

Before Cw3 Starts We Need To Reset Every Ones Allegiance
#1
Posted 11 April 2016 - 11:45 PM
This is a good idea and long over due.
However as of right now there must be large number of dead or idle accounts that are locked into loyalist contracts that will be screwing the figures for some (all) factions. We know from the last two Tuk events that Clan Wolf had the largest numbers of all factions (more than double in some cases) yet at the moment are probably one of the least active factions in the game. At least 2 of the largest units in the game are Wolf loyalists and even if they have trimmed all there inactive players those players will still be sporting Wolf logos next to their names.
Whilst CW3 might see this change there is a good chance that just counting players with faction allegiances will bring results with do not reflect the actual active players. This could cause players to move to factions that aren't as underpopulated as they believe or loyalists in some factions not getting the rewards they deserve.
Resetting every body's Allegiance will at least give the algorithm a fighting chance at being correct from the start and it is not difficult for units/players to sign on again. It could even be an opportunity for some.
PGI have shown in the past that they can overlook these details (Tuk stats for an example) and I would really like to see them start to look at active CW players rather than just overall numbers of aligned players.
After a reset and to prevent a repeat of the issue later PGI need to define some sort of criteria of what an active player is. I would like to see something like 4/7 (4 games in the last 7 days) or a 10/30 bench mark used to define an actual active CW player, who will be counted towards the faction rewards.
This type of benchmark also removes the possibility of a person or group creating large numbers of inactive accounts with the intention of driving a factions rewards down so low that people do not wish to go there or worse current players leave, thus reducing the opposition they face. This has the potential to snowball as well if loyalists just stop playing with out canceling their contract as they will just add to the inactive's upsetting the numbers.
I hope that PGI is ahead of the game and is using active CW players for their calculations rather than aligned player totals. Alas history has shown that they are not always that switched on.
TL;DR PGI need to use active players rather than total aligned players when making decisions on how CW rewards are calculated.
#2
Posted 12 April 2016 - 01:23 AM
slide, on 11 April 2016 - 11:45 PM, said:
This is a good idea and long over due.
No, it's a super bad idea.
The problem with it is that it rewards losing and punishes winning, that is a breach of basic competitive logic and game theory which is ultimately much more demoralising than losing in itself.
It's bad enough that there is no way to win wars in FW, now they want to remove what little incentive for strategy is left by actually punishing winning moves and rewarding losing ones? smh.
It's very troubling that Russ and PGI has this backwards perspective on strategic game design.
Edited by Sjorpha, 12 April 2016 - 01:33 AM.
#3
Posted 12 April 2016 - 01:41 AM
#4
Posted 12 April 2016 - 01:46 AM
Sjorpha, on 12 April 2016 - 01:23 AM, said:
No, it's a super bad idea.
The problem with it is that it rewards losing and punishes winning, that is a breach of basic competitive logic and game theory which is ultimately much more demoralising than losing in itself.
It's bad enough that there is no way to win wars in FW, now they want to remove what little incentive for strategy is left by actually punishing winning moves and rewarding losing ones? smh.
It's very troubling that Russ and PGI has this backwards perspective on strategic game design.
Not sure how you're drawing this conclusion.
More populous faction ≠ winning.
Edited by Tarogato, 12 April 2016 - 01:46 AM.
#5
Posted 12 April 2016 - 01:48 AM
#6
Posted 12 April 2016 - 02:03 AM
Tarogato, on 12 April 2016 - 01:46 AM, said:
More populous faction ≠ winning.
Sure, the faction that is winning is not necessarily the most populated, it could be that it just has better teams etc.
But I still think the relation between population and success in FW is strong enough that it will very often be one of the major factors. (And btw is population isn't a major factor in winning then why would it need balancing?)
My point is that if a faction is successful in terms of attracting players either by successful warfare or community work or something else they are making a winning move. Punishing winning moves is a very bad idea because it creates perverse incentives.
Just consider that it would actually be beneficial for a core of loyalist units to try and drive pugs and mercs away from their faction to earn more Cbills. This is especially true as long as FW has no win condition, since it would benefit their only current in-game reward incentive for playing FW which is cbills/loyalty. That's just one example of the perverse incentives this kind of system creates.
It also represents the idea that factions losing wars/population is some kind of huge problem. It's not. This is supposed to be a strategic warfare simulation. Factions are supposed to crumble and fall, that is what creates a dynamic story on the map. The idea that everything should be kept balanced and artificially pushed towards a status quo is ridiculous.
#7
Posted 12 April 2016 - 02:11 AM
Sjorpha, on 12 April 2016 - 02:03 AM, said:
Sure, the faction that is winning is not necessarily the most populated, it could be that it just has better teams etc.
But I still think the relation between population and success in FW is strong enough that it will very often be one of the major factors. (And btw is population isn't a major factor in winning then why would it need balancing?)
My point is that if a faction is successful in terms of attracting players either by successful warfare or community work or something else they are making a winning move. Punishing winning moves is a very bad idea because it creates perverse incentives.
Just consider that it would actually be beneficial for a core of loyalist units to try and drive pugs and mercs away from their faction to earn more Cbills. This is especially true as long as FW has no win condition, since it would benefit their only current in-game reward incentive for playing FW which is cbills/loyalty. That's just one example of the perverse incentives this kind of system creates.
It also represents the idea that factions losing wars/population is some kind of huge problem. It's not. This is supposed to be a strategic warfare simulation. Factions are supposed to crumble and fall, that is what creates a dynamic story on the map. The idea that everything should be kept balanced and artificially pushed towards a status quo is ridiculous.
Except ... winning factions don't necessarily attract players. Incentives do, such as C-Bill and LP bonuses per faction. Sure, an underpopulated faction can really struggle to make any gains, but if successful and winning factions attract people, then why is Davion so large and the Clans have always been vastly outnumbered by IS players? It's almost like... there's more important factors at work.

