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In Response To Russ's Community Warfare Statistics

Balance

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#1 happy mech

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Posted 03 April 2015 - 01:32 AM

hello, i just wanted to point something out

clans won 53% matches, but flipped 0% planets
this is a problem of how wins translate to flipping the planets, not a problem of choosing a favourable game mode (which may also be an issue, but not related to this one) and achieving wins themselves (they are pretty good at 53% for this example)

if you just adjust the game mode, clans may win 70%, but still flip 10% planets

do you have stats on when did those wins occur? because winning at the end of the cycle is what is needed currently
so i think "last 15 matches to flip a planet" is a really bad system and the system that incorporates matches throughout whole cycle needs to be implemented


otherwise, thank you for improving the game and communicating with us :)

my suggestion:

View Posthappy mech, on 26 January 2015 - 10:41 AM, said:

i did put some suggestions about it here http://mwomercs.com/...logistics-idea/

basically, divide whole cycle into 30 minute timeslots (tbd)
during every timeslot, count all attacker and defender wins achieved in that window and make a percentage out of it when the timeslot ends
after end of the cycle, make the average out of the all timeslot percentages, deciding the winner

on top of this, various things can be added, but this is the basic
ghost wins are needed so people cannot defend the planet by simply avoiding it, but there is still a lot of room how to implement this imo

Edited by happy mech, 03 April 2015 - 01:52 AM.


#2 Mangonel TwoSix

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Posted 03 April 2015 - 04:19 AM

I have to disagree with you there.

It is not the final hour or two that matters the most in this regard. Think about it for a second. Currently whoever gets in the queue first gets an 'attack' or a chance at progression. If you are into the queue second as their opponent, you just get a shot at holding the status quo. You do not get a shot at moving the needle for the planet, just a chance to hold it where it is.

If the Attacker gets in first, they get an Attack. So at worst nothing happens on the planet, if they win they get to take another region of the planet.

If the Defender of the Planet gets in the queue first they get a Counter Attack. So they get a shot at taking away one of the Attackers regions. So at worst for them the status quo holds, at best they push the attackers back one region.

Now play this out over an entire attack window. Whoever gets into the queue first has a very real advantage. If one side is getting into the queue first more often, they have a statistical advantage.

I've noticed that personally when I am attacking, I usually get an Attack. When I am defending I usually get a Counter Attack. If the match types were normalized and we had an equal shot at getting an attack or defense on the planet, it would be much more fair. Right now it is much more difficult to Defend a Planet than it is to Attack one. All you have to do is watch the planet finder window and assign one more 12 man to that planet than your opposition (or 2 more 12 mans). Then you will virtually guarantee that you are going to be able to move forward with your goals (attack or defense) and your opponent is going to have to win a much higher percentage of their matches to flip the planet.

#3 Davegt27

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Posted 03 April 2015 - 04:56 AM

The stats are really a statement on how well they can tweak the system to get the desired results

They can turn any Mech into a super Mech or nerf any side or Mech into the ground

Soon the IS will cry cry cry about the OP clan again

Heck the FRR was down to like four planets a week and a half ago


#4 happy mech

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Posted 03 April 2015 - 05:38 AM

View PostRoknari, on 03 April 2015 - 04:19 AM, said:

I have to disagree with you there.

It is not the final hour or two that matters the most in this regard. Think about it for a second. Currently whoever gets in the queue first gets an 'attack' or a chance at progression. If you are into the queue second as their opponent, you just get a shot at holding the status quo. You do not get a shot at moving the needle for the planet, just a chance to hold it where it is.

If the Attacker gets in first, they get an Attack. So at worst nothing happens on the planet, if they win they get to take another region of the planet.

If the Defender of the Planet gets in the queue first they get a Counter Attack. So they get a shot at taking away one of the Attackers regions. So at worst for them the status quo holds, at best they push the attackers back one region.

Now play this out over an entire attack window. Whoever gets into the queue first has a very real advantage. If one side is getting into the queue first more often, they have a statistical advantage.

I've noticed that personally when I am attacking, I usually get an Attack. When I am defending I usually get a Counter Attack. If the match types were normalized and we had an equal shot at getting an attack or defense on the planet, it would be much more fair. Right now it is much more difficult to Defend a Planet than it is to Attack one. All you have to do is watch the planet finder window and assign one more 12 man to that planet than your opposition (or 2 more 12 mans). Then you will virtually guarantee that you are going to be able to move forward with your goals (attack or defense) and your opponent is going to have to win a much higher percentage of their matches to flip the planet.

hmm that is true
but all this system (territories) is doing is creating additional layer that needs to be balanced, instead of directly reflecting the win/loss percentage into the planet flipping or not





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