Ok I finally had time to read through this all, and can comment.
A lot of NA moved to get fights. Problem is as soon as a fight tier server started to lose and lose repeatedly, they’d flee into another server when they lost pug morale for losing the week. This leads to a crash of one and ultimately an escalation of another. It ends up disrupted again, and people yet again move around to try and find a good place to WvW and fight. People leave with the cost of moving and general fragmentation, and a lot of the guilds just end up relocating to T1 because they’re sick of moving. It’s why there’s a lot of volatility in the top half of NA, but none in the bottom; people jump ship a lot to fight in the upper tiers, but never move downward because it’s just so unbelievably boring.
The thing is, while I can appreciate that you enjoy having fights and have moved for such (and a lot of EU gvg guilds have done the same), there’s still folks who enjoy non-blobby fights and smallscale activity. One shoe doesn’t fit everyone.
NA T1 is an odd beast. I played there for a while, I know that the bulk of what happens is politics more than gameplay — and I guess in a sense that’s part of the gameplay too. The problem with that, and I do hear you on people getting tired of transferring, is how it affects everything below it.
I guess I just look at how things are in EU (and they’re not perfect either), and wish that variety for NA. I mean if EU players could collectively move around and “quasi balance” an entire system, surely it’s within the capabilities of all players?
Perhaps I can’t speak for EU. I was operating on assumption that people would prefer to stay on the server they’re on for community rather than just for fights. If people only want fights, there’s no reason to care about server because the name is arbitrary, and such a proposed system (below) would end up yielding way more action while simultaneously preserving community.
I moved to EU about two years ago. Aside from a one-month stint on another server, I’ve stuck with Piken. Those moving servers are predominantly the gvg guilds, and they don’t care about what language is spoken. At core there’s a unique identity for each server and its subsequent community. I prefer to stay on a server for community, but I know I’m not alone in that regard either.
People should be willing to scout to benefit their team, particularly if it benefits them. If you’re on the same side, there’s not much of a reason to actively avoid divulging information about the common enemy to others, even if you don’t know exactly who they are. Dunno, maybe the culture is hugely different, but transfers on all of the servers I’ve been on have always been welcomed and given information about TS and assisted pretty readily by the top dogs to help a win. Not really much of a difference here. Guilds can transfer out the next week just as being rotated can.
Here’s where you and I disagree. I spend the bulk of my time as a scout. Those of us who do it are pretty passionate about it. We cultivate relationships, work between guilds, and organize maps to benefit everyone. Often coordinating all four maps for the server.
But that takes time to develop and curate. And create trust.
Absolutely most maps want people calling out info. But if those call outs are ignored because “oh we don’t know that person, they could just be calling for five people attacking” — then eventually the good scouts are going to get frustrated and just stop doing that job. I mean why continue to do rewardless work if your work is being largely ignored?
If I spend the bulk of my time in WvW doing that rewardless scouting duty, you better kitten well come when I call out an attack incoming. I know what I’m doing that way, but you don’t know me — we just got shoved into a map together for the week. So do you trust the person yelling out the call, or do you trust your own judgement and just plow ahead fighting?
Nine times out of 10, you’ll plow ahead fighting and ignore the scout call out. Soon, the scouts just stop doing it.
- Basically, all servers stay as they are. Everyone has a home server, just as it is now.
- Glicko rating and tiers are removed altogether.
- “Alliances” are created for each color currently in WvW, and the matchmaking system selects servers based on a set of data to determine the most “balanced” match-up by allocating each server to a color. Multiple servers fight for one color for the week on the same team color as like in EoTM.
Because of rotation, that means that you don’t know who you’re going to be grouped with, nor does it take into account overflow maps, making getting the regulars onto the same map is problematic.
Even if the matchmaking service calculated balance, this will be fine for variable matches in EU, but will return to the stagnant tiers in NA because of players stacking — one elephant in the room is that T1 servers are significantly bigger than the ones below. So no matter who they’re paired with, you’ll still get the same surplus bodies issue.
