definitely an upper limit to how many people each world can have in a map concurrently. ANet has stated that the limit is always the same for all three worlds.
  • Match ups between 3 worlds occur for a set length of time. Right now that’s a week long period.
  • I want to define a “player-hour” as a single player actively participating in a WvW map for 60 mins. If I play for an hour in EBG, then that’s 1 player-hour. If my guild-mate and I both play for the same hour, that’s 2 player-hours. If she plays for an hour, signs off, and then I sign on and play for an hour, that’s still 2 player hours.
  • Combining these three ideas means there is a hard upper limit on the number of player-hours that each world can bring to bear during a single week-long match up. Using an admittedly crude guess of 168 hours in a week and 750 players in WvW per world concurrently (5 maps x 150 players each), that estimated number of maximum participation is 126,000 player-hours. No world can participate more than this due to the combination of the time limit and per-map player count limit.
  • That said, the actual numbers don’t make a difference here. The principle that there is a “maximum per-world participation limit” in WvW is probably accurate unless ANet decides to share something we don’t know about.

My theory is that there is a strong correlation between the worlds that achieve a higher war score and those that have a higher WvW player-hours. In other words: Regardless of other skill factors, a world where there is always a queue to enter WvW (meaning they have the max number of players in WvW) will have an overwhelming advantage over one that does not have full participation. I think this is the largest determining factor in being able to take and hold WvW match objectives that count for points. Surely at the top of the spectrum (TC, JQ, BG) where I suspect all three worlds remain at maximum participation the majority of the time the match is legitimately about individual and team skill, but I can’t help but wonder if Kaineng and Eredon are at the bottom just because hardly anybody there plays WvW.

Don’t get me wrong, a big part of winning a war is who can muster a larger fighting force and it’s fair (to a degree) for that to be represented in the scores, but I would like to also see normalized scores in the form of (total_world_score / world_player_hours_logged). Normalizing for the hours would give you an idea of a world’s actual skill by calculating it as a ratio per player-hour. It allows us to look at a match and say, “On average Crystal Desert earned 165 points for each player-hour, but they still lost because even though Isle of Janthir only earned 120 points per player-hour, IOJ logged twice as many player-hours for the week overall.”

Again, I happily concede that at the top end of the ladder where WvW participation is probably very high and the maps are always or nearly always 100% full for every world, you get to see true competition on “equal” footing where skill and strategy actually come into play because the fighting forces are roughly equal all the time. For the rest of the worlds though, I suspect determining who is winning at any given time can be done by asking, “who has more bodies in the map?” And predicting the winner of the match is mainly a matter of figuring out who will have more bodies in WvW most of the week.

I’m not interested in changing how the score is calculated, but if I’m right then I think it’s fair to let players know that if they want their world to win, they need to focus on recruiting, scheduling/spelling their WvW efforts and getting people to just plain “show up”. How good each individual player is probably isn’t all that important until your world can pack WvW all week long.

I’m requesting that ANet publish total player hours for each world’s weekly match up (if they have it) or to start tracking and publishing it along with war score if they do not.

Please upvote this post if you agree at all that this information would be valuable to players.

(edited by beporter.9254)

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Posted by: Chaba.5410

Chaba.5410

The short answer is yes.

The PPT scoring system is designed for teams of equal numbers. If you’ve played any sPvP matches, you know how difficult it is to win if someone disconnects from your team in the middle of a match. Yet this is how WvWvW is played every day.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

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Posted by: beporter.9254

beporter.9254

Maybe the title of my post is misleading. I’d rather get people on board with the idea of seeing published participation stats than simply get agreement that the current arrangement is participation-based.

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Posted by: Chaba.5410

Chaba.5410

Have you seen the participation bar in TESO? It looks like a cell phone signal strength indicator. Yea, that might work. Players are more drawn to going to some place “semi-full” than “full” or “low”.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

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Posted by: beporter.9254

beporter.9254

I edited the topic title.

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Posted by: beporter.9254

beporter.9254

Perhaps an interesting side benefit would be being able to track your individual participation. Knowing that you personally logged 34 hours during the weekly match, and helped earn 14,065 points for your team (not exclusive, since other people probably helped capture those towers and camps too.) I think this kind of feedback would be a lot more helpful towards improving your performance as opposed to WvW Rank.

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Posted by: blur.7905

blur.7905

I like the idea of showing server player hours. It will also show how WvW as the whole is doing. The point per player hour may be misleading and does not show true player contribution. Not sure how hard will it be for Anet to add this to the current wvw.

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Posted by: Johje Holan.4607

Johje Holan.4607

You could have it as a secondary ranking system. Sure the more populous server won but did you outplay them?

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Posted by: Dahkeus.8243

Dahkeus.8243

Yea, I’m sure that the number of player hours in WvW that a server has makes a huge difference in outcome, as does the % of players that go in for non-competitive reasons (gathering, jumping puzzles, achievement check list, random skirmishes away from objectives, etc.).

But I’m sure the small hardcore WvW population prefers to think that WvW is really something that’s won by strategy and skill. =P

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Obviously the number of player hours makes a difference. If server A has say 50,000 player hours in a week, where as servers B and C only have 25,000. Server A will obviously win because they will have coverage in other areas where B and C don’t. Coverage is king.

Now if Anet tied this into rating somehow.. meaning ratings are calculated with player hours in mind. More player hours = less rating. Then base wins on rating. So basically in the example above, in order for Server A to win, they’d have dominate 24/7 because their player hours reflect that they should reflect that they dominate the match at all times.

