frosth.darkomenb16_ESO wrote: »I'm saying that your caps won't work because you will still end up being outnumbered either through attrition or getting ganged upon.
At best it will just slow down the effect, but it doesn't solve the issue.
People will not leave their home for a place where they would be losing.
I think locking off people from a server until more enemies join is a bad idea. It is essentially punishing anyone playing in off hours. I have had a couple nights when I am on at 4am EST and DC is at 1 bar and AD is pop locked. Requiring all of those AD players to play another campaign away from friends/guilds would only be frustrating. I have made the suggestion below in a couple of other threads and I think it would work well. Let me know what you think.
I agree that the point system is not working right now, but I do not see them getting rid of it. I think that points an alliance earn at any given time should be determined by the balance of populations.
Example:
AD/DC/EP all have 1 bar of population, then they all earn 100% of the potential points per tick.
AD has 2 bars of pop to DC and EP's 1 bar, AD earns 75% of the potential points.
DC has 3 bars of pop to AD and EP's 1 bar, DC earns 50% of the potential points.
EP is locked pop to AD and DC's 1 bar, EP earns 25% of the potential points.
If an alliance has 1 bar of pop to another alliances pop lock then I am not sure if they should be given bonuses to points, like an additional 50-100 pt "underdog bonus", or something along those lines.
I think that this would help facilitate an even distribution of the player base across two or three campaigns since being pop locked could be detrimental. Also this would not specifically target players who only play during the graveyard shift."
I think this could work well enough. It isn't perfect, but I think it would help with population balance.
Who ever nightcaps a map is still being rewarded with keeps. So when the populations start to build up, whoever nighcapped does have the strategic advantage.
frosth.darkomenb16_ESO wrote: »
The pop advantage may start at 110%, but it won't stay this way.
Admitting equal skills, 10% advantage means that the higher pop should win more often. In most case having an additional group to take on more objectives at the same time.
And as I explained, a higher total pop faction can also field a higher number of better quality players. (10% of 200 is less than 10% of 2000)
The resulting loses means that the lowest faction suffers attrition. Players get frustrated and log off. However, unless you kick players at random, the winning faction has no game related reasons to log off.
So what started as a 10% advantage will end up being much more, and getting progressively worse. Up to pop locked against 1 bar.
Agrippa_Invisus wrote: »I have a feeling that frosth may be arguing disingenuously. Either he is benefiting from the current system and doesn't want it to change significantly, or he doesn't have a grasp on the issue.
frosth.darkomenb16_ESO wrote: »
@Tintinabula....
You really need to take a step back and try to get some perspective.
Try to focus on the why rather than the what.
The issue isn't that it is possible to outnumber but that it is more profitable.
EDIT: added contents to my previous post.
At the end we may be losing a lot of the fun components just for the sake of regulating things.
Minimizing constraints - only removing what makes up an incentive to create buff campaigns - while retaining an as much unregulated playing field as possible will reap us the most rewarding game experience. And this is why I do not concur with either Frosth or Sharee. Both of their proposals put a too severly restraining corset on players.
Alternatively, it forces people to just silently quit and move to another game. Considering the effort involved in re-rolling, I consider this to be the most probable consequence.Agrippa_Invisus wrote: »Enforcing good behavior with dynamic queues will correct the issue immediately. If those players want to continue to play in their preferred campaign style they will be forced to re-roll or wait in a queue so that the campaign remains balanced population wise. The players who play in the underdog faction(s) are rewarded by smooth logins and being able to quickly find the action.
frosth.darkomenb16_ESO wrote: »The reward only works when it is personal and properly timed with the desired behaviour. And for that, it also needs to be noticeable.
I consider myself a dedicated player, I follow forums, read up on the game and try to generally be well aware of patch notes and future changes on the pts.
And this is the first time I've heard about an underdog bonus.
If I missed it, I expect a large majority of players did as well.
And just as it was the case with the target caps, some features don't have an effect on player behaviours until they are advertised/revealed to them.