I love that you stick with your server, I’m just trying to suss out the potential problems. I also get that you’re trying to address population issues, particularly for the lower tiers.
If you could come up with a solution that would guarantee no overflow maps where your team is scattered, I wouldn’t be opposed to this idea.
- At the end of the week or near the end of the week, data from the past 7 days is compiled and applied to a function to determine each server’s capabilities under various scopes; coverage, population, guilds, commanders, peak times, etc.
- The function using a certain amount of past data weighted against what occurred in the previous week updates performance measures of each individual server.
I guess you’re assuming that the data will be variable since different servers are grouped together? How do you crunch data to include the steady stat sink of T1? I guess I’m wondering how it will vary if this is essentially just having one tier, but mixing up the different servers. (If I’m misunderstanding, please clear it for me, I’m assuming this is just one gigantic tier?)
- Some servers are chosen at random to generate the next base match-up, and a matchmaking system using the performance metrics just calculated attempts to make an optimal decision of how to allocate the servers in the “fairest” distribution. Random base servers means that the distribution can change weekly, such as one week where all of the highest-scoring servers might be allied against a split of the rest of the game combined, or another where the split is relatively even by performance across all three.
Again, if you could clarify how set teams could get on the same map every week and not be subject to overflow, then I could see the benefit of a system like this — it gets more bodies on the map. Also, how do we address those players who don’t like the big blobby maps? There’s a good chunk of that kind of player too.
- Maps need adjustments not to be fully instanced like EoTM to ensure players can move where they want to.
Aha! I needed to scroll down ><
Ok but how do you prevent one map from being let’s say “more popular” than another? (ie, stacking in T1). Surely there will be map caps?
- Server chat and server-specific commander tags are created to prevent spying issues and maintain server integrity/identity within communities. Server Ally Joe will always be using his server tag to command your pugs or might work with some other servers and run a general pug tag on a particularly intense night. A havoc guild might interact with another on a different server which has a community that doesn’t promote havoc, say, or people meet across servers and end up friendly, causing people to now only move for community reasons instead of stacking servers for wins, because next process the system assigns a new random spread of base servers causing a constant change in alliances and therefore preventing stacking from being done.
This is interesting. A good idea.
Server identity is much more about internal community than just winning, and now the lowest of “T8” have action-packed maps to enjoy while “T1” might get some hefty GvG or retaliation from a coalition of smaller guilds. You now also end up with fewer servers “on the fence” of two distinct tiers, where they dominate below but get dominated above, for they have additional support and vice versa.
Ok now I’m confused again, lol. From what you described above, it would just be one big tier, but now above/below? You mean first second third spot in that mono-tier?
- Additionally, if WvW booms beyond this point such that it causes population inflation, these can be factored into breaking the setup down into additional alliances running independently while balancing each out separately and sharing the same pool of servers.
No, I’d hate this. Anything that can be gamed will be gamed. It’s why servers are the better option to begin with — it’s inclusive and unbiased and not subject to “I’m going to take my ball and go home” behaviour. Y’know?
The only concern is map instances, but I think these could be resolved by just again having the system scale expected player numbers at any given time to generate more maps if necessary before the week’s battle begins.
Well the implications are more than just scaling. If instances are used and fill up, they aren’t any different from the existing server tiers that are stuck and stagnant (in NA). It also means that you can’t get onto the same map as people you’ve played with for three years — or worse for guilds, you cannot get all your guildies into the same map.
Most of the guild movement in EU to spread out was because of queues. EU’s I guess are less patient than NA players, and cannot stand queues. They will literally move to a silver server (sometimes bronze) just to get everyone onto the same map and fight. It’s why things spread out so much in EU.
Put up queues and you’ll lose a ton of EU players. They’ll just head out to their nice restaurants and pubs and have a life instead
Hope that helps explain things a bit better.
It did, thank you!
Hope my comments are fodder for further dialogue.
L’enfer, c’est les autres