If B and C manage to beat the pants off them during even coverage match ups, well B and C’s score would sky rocket, while Server A’s would plummet. I think this could naturally even out the population gap.

I personally would like to see player hours per server posted. It’d probably stop a lot of the “we are better than you” chest thumping. Especially when the server with the greater hours is getting beat continuously in fights.

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Posted by: beporter.9254

beporter.9254

Yeah that’s exactly what I want to know! My home server didn’t do so great in the spring tournament, but it would be a consolation to know that we lost because we didn’t have enough people and not because we totally stink. ;-)

And like I said, if it’s more obvious to people that score is tied to getting bodies into WvW consistently, then it may help with participation on the worlds that aren’t always packing WvW completely full 24/7.

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Posted by: NinjaRobot.4635

NinjaRobot.4635

As much as almost everyone would love to see this data anet will never publish it. It would be proof how how coverage beats strategy every time and how stupidly broken the tournaments are.

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Posted by: beporter.9254

beporter.9254

As much as almost everyone would love to see this data anet will never publish it. It would be proof how how coverage beats strategy every time and how stupidly broken the tournaments are.

All the more reason to pile on this thread and at least evoke an official response! We definitely can’t expect anything unless we know that we have their attention first, right?

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Posted by: Aly Cat.9415

Aly Cat.9415

First off, you weren’t deflected. That was a misuse of support. People complain about how long support responses take, and it’s because support receives too many things that aren’t legitimate support requests.

As for other posts regarding chest thumping, it just reflects poorly on the person doing it (the chest thumping.) Also, providing stats won’t discourage trolls. That’s one of the few occasions when ignoring them really will make them go away. If you know you fought hard, who cares what someone says?

It’s usually pretty obvious when it’s a numbers problem and when it’s a skills problem. When my server is steamrolling two other servers, I’m not thinking “Wow, we’re so much better,” I’m thinking “if this is what tier 2 is like, the other tiers must be ghost towns.”

As for tier 1, I can’t speak for BG and TC but JQ only has queues on Friday and occasionally during the weekend.

There are also ways to compensate for coverage, such as strategic map hopping. Also, when two servers with less coverage 2v1 the team with better coverage, that also makes a difference. In the past, a stacked server has been allowed to dominate while a less populated server finds itself on the wrong side of a 2v1.

Hopefully servers will continue/be inspired to play more strategically so stacking alone doesn’t guarantee a win.

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Posted by: MasterYoda.8563

MasterYoda.8563

Showing total server player hours and tracking your individual participation would be nice since Anet does track these kinds of things. Transparency is a good thing!!

To many players types all wanting/having different in game objectives etc is why server population is so lopsided as its now. So hour cap per server or on players per week? No just NO as this solves absolutely anything at all.

Game Security Lead “Closing this thread,
your account,and your 384 other accounts”
GG Anet

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Posted by: beporter.9254

beporter.9254

There are also ways to compensate for coverage, such as strategic map hopping.

Map hopping can not allow 5 people to defend against100. 5 people can not be in enough places to protect targets from 100 people, regardless of how you split the 100.

Knowing that your weekly score was a result of “only having 5 people” (hyperbole of course— just following the example) as opposed to being equally matched in numbers but outclassed in skill is a pretty important distinction to me and critical feedback for improvement.

A world that has low participation needs to focus all of their effort on only that— participation. Because no amount of skill among those 5 players is going to make up for being permanently Outnumbered the entire week.

On the other hand, a world that is logging “the same” number of player hours as the other two but routinely getting out-scored DOES need to work on their strategy. That’s how they are going to reach the next level of play. They have the people, now they need to learn how to work together, so to speak.

The people that aren’t watching the WvW ladder aren’t going to care either way but this proposed statistic is the feedback mechanism that’s going to let those that do care know where to focus their energy. My server could use this.

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Posted by: beporter.9254

beporter.9254

To many players types all wanting/having different in game objectives etc is why server population is so lopsided as its now. So hour cap per server or on players per week? No just NO as this solves absolutely anything at all.

I agree. The solution here doesn’t need to be changing the rules of the game; it’s just providing the right information so that players can make educated choices about how and where to spend their in-game time.

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Posted by: smithkt.8062

smithkt.8062

This is an interesting proposal. It is data I would be curious to see as well. One important step would have to happen along side this: get rid of the crafting stations.

Total players hours will be skewed, particularly in the lower tiers by the people that spend hours at the crafting stations. If I had a nickel for everytime I had a total of five people trying defend and there are 6-7 standing at crafting stations. It effects the outnumbered buff also. There are so many other places to craft.

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Posted by: beporter.9254

beporter.9254

One important step would have to happen along side this: get rid of the crafting stations.

People actually lurk inside WvW maps to craft? That’s kinda nuts! I mean, I’ll stop to sell off junk after a respawn, but always on my way back into the fight. Wow.

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Posted by: Eliandal.8735

Eliandal.8735

I like the idea of showing server player hours. It will also show how WvW as the whole is doing. The point per player hour may be misleading and does not show true player contribution. Not sure how hard will it be for Anet to add this to the current wvw.

I definitely wouldn’t mind seeing player hours published! However, I have NO interest in seeing points per hour, especially if that information is public! I spend far too much time (being one of the few who bother) doing mundane things like escorting Yaks (over 6000 now ;P), making sure upgrades are running, tagging and setting up siege. Many times on a given NIGHT, the only points I’ll earn are for taking down a few walls with trebs. The last thing people like me need are a world on our case because we have low to zero points per hour – and you KNOW that is all that would happen!

