The pop cap for each faction is not the maximum the server can handle. It is 1/3 of that (well, assuming the server were able to handle 3 full factions ...).
If the cap is 100 for each faction, it means the server can handle up to 300 players. So accoding to your argumentation it isn't ok that faction A can't get more players than 100 when the server limit (300) isn't reached yet, because the other factions aren't full.
The purpose of the population caps isn't just to limit the server strain. Because if that would be the case, there would be no need for individual faction caps. Those caps are already used to balance numbers. The problem is that it only works at times of near full population. Dynamic caps would change this already existing mechanism to work at all times.
VaranisArano wrote: »I'm not fine with faction A being at, say 70 players, well below the max pop for their faction, and having a queue because Faction B only has, say, 40 players. There's no server performance reason why Faction A cant have 30 more players log on. There's only the desire to enforce semi-equal numbers on the different factions causing that.
VaranisArano wrote: »I'm not fine with faction A being at, say 70 players, well below the max pop for their faction, and having a queue because Faction B only has, say, 40 players. There's no server performance reason why Faction A cant have 30 more players log on. There's only the desire to enforce semi-equal numbers on the different factions causing that.
When faction A has 100 players and a queue of 30 and Faction B and C have 50 each there is no server performance reason why those 30 players from faction A, who are waiting in a queue, can't play. For performance it doesn't matter if those 100 missing players come from faction A or B or C. The only reason for individual population caps is population balance, it has absolutely nothing to do with server performance.
VaranisArano wrote: »At max population, all the teams should have the same max number of players within the number permitted by the server performance.
VaranisArano wrote: »At max population, all the teams should have the same max number of players within the number permitted by the server performance.
Why should factions have the same population only on a full server but not on an empty one? Doesn't make sense at all. Either faction balance is something that is desireable at all times or it is not relevant no matter the overall population. In the latter case there is no reason to force players to wait in a queue before the total server limit is reached.
VaranisArano wrote: »Now, as for what we are actually arguing about, the difference is that I think having a situation where at 99 A/ 30 B/ 30 C there is still one more spot for a player from faction A, and you think that dynamic poplocks should have kicked in well before that point, preventing X number of players on faction A from playing for their faction until faction B and C have a greater population.
VaranisArano wrote: »Now, as for what we are actually arguing about, the difference is that I think having a situation where at 99 A/ 30 B/ 30 C there is still one more spot for a player from faction A, and you think that dynamic poplocks should have kicked in well before that point, preventing X number of players on faction A from playing for their faction until faction B and C have a greater population.
Dude, think about it.
Your mind is too stuck with the current population numbers. You think, "if we have a 99/30/30, and enable dynamic caps, i won't be able to get in for a long time!"
But if the dynamic pop caps are real, we won't have a 99/30/30 in the firstplace! Instead, you will see a 50/50/50 split, and you won't have to wait until faction B and C have a greater population, because they already do!
VaranisArano wrote: »Now, as for what we are actually arguing about, the difference is that I think having a situation where at 99 A/ 30 B/ 30 C there is still one more spot for a player from faction A, and you think that dynamic poplocks should have kicked in well before that point, preventing X number of players on faction A from playing for their faction until faction B and C have a greater population.
Dude, think about it.
Your mind is too stuck with the current population numbers. You think, "if we have a 99/30/30, and enable dynamic caps, i won't be able to get in for a long time!"
But if the dynamic pop caps are real, we won't have a 99/30/30 in the firstplace! Instead, you will see a 50/50/50 split, and you won't have to wait until faction B and C have a greater population, because they already do!
VaranisArano wrote: »Since I'm a faction loyalist, I'm not going to swap factions because of a queue. But now I've got a queue, well below the server limitation of max population (100 players or whatever) and I have to wait to play until some uncertain time when the enemy players log on or enough people swap faction and the dynamic poplock lets me in.
VaranisArano wrote: »
A 50/50/50 split could happen, but that seems more likely in a gym class where everyone picks 1 player at a time for their team. In a game where some players are faction loyal and others are willing to be cross faction, dynamic poplock basically relies on there being enough cross faction players willing to swap to the low pop factions so that the faction loyalists don't have to wait that long in queue (when under the current system, no one has to wait in queue until full faction poplock.)
I admire what you are trying to accomplish, I just don't see it always working out the way you are intending. I am dead against any mechanism which forces, coerces, or entices faction swapping which this does.
