Showing Highly Rated Posts By Draygo.9473:

Please let there be 'most improved'

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Posted by: Draygo.9473

Draygo.9473

Please? The server that gains the most rating in a league should be rewarded, a much more attainable goal.

If you are the bottom rated server in a league, taking first is a huge uphill battle. Most improved gets around this problem entirely.

Delarme
Apathy Inc [Ai]

An alternate scoring system. Accounting for population differences.

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Posted by: Draygo.9473

Draygo.9473

If you like the suggested bonus system and muliplier, please +1 the thread.

To Anet: If you want the raw data and model I can provide that.
To Community: bumps and +1’s welcome.

Delarme
Apathy Inc [Ai]

An alternate scoring system. Accounting for population differences.

in WvW

Posted by: Draygo.9473

Draygo.9473

A blowout, just what i wanted. Server 2 clearly won this about 3-4 days in, making the rest of the days a lame duck situation of unfunness that people generally dont like to participate in.

Next I recorded population difference and assigned a multiplier per 15 minute interval. Every 10 people a server outpopped the other two combined their multiplier went down 10%. For every 10 people you were outmanned your multiplier went up 10%.
So if server 1 had 150 people, server 2 50 and server 3 50, server 1 would get 50% of its points
Server 2 would get 100% increase in point gain same with server 3.
The lower bound is 10%, so a server cant start losing points for holding territory.
There is no upper bound.

Basically an interesting thing happened that I honestly didnt expect. Because the model was predicting that an overpopulated server would quickly take the map, the bonus had little effect in increasing the score of the other two servers. It did however lower the score of the oceanic server by almost 10k.

Results:
Server1: 28047.5
Server2: 43072.5
Server3: 17544.5

Interesting right? So putting in a multiplier seems to not effect the standing as much as we would like. Its still a blowout. Even though we made PvD worth much less points it didnt really change the outcomes all that much.

So I got to thinking (well I had the idea all along, but wanted to prove it)

What if we keep the multiplier in, because it does help tamp down on the server with the most out of prime population, but we implement a bonus system.

The rules of the bonus system:
After 1 hour for Forts and Towers and 30 minutes for camps, the longer they remain uncaptured by an enemy team per 15 minute interval the more bonus points they are worth.
After 1 hour Forts accumulate 20 bonus points per tick
Towers accumulate 8
Camps accumulate 4.

Bonus points are awarded when a different team captures the keep. The capturing team is granted the bonus ‘stockpile’ of points.

The bonus points accumulate slower than the actual points awarded. So it always a benifit to hold something as long as you can, as you get more points that way.
The result?
Here it is:
Server1: 46055.5
Server2: 50759.3
Server3: 36372.9

Bam, ‘night capping’ is eliminated. Server 1 is within 4k points for a single map at the end of the week, a catchable lead.

Also this system has a second benifit, it makes it more benificial for the 2 underpopulated servers to intentionally target the winning team. as the winning teams objectives are going to be worth more points if they were holding them overnight.
The system also make sure the point system remains fair in even population matchups
Bonus amounts can be told to and updated on the map so the player can easily see them. Multiplier can be built right into the score system. (multiplier also affects the bonus award)

Also as an aside if this model would expand to all 4 maps, it would calculate on a population of 166×4. The multi system is based on total server population in all maps in wvw, not one particular map. so you cant manipulate the system by leaving one map and jumping to another. Also I would use the rolling maximum population over the last 45 mins, to prevent organized guilds from jumping to pve to score more points before enough time has passed for a server with more wvw population to retake objectives.

Below: Graphs!

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Delarme
Apathy Inc [Ai]

(edited by Draygo.9473)

An alternate scoring system. Accounting for population differences.

in WvW

Posted by: Draygo.9473

Draygo.9473

I was doing lots of busywork this past week seeing if I can improve the scoring system that would actually help outmanned servers and ran into a couple interesting problems

Currently there is no day to day published metric of player populations
Currently there is no minute by minute ownership report to know who owns what.

So I had to get busy making a model. Because I was dealing with lots of numbers and wanted the model to map out an entire week of gameplay I went to modeling a single map using a bunch of assumptions.

Assumption 1: Minimum amount of people online to take a keep is 12 (note that you can do it with less than that, i know)
Assumption 2: you need at least 5 people for a tower (to put down a ram and build it, and take the lord)
Assumption 3: You need a minimum of 2 people to take a supply camp
Assumption 4: None of the servers will ‘give up’ and will try to participate in roughly the same amount each day +/- about 10%
Assumption 5: All servers are of ‘equal skill’

Now obviously its a bit of a stretch to say that the above can be true in all cases, but for the purpose of this excercise it is.
Ok now to develop the population curves.
Server 1, is a popular US server with no significant help from outside its timezone, it gets really full during primetime
Server 2, is a less popular US server barely reaching queue at primetime, but has an oceanic presense.
Server 3, is an underpopulated server stuck in the matchup.

I wrote a model, ran the numbers and recorded possession on one borderlands map per team at 15 minute intervals. The odds that a server would take something from another server increased if they outpopped them. I recorded how long something was under one teams control.

Under anet’s scoring system the ending scores for 1 week of play were:
Server1: 28,375
Server2: 51,225
Server3: 17,840
Note that this is the cumualtive score for only one map, not including sentries.

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Delarme
Apathy Inc [Ai]