Cuthache | Ranger
OTG!
Yak’s Bend!

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Posted by: beporter.9254

beporter.9254

However, I have NO interest in seeing points per hour, especially if that information is public! I spend far too much time (being one of the few who bother) doing mundane things like escorting Yaks (over 6000 now ;P), making sure upgrades are running, tagging and setting up siege.

I 100% agree! There is no individual reward for doing the defensive tasks that allow your world to hang on to capture points (other than overall world score of course). I do this myself frequently, stationing myself and guildmates at a “vulnerable” tower and providing enough siege coverage to deter all but the largest zerg attacks. It’s an important part of overall strategy, but sorely overlooked due to the offense-heavy weighting of the point system, which is designed to encourage aggressiveness.

I definitely meant that you should be able to view your own personal progress during the match. This would let you set goals/limits on your participation and track your own improvement both directly in points you contributed to earning, and how many hours it took you to do so.

But no, I wouldn’t want that to be published publicly per-player either. Thanks for helping clarify that point!

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Posted by: beporter.9254

beporter.9254

Total players hours will be skewed, particularly in the lower tiers by the people that spend hours at the crafting stations.

I was thinking more about this, and actually reporting player hours might help this problem. A world that has people sitting otherwise idle, “just crafting,” in WvW would probably score much lower (relative to their logged hours!) than one where everyone is out fighting hard. They would have high hours and low score, and that’s exactly the feedback that world needs if they want to improve their WvW standing.

And if that world just doesn’t care about WvW and people still craft in WvW maps, well then it won’t matter to them what their score/hours were.

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Posted by: smithkt.8062

smithkt.8062

Total players hours will be skewed, particularly in the lower tiers by the people that spend hours at the crafting stations.

I was thinking more about this, and actually reporting player hours might help this problem. A world that has people sitting otherwise idle, “just crafting,” in WvW would probably score much lower (relative to their logged hours!) than one where everyone is out fighting hard. They would have high hours and low score, and that’s exactly the feedback that world needs if they want to improve their WvW standing.

And if that world just doesn’t care about WvW and people still craft in WvW maps, well then it won’t matter to them what their score/hours were.

Since you can not prevent these people from using the crafting stations, how would you suggest those people that do care about WvW evaluate the situation is the results are skewed by these individuals?

People use them because it is a convenient way to access crafting stations and then be able to return to your previous location without ever spending a single copper on way points.

I stand by my belief they should be removed.

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Posted by: beporter.9254

beporter.9254

For lurking crafters to be an issue, the WvW map would have to otherwise be full. At that point it would be in the world’s best interest (in terms of WvW) to ask the crafters to make room for fighters, but I doubt you’re going to run into that much.

And yeah, removing the stations entirely would probably work too, but that’s probably more of a tangent from publishing logged player hours for each match.

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Posted by: smithkt.8062

smithkt.8062

I must not be understanding something then.

I’m saying for lower population servers, the lurking crafters artificially inflate the reported player hours and would have an effect on the conclusions being drawn from the data. Get rid of the crafting stations and you can be more confident that the player hours reflect the people who are actually participating.

For higher population servers, these people would not skew the results very much as they would represent a much lower percentage of active players.

Hard to believe, but I’ve been on my own borderlands at times where the guys at the crafting stations outnumbered the active players. I play enough, that I can recognise the active players from the crafters.

Nothing sucks more than trying to rally a defense and realizing the player pool is a bunch of crafters.

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Posted by: beporter.9254

beporter.9254

I’m saying for lower population servers, the lurking crafters artificially inflate the reported player hours and would have an effect on the conclusions being drawn from the data. Get rid of the crafting stations and you can be more confident that the player hours reflect the people who are actually participating.

Ah yes, that makes sense, but what I’m saying is that the score is going to reflect that the world logged a ton of hours but didn’t score many points. That exact result would be your feedback for convincing people to get out or get to work.

However, if the map isn’t full and the crafters aren’t stopping real competitors from entering though, then there’s no effect on the existing scoring mechanism, which to me seems fine. What I want to know about is when people who aren’t participating are suddenly preventing my world from scoring better, and that’s only going to happen when the map is full and the crafters are blocking fighters. (I would love to have that problem, by the way!)

Hard to believe, but I’ve been on my own borderlands at times where the guys at the crafting stations outnumbered the active players. I play enough, that I can recognise the active players from the crafters.

Nothing sucks more than trying to rally a defense and realizing the player pool is a bunch of crafters.

Yeah I definitely sympathize. It’s not too bad on my world, but when you run past 10+ people at the entrance and feel good about that as an indicator of your numbers, then find out later that nobody responds to /map chat, it sucks.

(edited by beporter.9254)

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Posted by: Ayrilana.1396

Ayrilana.1396

Server A gets a score of 210,000 with 400 players online the entire week.
Server B and C get a score of 50,000 each with only 96 players online the entire week.
Server A barely wins.

Your suggestion will not actually work or at least not to the effect of making a difference. Stacked servers usually crush lower populated servers. They can cap everything in all of the maps the first night and then have half their population prevent other servers from capping stuff. Stacked servers can usually produce a large enough lead where they can have fewer people on the maps.

In the above example, if Server A decides midweek to cut that population in WvW by half then they would average 300 players online the entire match. Each server would then to have no more than 71 players in order to win if the scores remained the same.

