sixpence

Cap timers and AO's

36 posts in this topic

1 hour ago, saronin said:

The mistakes of the past.  They will just be repeated.  Idiotic features like ridiculously loud trucks were added to combat this one time zone.  The new CRS will venture down that road as well.  Implementing asinine stuff that all time zones get to put up with just have the appearance of balance in time zone 3.

Oh master of gaming knowledge please join the CRS team and tell everyone how it should be done.....

Your like that parent in the stands that tells the coach what plays to run and hasn't even shown up to watch their kids practice once...:o

Share this post


Link to post
Share on other sites
9 hours ago, malvoc said:

The problem with this game right now on allied side is no one listens they don't want to take orders or play as a team I tried to do a co-op last night and no one would listen I told them don't run into town yet it will just make axis defend harder but every person who spawned  ran right in and were in cps before we could even cap 1 at a time like lemmings and they died every time then are spawn was found out before we could even do anything.............

There has to be a leader and followers not just random people running around shooting anything they see. Sometimes its better to not be seen or shoot at that at gun ect... if you want to cap the only way is TEAMWORK!!!!

Malvoc out.....

Yeah, have noticed that, people running around not knowing where to go. Again, here is where discord fails, can't get new people on it. An in game voice comm would help a lot as they could just tune in to a channel and listen...they would catch on faster and know where to go. They are to busy trying to figure out other things to be reading or typing chat, they want to learn on the move.

Share this post


Link to post
Share on other sites
36 minutes ago, Pittpete said:

Oh master of gaming knowledge please join the CRS team and tell everyone how it should be done.....

Your like that parent in the stands that tells the coach what plays to run and hasn't even shown up to watch their kids practice once...:o

Ok mini DOC. 

Share this post


Link to post
Share on other sites
22 hours ago, pbveteran said:

How about we test first the current changes then we consider if it works or what needs changing.

Think this is a good step in the case of the OP side you can always coordinate and use teamwork you will have more numbers so in theory you still will have an advantage.

Eggzactly!

Switching things around every campaign is not a test and will never return valid data.... let's play a few with this setting and learn from it

1 person likes this

Share this post


Link to post
Share on other sites
On 2/22/2018 at 7:28 PM, delems said:

*** test first the current changes

Doesn't apply, because the current changes have nothing to do with cap times;  they have to do with variable cap times for under/over pop.

Not the base cap times if even pop.  That is why.

The base case takes to long, 5 min for 1 capper is excruciatingly long.

Agree to test out the variable capture times, but the base case ( i.e. even sides) has capture times that are too long.

 

Does apply

If we alter the base timer AFTER we add a modifier to it, there is no way to tell if the modifier had an effect or the base time had an effect.  

Always make 1 Change - that way it can be validated/repudiated compared to previous results.  If more than 1 change is made, there's no way of telling which change had an effect. 

2 people like this

Share this post


Link to post
Share on other sites

Testing is great but one of you guys should be able to see that making pop-based capture penalties/buffs is going to clobber the side that is less efficient with pop and has fewer skilled players. That's usually the underpop rather than the overpop team.

 

You also haven't defined what "working" is. So when you get the capture timers "working" will be when the map doesn't move outside US or EU prime? Because buffing defense and especially tank-heavy defense like you are doing is going to make it even harder to capture towns during the limited prime time. The map already moves during TZ3 because defender is too strong for prime time population levels to make moves.

Edited by david01

Share this post


Link to post
Share on other sites

working = flows/moves at comparable rates and mannerisms during all time zones.  Sometimes it'll be stagnant, some times it'll mean huge cuts, but on balance rate of town captures should be essentially equal.

As for efficient player-bases - that changes hourly - so on balance one player-base is as efficient as the other. 

Starting with a time modifier that is based on the difference between population is the logical place to start.  We will observe the results from the players that login and play, then re-assess and adjust it. 

  

Share this post


Link to post
Share on other sites
1 hour ago, B2K said:

As for efficient player-bases - that changes hourly - so on balance one player-base is as efficient as the other.

No that's total nonsense. One side gets rolling and tends to stay rolling and play longer, while the other tends to log off. If the map is a mess the underpop team has fewer vets and fewer HC to organize. And the underpop that's on the back foot is usually the ones with the bolt-actions and lots of infantry while the overpop team has tanks and autos. Since the game counts every player equally, once one team does break they're going to get crushed and are never going to be able to get off of defense.

 

The main reason why you have unequal captures between time zones is that defense is way too strong for any of the prime time populations to capture a town, and your longer capture timers have made the initial defense easier. So the only real map movement happens now when one side has no HC coverage or literally ten players online. I'm not sure if there have been more than a few hardcaps over the past 24hrs and the AO success % has got to be in the single digits.

Share this post


Link to post
Share on other sites
On 24/02/2018 at 6:52 AM, david01 said:

 

The main reason why you have unequal captures between time zones is that defense is way too strong for any of the prime time populations to capture a town, and your longer capture timers have made the initial defense easier. So the only real map movement happens now when one side has no HC coverage or literally ten players online. I'm not sure if there have been more than a few hardcaps over the past 24hrs and the AO success % has got to be in the single digits.

True but in this case a good player on the underpop side not in prime time could disrupt more and the capture would also happen slower with these current changes, the question is how much? with past settings a map could be unrecognizable in a day after the prime time.

As you mention the other side of the coin that this won't address is the stagnation of the map on primetime, map movements would be still be decided by the players that stay the  longest playing past prime time and did not log out.

That's why you have to promote more map movements when there is more players in game and less when there are few, that's root of the problem and what a solution(s) has to address.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.