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How To Stop The Last 60Min Zerg


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#21 Mordin Ashe

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Posted 04 January 2015 - 03:51 AM

I would go with counting total victories for each side and when ceasefire happens the side with more wins gets the planet. PGI could keep the current sector system to determine who is attacking and who is defending but dependance on sectors will always cause problems.

Or Liams idea, that seems solid as well.

More sectors? You can have 100 of them, it will not change a thing on the fact that part of community gets left out.

#22 Lily from animove

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Posted 04 January 2015 - 06:41 AM

View PostNicolai Kabrinsky, on 03 January 2015 - 06:41 AM, said:

Instead of 15 drop zones, make it 50. It won't look as good in the UI as the 15 big squares, but it has two advantages:
  • It makes it impossibe for small units to grab a planet in the last 60 minutes. You either have to keep fighting for a long time or involve a LOT of people.
  • It makes it harder to conquer planets. Getting enough victories to flip a planet will be a major accomplishment, which means factions like FRR and Liao won't get wiped out in a few weeks.



this I think, i said it earlier that planets need more points to be grabbed, this way more than just the last matches do count that a single unit with maybe 30 member can make easily a one unit show in the last hour.

better would be counting all battles and offering more planets on faction borders that are very long. thsi way focus spreads and poeple have more choices.

Edited by Lily from animove, 04 January 2015 - 06:42 AM.


#23 Tristan Winter

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Posted 04 January 2015 - 08:41 AM

View PostLily from animove, on 04 January 2015 - 06:41 AM, said:

this I think, i said it earlier that planets need more points to be grabbed, this way more than just the last matches do count that a single unit with maybe 30 member can make easily a one unit show in the last hour.
better would be counting all battles and offering more planets on faction borders that are very long. thsi way focus spreads and poeple have more choices.

Having thought about it, another option would be to make it 30 zones and then require 20 victories to flip it. So the defenders would only need 11 victories to retain their planet, while attackers would need 20. This would make it easier for smaller factions to defend from zombie zerg rushes and auto-wins, while making it harder for small units to flip whole planets just before the time runs out.

Defending should be easier than attacking anyway. Makes sense.

#24 -Natural Selection-

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Posted 04 January 2015 - 09:17 AM

5 cease fires per day. Each time period represents a capture or defend. 3/5 attack win phases during the 34 hours takes planet. 3/5 defense points saves it.

So basically the same as now, but during 5 segments.

The only issue is that NA and EU make u the majority of the player base. So anything outside those primes is a crap shoot as to how it will end up and basically left in the hands of pugs.

#25 Big Tin Man

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Posted 04 January 2015 - 10:13 AM

I've written on this before, but my 2 space bucks:

More territory to capture. 11 was way too low, 15 still feels low, maybe 21 to 31 is right?

Variable attack windows. A unique ceasefire clock for each planet with battles lasting 18, 24, 30, 36 hours. Would solve NA vs. EU prime time issues, and make important planets feel more important. Would also help west coast US play more, since killing cw for the night at 8 pm stinks.

A 'next available drop ' solo/small group queue for groups under 4. This would make more fights a reality and boost the player base.

#26 Tiger 6

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Posted 04 January 2015 - 10:46 AM

How about weighting the wins/losses by number of matches per hour?

For examples sake:
In the Far East timezones lets say for one hour there are 5 matches on a specific world, end result is 3 to 2, weighting for that specific hour is = (3 / 2) / 5
In the Euro Timezone there are 10 matches in an hour, end result is 3 vs 7, weighting = (3 / 7) / 10
In the NA Timezone there 50 matches in an hour, end result is 35 vs 15, weighting = (35 / 15) / 50

I'm not sure why the game has to have a lengthy ceasefire period at the end of the cycle, but surely this isn't just to count up the scores? I don't think its too much effort just to track results and the number matches played on an hourly basis (pretty sure PGI are doing this already for their own population count and game balancing telemetry) without having to stop CW games for a period of time, and then perform some kind of weighting calculation at the end?

At the end of the cycle (closing out the 'day' at only 8pm PST is unfair I agree) the planet goes to the faction with the highest overall daily score.