The problem is that a stacked server will always gain a large lead over the weekend. This large lead is usually easy enough to maintain with a fraction of their player base and they can just make efforts to prevent other servers from capping stuff. You could potentially see a rise in spawn camping.

You’re also completely ignoring coverage which play a larger role in why servers win than just larger numbers.

I suggest using past data and running the numbers under your suggestions. There are several sites that have past WvW scores logged. You can then make a reasonable estimation on what the average WvW hours were. I did it by average players over the course of the entire week in my example as that’s easier to estimate than hours.

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Posted by: beporter.9254

beporter.9254

Server A gets a score of 210,000 with 400 players online the entire week.
Server B and C get a score of 50,000 each with only 96 players online the entire week.
Server A barely wins.

You may have missed it— I didn’t propose changing how scoring works, only adding additional information. Server A would still win in a landslide with 210,000 vs 50,000 vs 50,000. This addition wouldn’t change that in the slightest.

You’re also completely ignoring coverage which play a larger role in why servers win than just larger numbers.

Again, I’m not ignoring it. My suggestion is meant to highlight the situation you describe (but won’t change it, no.) You’re absolutely right that playing “smart” by taking everything quickly and then using minimal effort to protect it is a fantastic strategy, but worlds won’t necessarily realize that this is what they need to do until they see that not only did they get beaten 210,000 to 50,000, but that the winning world also did it with half the effort. That’s the really key part.

Right now it’s too easy to look at a scoreboard like that and say, “well, I guess nobody played this week.” That could be the exact opposite of the truth, but ANet doesn’t currently give us any way to know that.

I suggest using past data and running the numbers under your suggestions. There are several sites that have past WvW scores logged. You can then make a reasonable estimation on what the average WvW hours were. I did it by average players over the course of the entire week in my example as that’s easier to estimate than hours.

You can’t use anything from the currently available data to “estimate” the values I’m talking about publishing. That’s kind of the heart of the whole issue, in fact. Average player count doesn’t tell you enough of the story. I’m sorry, I just don’t know how to explain it so that it’s easier to understand that the existing scoring sites can not help with this. Can anyone do a better job at it than me?

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Posted by: beporter.9254

beporter.9254

I also recommend people go read Kraag’s ideas about rewarding defensive play. I think they are pretty great in concept and would help with the conversation over here too.

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Posted by: insanemaniac.2456

insanemaniac.2456

asked for this 1.5 years ago
no response

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: beporter.9254

beporter.9254

asked for this 1.5 years ago
no response

Please by all means link the old thread here! There’s no guarantee ANet will respond to anything here (that’s why they sent me here instead of answering my support request after all) but the best we can do is keep it in front of their eyes.

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Posted by: insanemaniac.2456

insanemaniac.2456

look for any of the old population balance or matchup complaint threads, or the cdi on population imbalance

there wasnt a specific thread about it, but i know i for one tried to push the idea of man-hours some to no avail

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: SkylightMoon.2098

SkylightMoon.2098

I think this is another solution to providing a more accurate score in WvW. This idea seems like dynamic scaling taken to PvP. Numbers are uneven, so lets scale the scores based on the efficiency of the hours put in by both teams and then calculate the score. This would work out pretty well I think.

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Posted by: Ayrilana.1396

Ayrilana.1396

You may have missed it— I didn’t propose changing how scoring works, only adding additional information. Server A would still win in a landslide with 210,000 vs 50,000 vs 50,000. This addition wouldn’t change that in the slightest.

You may have missed the point of my example since I was probably not clear; however, I will provide an explanation about my initial take when I read your post.

When I originally saw your post in the other thread I had thought you were trying to change the way scoring was done. I saw the same thing done in your initial post too when you said you wanted to normalize scores. I also could see it being used to lessen the worth of a win by many people.

As far as my example went, it was to show how unreliable that metric would be.

You can’t use anything from the currently available data to “estimate” the values I’m talking about publishing. That’s kind of the heart of the whole issue, in fact. Average player count doesn’t tell you enough of the story. I’m sorry, I just don’t know how to explain it so that it’s easier to understand that the existing scoring sites can not help with this. Can anyone do a better job at it than me?

I agree with you there that there currently isn’t a good way to get a metric to use for player hours. All servers normally have an average amount of time spent in WvW during the off seasons. With help from other servers, you could get the general idea what this average is to do a preliminary calculation on what the normalized scores would look like? Would this be perfect? No.

I did player count as it was easier to estimate and would be likely what you would get from Anet. You’re not going to be given a list that this person played this many hours on this day. All maps have a cap which makes average players a more reasonable metric. If you were given the PPT on a map in the form of a line graph, and then overlayed the average players on the map, you’d probably get a good idea on how well a server was doing with gaining/maintaining points per player.

This is better than hours since anytime a player is spending time on a map, they’re holding a spot on the server. All data could be collected at set intervals (every tally perhaps?). There’s probably no usefulness to knowing how well a server performed during specific time frames so it could be brought to a broader spectrum of every 8 hours or every 24 hours. I’m pretty sure that they already monitor the number people on a map so it shouldn’t be too difficult to provide this data over a set period of time.

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Posted by: beporter.9254

beporter.9254

I saw the same thing done in your initial post too when you said you wanted to normalize scores. I also could see it being used to lessen the worth of a win by many people.

