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Updates to "fix the pop. imbalance" convo?

in WvW

Posted by: makken.1754

makken.1754

The solution is easy:

(…)

That is the function in C code that fixes the problem. If queue times become long then people transfer to the lower WvW pop servers…and it all spreads out.

For this to have taken so long is really hard to understand.

Thanks

That is a VERY bad solution.
Not only people don’t wanna spend the 800 gems on transfers, there is also the server pride to consider, you know, for the people that don’t just jump on the most packet server to outnumber the enemy 3 to 1 and “win”?

A much better solution than that would be dynamic limits on the maps that would climb up and down according to the server with the least presence.

You could have a lowest limit of 15, for example, just so no one server can lock everyone out of one map, as if that was even possible.
Then after that have the limit dynamically increased or reduced depending the side with the lowest presence +5, for example.

Server A has 27 people in?
Limit for servers B and C is 32.

Server B suddenly goes away in mass leaving only 18 people behind?
New cap for the map is 23, server C might still have 32 people in at this point, but no on else will be allowed in even when they start going away until they dip bellow the limit.

Server A disappears leaving only 4 behind? Map limit of 15 for the others.

Is there room to exploit this? Frankly no, if you think you can control everyone in a server you have another thing coming, people do as they please, try to boycott telling everyone not to go there and see what that gets you.

With a dynamic population cap you would effectively be fighting with even numbers all the time, which is ultimately what people want, except the ones that play around the fact they can outnumber the enemy 3, 4 or 5 to 1 and call that “winning”.

Huh? You call the quoted solution “very bad,” then go on to suggest a solution that is the exact same thing as the “very bad” one?

PPK needs changes

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Posted by: makken.1754

makken.1754

I don’t see how #1 would fix that issue—in fact, I think that Change would make it even worst. Now server 3 can wait on the sidelines while server 1 and 2 engages, wait until one side gets low or singled, then immediately push in to take the killing blow, and not only get the ppk point, but also deprive the server that actually deserved the point of it.

I think, in light of the ppk change, bloodlust needs a complete reworking, not just a rebalancing.

An Idea to tone down 2v1 and slow down KTrain

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Posted by: makken.1754

makken.1754

“Hey, server #2, we just capped server #3’s garri. Let’s send a few people to flip it every 4 mins to reduce our counters and keep RI up to prevent server #3 from ever capping it back.”