(yes I realise that my maths makes no sense of the face of it, but I hope you see where I am going with this)

Edited by Tiger 6, 04 January 2015 - 10:53 AM.


#27 Davers

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Posted 04 January 2015 - 02:15 PM

View PostMystere, on 03 January 2015 - 09:34 AM, said:



My operatives within FRR worlds report masses of people rejoicing on news that large reinforcements have come to help them. The words they used were "It's one huge party right now!".

Let's burn them all and leave nothing of use.


*********************************

I don't know what the solution is right now but increasing the "territories" might just help the zerg even more. I don't think Falcons have that kind of population to mount enough defenses.

Just because they increase the number of "territories" doesn't mean that they have to increase the number being fought over at any given time.

#28 Mystere

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Posted 04 January 2015 - 02:59 PM

View PostDavers, on 04 January 2015 - 02:15 PM, said:

Just because they increase the number of "territories" doesn't mean that they have to increase the number being fought over at any given time.


View PostMordin Ashe, on 04 January 2015 - 03:51 AM, said:

I would go with counting total victories for each side and when ceasefire happens the side with more wins gets the planet. PGI could keep the current sector system to determine who is attacking and who is defending but dependance on sectors will always cause problems.


I much prefer this solution:

View PostMystere, on 03 January 2015 - 03:39 PM, said:

I prefer the 15 "territories" abstraction instead of just the win/loss count. PGI just has to improve on it. Add more game modes and maps and not just "Invasion" mode. Make planetary conquest a directed graph of attacks/counterattacks/beachheads/withdrawals/etc.


Invasions are won by taking and holding territories, not by counting the number of battles won.

#29 Tarogato

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Posted 04 January 2015 - 03:06 PM

View PostChemie, on 03 January 2015 - 06:49 AM, said:

Edit: I forgot to add, DO NOT go to a 25 hour window.as Russ floated via twitter. This will result in players leaving for 7-14 days as the window goes into crazy times (for both EU and NA), It would be like "leave for a week" mode.
You know, I've been really pushing the 25/26 hour window idea, but you have a point here, and I see what you mean. It's not the best solution.

I had an idea a while back about dividing the day into 3 or more separate phases, and you have to win the majority of zones during the majority of phases to gain/hold a planet. Maybe that idea is worth flushing out some more.

#30 Basilisk222

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Posted 04 January 2015 - 03:56 PM

total victories rewards queuing for unopposed matches, that is just another variant of the issue we have currently.

Solution isn't simple, I like PGI's idea of a shorter or longer than 24 hour hour cycle better. What russ stated was that every day the ceasefire happens after 20 hours. That means the period to attack directly before it "walks" all over the place. Ceasefire happens at 8 pm one day then, the next at 5 PM. This goes on indefinitely.This forces teams to attack when they can, but only sometimes being able to really make a huge difference in taking a planet.

Of course, this also strongly involves every country over the course of the entire conflict, since the window to attack just before a planet flips will always be "walking"

I'm paraphrasing a bit. but you get it.

Edited by Kilgorin Strom, 04 January 2015 - 03:57 PM.


#31 C E Dwyer

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Posted 04 January 2015 - 06:25 PM

A walking ceasefire is much better than a static one but you will still have the last hour rush which in that period will invalidate the other 23 hours, and its still to easy to predict, its one of only three possible solutions of which none are without fault or perfect.

The others are

Computer generated randomiser, this means nobody knows when the flip happens it could in theory flip very quickly if to shorter flip time is used, as a suggestion I think a 20-48 hour randomiser would be ok, as planets would fall slower,


Have a point system on a given planet first to have as an example a net score of plus fifty gets the right to drive off the invaders (A drop ship supply dump) or capture the planets capital ( big city map )

This is the longest to change as the CW maps go, being replaced with a dropship map and a city map, the combat to gain the right to assault these maps is fought over existing maps .

There is also a case for removing turrets drop ships and respawn but I can already hear the screams of rage at the thought, though without respawn there would be no spawn camping, and no zerg rush just combat skills to win the planet





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