I could see how you might take it that way, but I think the key difference is that in most of my posts and replies I repeatedly talk in terms of what players could do with the information, not ANet. I did my best to emphasize that this was for our (players’) feedback purposes only, but honestly this point doesn’t matter since it should be totally clear by now.

You’re not going to be given a list that this person played this many hours on this day. All maps have a cap which makes average players a more reasonable metric. If you were given the PPT on a map in the form of a line graph, and then overlayed the average players on the map, you’d probably get a good idea on how well a server was doing with gaining/maintaining points per player.

I respectfully disagree. Average players is close, but I don’t think it’s enough. I’m not interested in “per player,” I’m interested in “time per player”. The WvW maps already track on a per-player basis how long you’ve been idle for the purposes of kicking you if you are AFK too long. Additionally, the /age command proves they are tracking your logged-in time individually. In other words, the timing mechanisms are already (mostly) in place. All of the personal XP and Event tracking is also already in place (obviously).

I’m not saying they could just “turn this on,” but aggregating the total player hours (or minutes or whatever) a world is racking up (probably per tick, actually) would definitely not be outside the realm of technical possibility by any means.

This is better than hours since anytime a player is spending time on a map, they’re holding a spot on the server. All data could be collected at set intervals (every tally perhaps?). There’s probably no usefulness to knowing how well a server performed during specific time frames so it could be brought to a broader spectrum of every 8 hours or every 24 hours. I’m pretty sure that they already monitor the number people on a map so it shouldn’t be too difficult to provide this data over a set period of time.

I’m afraid this would defeat the purpose of providing the data I’m suggesting. We want to know as exactly as possible how much effort a world has exerted in order to earn its score.

I’m talking about being able to calculate “miles per gallon” for a world. Right now we have the “miles” (war score), but we don’t know how much fuel a world had to use (player hours spent in WvW) in order to earn it, and when they were driving uphill (working hard) or coasting downhill (exploiting coverage). The only way to determine which worlds are most efficient at earning points is by being able to track how much work it took them to do it and when they exerted it over the course of the match.

Even if ANet published a world’s “minutes logged” via their API along with the score for each tick, I bet that would do the trick! 1 player playing for all 15 minutes logs—no surprise—15 minutes. 100 players playing for an entire 15 minute tick collectively log 1,500 minutes for that tick. Comparing that against the 425 points that world ticked (plus any incidental points earned through kills, etc.) gives you a rough breakdown of how hard they are working to get those points in that exact timeframe.

Charting that over the span of the week I think would be outrageously useful.

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Posted by: Ayrilana.1396

Ayrilana.1396

I’ll address your posts later when I’m at a PC but I did want to bring up something. Yor initial post is contradictory to what you keep suggesting that you want. Throughout the entire post you are referring to the number of players. You do mention player hours but all of your arguments are centered around the number of players.

Anything divided by hours shows how efficiently something is per unit of time. In WvW, this would show how efficient a server was in using its time to gain points. an example would be that it took Server A 15 minutes to gain/maintain 300 points. This is more in line with skill level of a server.

Anything divided by resources shows how efficiently something is per resource consumed. In WvW, this would show how efficient a server was in using its players to gain points. An example would be that it took Server A 20 players to maintain 300 points.

These are two completely different ratios. Your miles per gallon analogy is wrong because gallons is a resource. Gallons also isn’t dependent on an outside variable unlike player hours. Player hours relies on the number of players as you take all of the players involved and add up their time spent.

WvW is won by numbers. Coverage is just having the number of players during a particular time frame. With servers that have disproportionate populations, the ratio based on resources would be better used. For servers with equal populations, the ratio using time would be better used. For the latter, data to calculate this is already available.

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Posted by: beporter.9254

beporter.9254

Throughout the entire post you are referring to the number of players. You do mention player hours but all of your arguments are centered around the number of players. […]

Yeah I’m really not, but arguing the point isn’t going to get us anywhere so let’s let that go, eh? In fact, I get what you’re saying across the board, but most of it strays away from the goal of this thread.

You have at least helped me refine my idea though. I do now believe the best way to implement this is to still record player time, but to do that within each PPT tick and publish the “player minutes” via the API along with the tick score.

You could definitely also publish a raw “player count” (I wouldn’t complain) but on its own that metric is disappointingly useless because there’s no good way to count how many players participated “in a tick” in the first place and any way you counted it would be completely inaccurate without measuring the amount of effort those players exerted in that 15 minute window in the second.

Imagine if you had 400 players all log in and immediately log out inside of a 15 minute tick. That “400” count doesn’t mean anything without also knowing that only 5 total minutes were logged in that tick! On the other hand, “5 minutes” on its own tells you plenty even without knowing the exact number of players that logged it, but I can see the utility in having both—again, I wouldn’t complain. The more useful of the two is definitely minutes though, hands down.

WvW is won by numbers. Coverage is just having the number of players during a particular time frame.

You’re probably right, but neither you nor I can prove it either way without ANet publishing more “numbers” than they currently are. That’s what this thread is really about.

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Posted by: Drasque Dragonscale.5714

Drasque Dragonscale.5714

Alright, a lot of good points (and counter-points) here.

I agree with beporter: I would like to see more stats. One of the phrases that comes up in my line of work is “data-based decision making.” It’s a fairly straightforward phrase but I like the idea that decisions are made with intention and direction based on evidence. What beporter seems to be suggesting is a greater transparency with this data if ANet does already have access to such things (I have a hard time imagining they don’t).