I admire what you are trying to accomplish, I just don't see it always working out the way you are intending. I am dead against any mechanism which forces, coerces, or entices faction swapping which this does.
Oh come on.
"Leave your original faction, and swap to AD instead, we have a HUGE zerg in the morning while the enemies sleep - outnumber your enemies 20 to 1 and reap the easy AP!"
How much do you think that entices faction swapping?
Remove this huge motivation to faction swap (by enforcing equal populations) and people will start playing for the side they actually like.
I admire what you are trying to accomplish, I just don't see it always working out the way you are intending. I am dead against any mechanism which forces, coerces, or entices faction swapping which this does.
Oh come on.
"Leave your original faction, and swap to AD instead, we have a HUGE zerg in the morning while the enemies sleep - outnumber your enemies 20 to 1 and reap the easy AP!"
How much do you think that entices faction swapping?
Remove this huge motivation to faction swap (by enforcing equal populations) and people will start playing for the side they actually like.
I am against the way it is working now as well if that is what you are wondering. I think there are other ways to fix the issues at present and that a a dynamic faction lock is actually a giant step in the WRONG direction from where we are at now. It goes from enticing to forcing players to alliance swap. That is the wrong direction.
I admire what you are trying to accomplish, I just don't see it always working out the way you are intending. I am dead against any mechanism which forces, coerces, or entices faction swapping which this does.
Oh come on.
"Leave your original faction, and swap to AD instead, we have a HUGE zerg in the morning while the enemies sleep - outnumber your enemies 20 to 1 and reap the easy AP!"
How much do you think that entices faction swapping?
Remove this huge motivation to faction swap (by enforcing equal populations) and people will start playing for the side they actually like.
I am against the way it is working now as well if that is what you are wondering. I think there are other ways to fix the issues at present and that a a dynamic faction lock is actually a giant step in the WRONG direction from where we are at now. It goes from enticing to forcing players to alliance swap. That is the wrong direction.
The factions are roughly equal in popularity.
Which means if there is a huge population imbalance in a campaign, it is caused by players leaving their alliances and swapping to the overpopulated side. In other words, they are already swapped.
Dynamic faction lock thus does not force them to swap (they already are), but to return to their original factions.
You are in that boat right now because of bandwagon players, yes. But those bandwagoners are only there because its the path of least resistance to get AP.VaranisArano wrote: »I admire what you are trying to accomplish, I just don't see it always working out the way you are intending. I am dead against any mechanism which forces, coerces, or entices faction swapping which this does.
Oh come on.
"Leave your original faction, and swap to AD instead, we have a HUGE zerg in the morning while the enemies sleep - outnumber your enemies 20 to 1 and reap the easy AP!"
How much do you think that entices faction swapping?
Remove this huge motivation to faction swap (by enforcing equal populations) and people will start playing for the side they actually like.
I am against the way it is working now as well if that is what you are wondering. I think there are other ways to fix the issues at present and that a a dynamic faction lock is actually a giant step in the WRONG direction from where we are at now. It goes from enticing to forcing players to alliance swap. That is the wrong direction.
The factions are roughly equal in popularity.
Which means if there is a huge population imbalance in a campaign, it is caused by players leaving their alliances and swapping to the overpopulated side. In other words, they are already swapped.
Dynamic faction lock thus does not force them to swap (they already are), but to return to their original factions.
Unless their original faction happens to be the one with the high enough population at the moment to have a queue. Then it encourages them to swap faction to avoid a queue. Anyone who's faction loyal to that faction has to wait in queue. I'm sort of in that boat right now, since the faction I've played for a year and a half now, win and lose, is the faction that's currently dominant and thus gets a bunch of bandwagon players.
Dynamic poplocks ensure your alliance doesn't have a queue, precisely because the other alliances won't have a relatively lower population anymore (where did those bandwagoners go? - exactly.)VaranisArano wrote: »In contrast, dynamic poplocks encourage alliance loyalty only when your alliance doesn't have a queue because the other alliances have a relatively lower population.
You are in that boat right now because of bandwagon players, yes. But those bandwagoners are only there because its the path of least resistance to get AP.VaranisArano wrote: »I admire what you are trying to accomplish, I just don't see it always working out the way you are intending. I am dead against any mechanism which forces, coerces, or entices faction swapping which this does.
Oh come on.
