Showing Posts For Digomatic.4218:

Looking for some official news..

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Posted by: Digomatic.4218

Digomatic.4218

A lot of the problem is the population that isn’t balanced between the three servers in almost all the match-ups. Commanders that are continually faced with overly populated server time zones can only back cap and not engage. Most new commanders give up because they can’t do anything and get blobbed down.

I mentioned Map Queues based on average “currently logged in” population in another thread. It would force a balance between the 3 servers.

It would help with the following that was mentioned below. Can’t blob down nor karma train if you can’t out number the opponent by vast amounts.

Upgraded Objectives Higher Score – wouldn’t have the number advantage.
Points for Capture – wouldn’t be able to blob karma train

Is WvW Competitive?

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Posted by: Digomatic.4218

Digomatic.4218

No, because one server can have stacked time zones over another. It becomes more coverage wars than anything else.

In another thread, I mentioned Map Queues based on average “currently logged in” population of the three servers. It would force a balance. It would then be based more on skill than numbers.

Survey on the WvW map queue

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Posted by: Digomatic.4218

Digomatic.4218

I mentioned Map Queues based on average “currently logged in” population in another thread. It would force a balance.

I like the removing crafting and mystic forge idea as well to get the people sitting at spawn into another area as well.

Linked Worlds Transfer Restrictions

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Posted by: Digomatic.4218

Digomatic.4218

Until ANet forces the population balance via some other measure ( Map Queues based on average “currently logged in” population which I mentioned in another thread ), we are going to see the same stacked time zones steamroll.

The second accounts, stacked transfers, and mass leaving would all be addressed to protect against the steamroll effect.

Balancing via Map Queue

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Posted by: Digomatic.4218

Digomatic.4218

Reading the other posts, everyone is more concerned about just pointing out flaws and not as concerned about solutions. I guess that goes with the “having the cake and eating it too” statement you made earlier.

They want things to get fixed but, they don’t want to give up anything like the overstacked population.

Balancing via Map Queue

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Posted by: Digomatic.4218

Digomatic.4218

There has to be balance in order for this game mode to work to have fun over-all. If not, the game mode dies and that community dies anyway. Even if it is an average of 30 between all three and you add 10 extra on as a variant to bump it to 40, it is better than having 80v10.

This touches on a subject of other threads. One about making a change that doesn’t support k-training. This change would diminish the k-training. The other was about a server that is so stacked that it is untouchable. Both of these are in fact, talking about the problems this method would solve.

I wish more people would post their thoughts on this because something needs done. This would limit some population issues. I’m not saying it is perfect or that it is the only thing but, it would help in areas and hurt in others.

The linking is killing server identity and community anyway except for the top 6 tiers servers. Some people liked the smaller scale servers for small fights. This would support that as well.

Balancing via Map Queue

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Posted by: Digomatic.4218

Digomatic.4218

Exactly joneirikb.

If a server is so stacked that all 4 maps queue, even with this system, then it doesn’t make it fun for the other two servers. It would encourage transfers to less populated servers. It would also bring back roamers because you couldn’t get blobbed as heavily as right now.

They could always test it for two weeks on something like T5-T6. Then, if it helps, T3-T4 and so on… I just know when i’m on and I see a sea of red and we can’t get a comm because we are so out numbered that we die getting looked at.

Balancing via Map Queue

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Posted by: Digomatic.4218

Digomatic.4218

I’m saying that it would be a FLOATING QUEUE based on the population at this exact moment. To keep it simple, 6 servers with 4 maps and 480 people on across “all servers and all maps”.
480/ (6 * 4) = 20.
The queue would be 20 at this time frame. There would be a massive queue punishment for overly stacked servers based on total population. It would benefit a person/guild more to be on a server that has less of percentage of the total population because the queue wait time would be less or nonexistent.
Again, that was just to keep it simple, actual queues would not be 20. It is a self-balancing system. It would limit them during their “overpopulated” time and help them during their “underpopulated” time.
As far as a blackout period, that would only lower the total population of this. Over stacking would just hurt them as far as queues are concerned, the total number of people allowed onto a map is based on that.

Balancing via Map Queue

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Posted by: Digomatic.4218

Digomatic.4218

BalancingMapQueue = Current_Total_Logged_WvW_Players_AcrossAllServers / (Number_Of_Maps * Number_Of_Servers)

The player base could then transfer to other servers to fill in lacking time slots. This would resolve the overly stacked servers issue and revitalize dead servers. It would also possibly spread players out across maps.

Thoughts?