Without getting hung up on semantics, I like the idea of having a metric that can be used to inform the efficiency of a server’s performance. In addition, I think there are many aspects of this metric that are in line with ANet’s overall MMO philosophy.

1.) Reinforcing sense of community (by providing evidence to support server training camps for WvW)
2.) Keeping things balanced (this data would give no one server an advantage; if anything, it may only escalate the overall quality of play. . .yes, there’s a counterpoint there, too)
3.) Trying to make things easy (ANet has made a lot of changes to get rid of “grinding.” Another aspect of my profession is trying to state things positively. Rather than “get rid of the grind,” I say, “make things easier”)

I would love to hear ANet’s stance on this matter. (Even if it’s only, “we acknowledge this request and we’re looking into it.”)

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Posted by: Ayrilana.1396

Ayrilana.1396

Throughout the entire post you are referring to the number of players. You do mention player hours but all of your arguments are centered around the number of players. […]

Yeah I’m really not, but arguing the point isn’t going to get us anywhere so let’s let that go, eh? In fact, I get what you’re saying across the board, but most of it strays away from the goal of this thread.

True. I was tempted to quote your entire post and bold every instance that player numbers was mentioned. One of the biggest contradiction I had seen was in the first paragraph after your bullet points. The first sentence mentioned your theory on player hours however the rest , which was bolded, mentioned that player numbers play a role in which server has an advantage and you even said it is the largest determining factor.

You have at least helped me refine my idea though. I do now believe the best way to implement this is to still record player time, but to do that within each PPT tick and publish the “player minutes” via the API along with the tick score.

I’m glad that I was able to help you with that regarding the PPT as it would help show which time frames a server is the weakest compared to the others.

You could definitely also publish a raw “player count” (I wouldn’t complain) but on its own that metric is disappointingly useless because there’s no good way to count how many players participated “in a tick” in the first place and any way you counted it would be completely inaccurate without measuring the amount of effort those players exerted in that 15 minute window in the second.

How would you measure effort though as a lot of people could join and just afk? Effort cannot be measured unless you tally it up by objective and once again that would have to be based on player count. It’d be how many people got credit for that objective. There are also other things that people do to benefit the server that you can’t quantify their effort.

Imagine if you had 400 players all log in and immediately log out inside of a 15 minute tick. That “400” count doesn’t mean anything without also knowing that only 5 total minutes were logged in that tick! On the other hand, “5 minutes” on its own tells you plenty even without knowing the exact number of players that logged it, but I can see the utility in having both—again, I wouldn’t complain. The more useful of the two is definitely minutes though, hands down.

This goes with the previous statement but I wanted to address it separately. Using 400 is an arbitrary number and unrealistic scenario but I’m sure you realized that as you wrote it. I could say that 400 people logging on and then afking the entire 15 minute tick wouldn’t mean anything either.

I think that you don’t know the difference of the two ratios such as when you do one over time versus resources. Whenever something is done over time, it’s always eff8iicieny regards to usage of time. That’s not the same as if you used player count when it would be your efficiency with the resources/assets that you had.

Servers lose because they either lack the numbers to compete with the other servers and/or they lack the coverage. You can see countless threads that back this up. It’s a pretty widely accepted fact.

Since player numbers is the determining factor, this would be the variable that you would use. Let’s say Server A has 1,000 players who spend 30 minutes to gain 1,000 points. Let’s say Server B has 500 players who also spend 30 minutes but only gain 500 points. What was the reason for Server A performing better than Server B?

Notice that you calculation of player hours would contain the player count? It adds an unnecessary calculation where you’d reach the same result. Player hours would be 500 (1,000*0.5) and 250 (500*0.5) respectively. For every player that is on the map, you’re going to have player hours that go along with it. It just adds more work for the servers when the same result will occur.

WvW is won by numbers. Coverage is just having the number of players during a particular time frame.

You’re probably right, but neither you nor I can prove it either way without ANet publishing more “numbers” than they currently are. That’s what this thread is really about.
[/quote]

I answered that above but didn’t want to leave the impression I was ignoring this part of your post. Posting more numbers may be good but it’d just be “gee wizz” information which wouldn’t really matter.

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Posted by: Eri.7085

Eri.7085

Let’s say Server A has 1,000 players who spend 30 minutes to gain 1,000 points. Let’s say Server B has 500 players who also spend 30 minutes but only gain 500 points. What was the reason for Server A performing better than Server B?

Notice that you calculation of player hours would contain the player count? It adds an unnecessary calculation where you’d reach the same result. Player hours would be 500 (1,000*0.5) and 250 (500*0.5) respectively. For every player that is on the map, you’re going to have player hours that go along with it. It just adds more work for the servers when the same result will occur.

In your example, the servers are equally efficient. It averages out so that each player on Server A and B contribute 1 point/30 minutes.

The extra data that the OP is suggesting becomes interesting if for example Server A has 2,000 players who spend 30 minutes to gain 1,000 points, while Server B has 500 players who spend 30 minutes to gain 1,000 points. As a result, each player on Server A only contributes 0.5 points/30 minutes while Server B’s players are contributing 2 points/30 minutes. Then you can see that even though both servers have the same amount of points in the same period of time, Server A is “coasting downhill (exploiting coverage)” while Server B is “driving uphill (working hard)”.

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Posted by: beporter.9254

beporter.9254

You could definitely also publish a raw “player count” (I wouldn’t complain) but on its own that metric is disappointingly useless because there’s no good way to count how many players participated “in a tick” in the first place and any way you counted it would be completely inaccurate without measuring the amount of effort those players exerted in that 15 minute window in the second.