"Leave your original faction, and swap to AD instead, we have a HUGE zerg in the morning while the enemies sleep - outnumber your enemies 20 to 1 and reap the easy AP!"
How much do you think that entices faction swapping?
Remove this huge motivation to faction swap (by enforcing equal populations) and people will start playing for the side they actually like.
I am against the way it is working now as well if that is what you are wondering. I think there are other ways to fix the issues at present and that a a dynamic faction lock is actually a giant step in the WRONG direction from where we are at now. It goes from enticing to forcing players to alliance swap. That is the wrong direction.
The factions are roughly equal in popularity.
Which means if there is a huge population imbalance in a campaign, it is caused by players leaving their alliances and swapping to the overpopulated side. In other words, they are already swapped.
Dynamic faction lock thus does not force them to swap (they already are), but to return to their original factions.
Unless their original faction happens to be the one with the high enough population at the moment to have a queue. Then it encourages them to swap faction to avoid a queue. Anyone who's faction loyal to that faction has to wait in queue. I'm sort of in that boat right now, since the faction I've played for a year and a half now, win and lose, is the faction that's currently dominant and thus gets a bunch of bandwagon players.
With dynamic caps, they will no longer be there because their reason for being there will be gone. And thus you won't be in that boat any more. You won't be encouraged to swap faction because you wont have a queue because all those bandwagoners will be queueing against you instead of with you.Dynamic poplocks ensure your alliance doesn't have a queue, precisely because the other alliances won't have a relatively lower population anymore (where did those bandwagoners go? - exactly.)VaranisArano wrote: »In contrast, dynamic poplocks encourage alliance loyalty only when your alliance doesn't have a queue because the other alliances have a relatively lower population.
To put this into numbers:
Currently you have 30/30/30 faction loyal players, and 60 bandwagoners who all join first faction, resulting in a 90/30/30 fight (that soon turns into a 90/0/0 as people get disgusted).
With dynamic caps, the bandwagoners have no reason to all join the first faction anymore(no outnumbering opposition, just a long queue), and will go back to their home factions(or else just do what's best for them this time), resulting in a 50/50/50 split. No-one has queues, challenging fights, everyone's happy.
VaranisArano wrote: »
In that situation, I log on in the morning as a faction loyalist for faction A and the faction split is 33/25/15. I've got a queue, because faction A can't have more players online until faction B and C get enough players for all of us to roll over to that 2nd bar of population. Any bandwagon player who's willing to faction swap will look at the queue on their faction A toon, and swap to faction B or C, but I still have to wait in queue until enough bandwagon players swap or enough faction B and C loyalists swap in order to fill up the bars to roll over to our 2nd bar of pop, whereupon I (and anyone behind me in queue up to 33 more players) can play in Cyrodiil.
VaranisArano wrote: »
In that situation, I log on in the morning as a faction loyalist for faction A and the faction split is 33/25/15. I've got a queue, because faction A can't have more players online until faction B and C get enough players for all of us to roll over to that 2nd bar of population. Any bandwagon player who's willing to faction swap will look at the queue on their faction A toon, and swap to faction B or C, but I still have to wait in queue until enough bandwagon players swap or enough faction B and C loyalists swap in order to fill up the bars to roll over to our 2nd bar of pop, whereupon I (and anyone behind me in queue up to 33 more players) can play in Cyrodiil.
My original solution was simpler(posted somewhere years ago): no "cutoffs" for caps, instead whenever a player queues for cyrodiil, the game checks if allowing him in would create a population imbalance that would exceed a certain leeway (like, 10%), and only allows him in if the answer is negative.
That means your 33/25/15 situation would never happen - since the lowest is 15, and only a 10% (rounded up) margin is allowed, the highest population any other faction is allowed to have is 17.
What's the difference from your example: In your example, your faction is at 33, and you won't be let in until other factions reach 33 too, which means you need 26 enemy players to join the game before it lets you play. With my system, you only need a couple of enemy players to join the other side for your cap to be increased(and more players let in), since the cap moves smoothly up with each individual who joins.
But, that's really up to the devs to create a system that is most balanced while minimizing the downsides. We can not solve the technical details, since there might be internal factors we are not aware of. Our role as players is just to let them know 60 vs 12 battles are not fun.
Well, it doesn't need to be 10%. Even if the system would allow lets say 50% differences, it would be an improvement already.
VaranisArano wrote: »P.S. SO MUCH MATH. I'm sorry!