The carrot that needs to be used must be visible in the UI. As loading screen tips and when you look at the campaign summary.
The game needs to show the modifiers when attacking the various factions and explain to players what they stand to gain by working for the benefit of their faction.
This sums up to the same argument you made:
To get the experience to be balanced you have to convince the players to stop all stacking into one faction for an easy win.
I also agree on the faction transferts.
Some people may enjoy only the 7 day campaigns and a free faction transfert for winning players would be the only way for them to experience these changes.
But no paying transferts, it would set a bad precedent for paying services on top of the subscription fee.
Also, it should go only one way: from dominating to underdogs.
Perhaps unlock it at the end of a campaign if the previous campaign had one faction with double the points than either one of the other factions.
The pop cap, while resolving the issue with pop imbalance immendiately, will kill the game by having casuals leave.
The pop cap, while resolving the issue with pop imbalance immendiately, will kill the game by having casuals leave.
Remember that the problem currently is not overall population, only night-time population. The caps will have no effect except during deep night. Most casuals sleep during deep night.
Casuals are not the type of player who purposely piles on to the winning side to paint a map in his color during the night. Therefore i believe few, if any, casuals would be actually impacted by these caps.
Agrippa_Invisus wrote: »frosth.darkomenb16_ESO wrote: »The reward only works when it is personal and properly timed with the desired behaviour. And for that, it also needs to be noticeable.
I consider myself a dedicated player, I follow forums, read up on the game and try to generally be well aware of patch notes and future changes on the pts.
And this is the first time I've heard about an underdog bonus.
If I missed it, I expect a large majority of players did as well.
And just as it was the case with the target caps, some features don't have an effect on player behaviours until they are advertised/revealed to them.
The carrot that needs to be used must be visible in the UI. As loading screen tips and when you look at the campaign summary.
The game needs to show the modifiers when attacking the various factions and explain to players what they stand to gain by working for the benefit of their faction.
This sums up to the same argument you made:
To get the experience to be balanced you have to convince the players to stop all stacking into one faction for an easy win.
I also agree on the faction transferts.
Some people may enjoy only the 7 day campaigns and a free faction transfert for winning players would be the only way for them to experience these changes.
But no paying transferts, it would set a bad precedent for paying services on top of the subscription fee.
Also, it should go only one way: from dominating to underdogs.
Perhaps unlock it at the end of a campaign if the previous campaign had one faction with double the points than either one of the other factions.
Just to quickly address --
Yes, there are low population and low score bonuses already implemented in the scoring for factions on the Alliance War scoreboard. It takes a bit of sampling before the system automatically implements them.
If, for instance, a huuuuuuuge raid of DCs came in and flattened Haderus, turning it blue, they'd get a monstrously large PPH (Points per Hour) due to receiving the low points score bonus (but since Haderus is usualy 1 bar across the board, as it's dead, the system samples it as 'balanced' so they wouldn't get the low population bonus). This would last for as long as they hold the map or until the scores start to get close.
It takes a lot of imbalance for the "Low Population" bonus to kick in, and if there's any point where the populations are close to the same, it won't show up. It's very finicky.
These bonuses have been in since the start and have been utterly ineffective.
In this aspect I tend to agree with Frosth's point of view that even a small, dedicated 10-player-team will be able to color the map, PvDoor is not that difficult. This means that I doubt the efficiency of a player cap in regards to preventing biased campaigns.Agrippa_Invisus wrote: »Exactly. During prime time, when the triple locks are achieved -- the queues are no different than the status quo.Remember that the problem currently is not overall population, only night-time population. The caps will have no effect except during deep night. Most casuals sleep during deep night....
Casuals are not the type of player who purposely piles on to the winning side to paint a map in his color during the night. Therefore i believe few, if any, casuals would be actually impacted by these caps.
During off hours, when the two underdog factions die down population wise, the more populous faction also stops replacing its numbers as people start hitting the queue wall.