How would you measure effort though as a lot of people could join and just afk? Effort cannot be measured unless you tally it up by objective and once again that would have to be based on player count. It’d be how many people got credit for that objective. There are also other things that people do to benefit the server that you can’t quantify their effort.

Ah, but you see, this is exactly what we need to know. Eri actually explains this extremely well in their follow-up post already, but I can’t resist expounding a bit on a more theoretical level:

The score already tracks objectives captured, kills, etc. The condition we can’t track is if a server is racking up serious WvW player time, but(!) their score isn’t going up as fast as their opponents’. Right now we just know they aren’t scoring as well, but with the benefit of knowing how much participation they have (but are really wasting), we would then also know that they AREN’T putting (the right kind of) effort in! Their ratio of time-logged to score-earned will be very low, which tells us they aren’t working as hard as other servers! (They’re crafting or managing inventory or afk or otherwise not playing WvW. )This is vital information and can’t be determined by player count alone.

We need to compare the way the score goes up to how much time players are (or aren’t!) actively spending playing the WvW “game.” So by comparison, a server playing smart coverage is going to have relatively low time logged compared to the points they earn, which again speaks volumes all in one ratio.

There is a tangent point to be made about the difference between truly “away from keyboard” and “idle” (in the sense of crafting or inventory management but not actually out fighting and contributing), but I’m going to save that for a new post.

I answered that above but didn’t want to leave the impression I was ignoring this part of your post.

Yes that’s a good point too. Please don’t be offended if I don’t quote every single individual point. I’m trying for a conversation here, not a presidential debate. Conversations flow and progress (whereas forum threads tend to rehash the same points over and over and I’m trying to avoid that cliche) so I’m okay with cherry-picking only the bits that resonate the most.

(edited by beporter.9254)

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Posted by: Ayrilana.1396

Ayrilana.1396

In your example, the servers are equally efficient. It averages out so that each player on Server A and B contribute 1 point/30 minutes.

The extra data that the OP is suggesting becomes interesting if for example Server A has 2,000 players who spend 30 minutes to gain 1,000 points, while Server B has 500 players who spend 30 minutes to gain 1,000 points. As a result, each player on Server A only contributes 0.5 points/30 minutes while Server B’s players are contributing 2 points/30 minutes. Then you can see that even though both servers have the same amount of points in the same period of time, Server A is “coasting downhill (exploiting coverage)” while Server B is “driving uphill (working hard)”.

Yes, the efficiencies are the same and that was intended to prove my point. You can refer back to that post to see what that point was. Also, your example would most likely never ever happen as population is the determining factor in why a stacked server beats a non-stacked server. Also notice that you needed the player count to calculate player hours which came to the same result as if you had used only player count.

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Posted by: Ayrilana.1396

Ayrilana.1396

Ah, but you see, this is exactly what we need to know. Eri actually explains this extremely well in their follow-up post already, but I can’t resist expounding a bit on a more theoretical level:

Actually, his post didn’t as you can see in my response to it. He used an extremely unlikely scenario that discounts the impact population has on outcome. You will not likely ever see a server with the fraction of the population of the other outperform that server. Population is a widely proved and accepted fact that determines performance which you can see in the majority of threads on this subject in the nearly 2 years of this game.

It’s the primary reason why BG was able to dominate in Season 1 and how JQ/TC were able to ban together and dominate in Season 2. Player hours is derived from player count. I’ve stated this a couple times already. You cannot have player hours without the player. Where there’s a player, you’ll have a count of them.

The score already tracks objectives captured, kills, etc. The condition we can’t track is if a server is racking up serious WvW player time, but(!) their score isn’t going up as fast as their opponents’. Right now we just know they aren’t scoring as well, but with the benefit of knowing how much participation they have (but are really wasting), we would then also know that they AREN’T putting (the right kind of) effort in! Their ratio of time-logged to score-earned will be very low, which tells us they aren’t working as hard as other servers! (They’re crafting or managing inventory or afk or otherwise not playing WvW. )This is vital information and can’t be determined by player count alone.

Participation is measured by player count. In real life, when you measure participation, how do they do it? Most likely by head count. When they measure how many people participated in the race for the cure, for example, do they go by number of participants or the aggregate of their total run times?

You’re forgetting that player hours is derived from player count. Player count would also be low too. You’re just convoluting the process to receiving the same result. Also player count, and player hours, does not accurately show effort. People can be AFK and still be captured as participating. There is no way to determine what a player is doing to benefit their server. You’re saying player hours does this with absolutely no reasoning nor evidence to back up your claim.

We need to compare the way the score goes up to how much time players are (or aren’t!) actively spending playing the WvW “game.” So by comparison, a server playing smart coverage is going to have relatively low time logged compared to the points they earn, which again speaks volumes all in one ratio.

Player hours is derived from player count. When player hours are low so will player count. And vice versa. I’ll also stress again that neither player count nor player hours accounts for players that AFK, surf the TP, etc.

There is a tangent point to be made about the difference between truly “away from keyboard” and “idle” (in the sense of crafting or inventory management but not actually out fighting and contributing), but I’m going to save that for a new post.

Both are the same. You’re not actively participating.

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Posted by: beporter.9254

beporter.9254

I’m sorry Ayrilana, but it’s pretty clear that neither of us are going to manage to convince the other to see things from our own perspective, and that we’re both pretty confident the other person is missing “the big point.”

