frosth.darkomenb16_ESO wrote: »You can't force players to do anything. They don't react well to that.
Just see the storm that came about when they anounced the vr14 raise which doesn't even force them to switch gear.
They just felt forced, and reacted accordingly. Do not expect rationality.
The balance will happen if you sugar coat it and pat them on the back for doing the right thing, not by punishing them until they behave.
Punishment works when there are no escapes. In our case, there is: loging off.
Solving overall population balance will mean that hopeless number disadvantages won't happen. Sure, sometimes there will be some differences, but it will only be temporary and it would mean more gains for those facing it.
Tintinabula wrote: »So..today AD thinks that the campaign is about camping gates lol Ill go do something else. A week from now they'll have no one to camp at the gates.
All these issues have occurred in other games. Chronic faction imbalance is a game killer. Some solutions work, others do not.
Dynamic caps are not a complete solution, but one measure that would help.
Limiting the total number of campaigns is another important strategy... unfortunately human nature is factions will tend to sort into campaigns they are winning over time, and if you have adequate capacity for the entire active player base across 3 servers, you will most likely end-up with 3 monochromatic campaigns.
In the end, it really boils down to incentives: Players should be rewarded for succeeding in play against opposition. Rewarding PVDoor is bad. Forcing players to sit in a queue if they want to pile in on a campaign that is already tilted heavily in favor of one faction is a GOOD thing.
Maybe we could pair dynamic caps with dynamic campaign switch costs -- flipping to a server where your faction is chronically outmatched is free, switching to a server where your faction frequently has the largest queues should be VERY costly.
All I really know is that Warhammer, the closest recent analog had all these issues. People, on average, try to pile on to the winning side; but at the same time people quickly get bored of one-sided play. "Forcing" players to play in competitive campaigns -- particularly if they are on the losing side -- is unfortunately critical to the overall game working.
Rune_Relic wrote: »Rune_Relic wrote: »Problem is 1000 EP and 100 AD and 100 DC.....where do you put the remaining 900 EP. Do they just sit in a queue forever ?
Rofl, on Thornblade the 30 days NA server its AD that is 100% constantly filled and EP and DC who are mostly 2 bars and being facerolled by the giant night crew of skills from AD
frosth.darkomenb16_ESO wrote: »@Sharee well, in the context of your idea, 10% was good.
You do need some margin to decide who's the smallest faction.
It's sort of a be damned if you do, be damned if you don't.
That's the thing, we can't use tools like those available to fps servers. We can't do auto team balance or pop caps because our characters are faction locked and there is persistence in between rounds.
We can't operate at an "online" population level.
We have to work on a "total" population level.
For that, we need to fix the core imbalance sources, remove the feedback loops and add relevant catch up mechanics. Give incentives to team up on the current winner and not rage quit the faction.
And then, once the game is "fixed", delete all the campaigns. Or at least detatch all players from the current ones and reset them.
Then let people pick a campaign again but advertize the amount of "homed" players rather than the current online players. Also advertize the advantages of joining a balanced server added in the "fix". Appeal to individual players' greed: "You will earn more here" through a recommended campaign system.
You should never doubt human greed, but if you really want to be certain, you can add a 50% sliding cap here with a queue. But it wouldn't kick in unless one faction has overall more members.
@Rune_Relic
We shouldn't force players to do anything. We actually cannot, they'll rage at the slight feeling of being forced.
What we can do is give options with pros and cons and let them decide for themselves. You can hide one option that is superior and make them reach that conclusion on their own and be satisfied with their illusion of choice with results very similar to forcing.
You can place incentives for them to ally against the winner, and most will do it.
I don't think more npcs is a viable solution. It is artificial and takes away from the sandbox nature of Cyrodiil. Not to mention, hard to balance. Either they'll be too weaj or too strong compared to players.
frosth.darkomenb16_ESO wrote: »Read again. I'm in this thread solely to suggest alternatives and to explaine how flawed queues are.
This isn't a binary choice. It's not queues or imbalanced fights.
You can give incentives for factions to be balanced at their core, and you'd never need caps or npcs.
As to why npcs would be hard to balance, this isn't a moba.
The campaigns run 24/7, and people will have to deal with them most of the time so they'll be the bulk of the "PvP". In this, it is crucial to get the balance right.
If they are too weak, they can't adequately represent a player slot, they'd get stomped all the time. Basicaly making them wasted cpu.
If they are too strong, they'd overshadow players, making fights more about killstealing the npcs' targets rather than doing the fight ourselves.
Even if they are balanced to the average strength of a player, they still aren't an element in player control. It would lead to victories decided by random factors rather than player agenda. (the chaos of war isn't random)
And finally, what is balanced at 2pm may not be balanced at 2am.
In short, that's a lot of efforts to address what is just a symptom without addressing the actual problem.
frosth.darkomenb16_ESO wrote: »The point of compensation isn't to reward losing but to encourage wining by fighting.
@Rune_Relic
We've had that discussion. Don't penalize the player, penalize the faction. Personal AP gain and therefore "worthy" rewards and rank advance stays the same no matter how the pop distribution is.
You will get pvp bonuses if you fight players. If you fight robots or doors, you don't get them. The individual will not be punished except if he is used to reap the bonuses from PvDoor. And in that case it is deserved punishment.
The only thing that will alleviate this is making it useless to pile up on one faction because it gives no rewards.
Very true.When you give people the option to either lose, or win with no rewards, they will still choose the latter.
[...](people have already the possibility to reroll a lower pop faction or lower pop campaign - they don't use this option, they either wait & complain or leave, whether the game or pvp doesn't matter) [...] Pop caps will result in player loss. Whether the player loss is substantial or not and whether it is large enough to kill pvp or not[...]
frosth.darkomenb16_ESO wrote: »Have faith in human greed and irrationality.
Rune_Relic wrote: »frosth.darkomenb16_ESO wrote: »Have faith in human greed and irrationality.
I am a believer...amen lol.
They still wont win when outnumbered 3:1
@Rune_RelicRune_Relic wrote: »I will stop turn the map red/blue/yellow vs I will get more AP. Is it not a fracture of physical reality on the ground vs virtual reality on the scoreboard ? What exactly does the meaning of WIN become ?