I’m afraid I don’t see any value in continuing to try to persuade you. Thanks again for your contributions though.

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Posted by: Ayrilana.1396

Ayrilana.1396

I’m sorry Ayrilana, but it’s pretty clear that neither of us are going to manage to convince the other to see things from our own perspective, and that we’re both pretty confident the other person is missing “the big point.”

I’m afraid I don’t see any value in continuing to try to persuade you. Thanks again for your contributions though.

Same. I was tempted to end it too as we’re both essentially repeating our points and this is how most discussions end of. Thank you for see where I was coming from and keeping all of this civil.

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Posted by: beporter.9254

beporter.9254

Thank you for see where I was coming from and keeping all of this civil.

On that I definitely agree!

(edited by beporter.9254)

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Posted by: beporter.9254

beporter.9254

I tried adding a TL;DR to the original post to save people some time, but it keeps rejecting it. Here it is:

TL;DR:

  • ANet should publish an additional value along with WvW points for each world during each match.
  • This value is the sum of all player WvW “time” for each world across all WvW maps.
  • This does not need to change how scores are actually calculated.

This single additional value would give us feedback about overall participation, peaks/lulls in coverage over the week, how active/idle a world is in their war efforts and most importantly: A ratio of how efficient a world is at earning their WvW score.

Example:

  • At the start of the match, all servers start with a time count of zero, just like score.
  • Server A has 100 players in WvW for a full 15 minute tick, so they log +1500 “minutes”, and happen to score 500 points in the process.
  • Server B has 2 players for the full 15 minutes, and 1 more player that joined late and only added 5 minutes, so they log 15 + 15 + 5 = +35 minutes, and happen to score 35 points.
  • Server A’s ratio is 500 points / 1500 mins = 0.33. Server B’s ratio is 35 points / 35 minutes = 1.0. Relatively speaking, Server B is using their manpower more effectively than Server A, but they’re still losing on score (by a lot). The new “time” number tells us this is because they just don’t have enough people playing.
  • The “minutes” (or hours or whatever) are cumulative, just like score, and could be published at least via the API and ideally in-game as well.

Additional Notes:

  • The game already tracks your logged-in time via the /age command.
  • It already tracks whether you are in a WvW map because the game knows to kick you for being idle sooner.
  • The data capturing is (obviously) in place in the game engine to track cumulative world score during a match.
  • On the surface, these three bits of the engine seem like the majority of the tools needed to record player WvW time alongside world score.
  • I would love to get a dev to weigh in on this idea (doesn’t everybody want that for their thread?)

Please upvote the original post if you agree that this information would be valuable to players.

I want to read it all! Take me back to the top!

(edited by beporter.9254)

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Posted by: Gearbox.2748

Gearbox.2748

I must not be understanding something then.

I’m saying for lower population servers, the lurking crafters artificially inflate the reported player hours and would have an effect on the conclusions being drawn from the data. Get rid of the crafting stations and you can be more confident that the player hours reflect the people who are actually participating.

For higher population servers, these people would not skew the results very much as they would represent a much lower percentage of active players.

Hard to believe, but I’ve been on my own borderlands at times where the guys at the crafting stations outnumbered the active players. I play enough, that I can recognise the active players from the crafters.

Nothing sucks more than trying to rally a defense and realizing the player pool is a bunch of crafters.

I agree – removal of crafting stations would help. I dont see it much – but tbh I don’t even see the point of them being there.
But that said. you would also have to remove JP’s . map finishing, poking a reward giver that does not work— tab out and read forum for an answer on why no tournament skins. – and even gathering.
Its all something players might do there… And I would like it to be- removed. -

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Posted by: beporter.9254

beporter.9254

I think the low timeout on the kick for being idle is effective enough at countering most AFK.

Plus as has been mentioned before, the players working on personal objectives (other than WvW points) are only hurting your world if they are keeping people who want to actually play WvW from getting into the map. I play on a Silver Tier server, and never once have I see a queue for any of our WvW maps.

It may be annoying to see people not pulling their weight, but I don’t think they’re actually hurting much score wise, they’re just dead weight.

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Posted by: beporter.9254

beporter.9254

I wanted to loop back around to a thought about AFK vs “idle” in the context of WvW and how it relates to this thread. AFK meaning the person is not even present at the computer or isn’t interacting with the GW2 game at all, and idle meaning they are “playing” GW2 but aren’t working towards objectives and world score.

First, I don’t think AFK is anything to worry about given the short timeout in WvW before you get kicked, but I think we can address it regardless. Specifically: There’s been discussion about how tracking player time would also capture both the AFK players and the “idle” players who are crafting or selling off or pretty much doing anything other than being out in the world helping capture and defend targets.

So as we’ve mentioned before, the game is already constantly tracking each of us for when our last input (keyboard or mouse) occurred in WvW and starting a countdown timer to kick us when too much afk time has elapse. So if we were really concerned about those stray minutes (where a player went AFK and eventually got kicked for it) getting added to a world’s time tally, the game could at least subtract the idle timeout when the player is kicked. That’s make it a bit more accurate on that front.

I still think that it is important to know about the people that are logging time in WvW but not contributing to the score, such as those crafting, hitting JPs or going for map completion. That’s a legitimate component to a world’s overall efficiency. With the exception of the jumping puzzles and world completion, if the world want to become more efficient, they need to encourage their non-combatants to leave WvW and conduct their business in LA or PvE in general.