#8
Posted 12 April 2016 - 02:45 AM
Sounds like the PGI logic train.
#10
Posted 12 April 2016 - 03:01 AM
sycocys, on 12 April 2016 - 02:45 AM, said:
Sounds like the PGI logic train.
Um... Ill call BS on that figure of 5 Minutes a week by a human, if it were need to be done by a Human once a week, that will definitely take more than 5 minutes, because he will also need to manually review the performance of all factions against each other before deciding on something. These minutes/hours are also time taken off from other tasks which may be more important (such as finding new mechs to sell in pre-order packs or deciding on which regular mechs will go on Sale for MCs

Plus. lets also take into account that this is not a 1 man business we are talking about. There may need to be weekly committee meetings to discuss and debate the changes before they are implemented and that means a bunch of poor sods will be forced to
#11
Posted 12 April 2016 - 04:04 AM
Perhaps we're looking at it from the wrong angle; LOYALIST numbers should be balanced or perhaps representative of the Factions size. Their incentives should be based on LP and territorial rewards, as far as I know this is the system that is incoming.
Whereas Mercenaries and Lonewolves should be "employed" on an objectives basis, eg. 228th IBR accepts a contract from House Kurita to capture/hold X number of planets within/for 7 days from House Davion. The contract should have a base rate as well as a completion bonus. Now although this doesn't offer a balance by itself, the availability of contracts themselves could be used to regulate the number of Merc/Lonewolves being drawn to the respective Factions.
If you then tie in a Reknown Points system to offer modifiers to more successful Mercenary units and Lonewolve players, we have the beginnings of a system that regulates transitory numbers AND rewards success.
#12
Posted 12 April 2016 - 05:05 AM
#13
Posted 12 April 2016 - 11:44 AM
#14
Posted 16 April 2016 - 04:54 AM
#15
Posted 16 April 2016 - 08:18 AM
#16
Posted 16 April 2016 - 05:13 PM
Sjorpha, on 12 April 2016 - 02:03 AM, said:
Sure, the faction that is winning is not necessarily the most populated, it could be that it just has better teams etc.
But I still think the relation between population and success in FW is strong enough that it will very often be one of the major factors. (And btw is population isn't a major factor in winning then why would it need balancing?)
My point is that if a faction is successful in terms of attracting players either by successful warfare or community work or something else they are making a winning move. Punishing winning moves is a very bad idea because it creates perverse incentives.
Just consider that it would actually be beneficial for a core of loyalist units to try and drive pugs and mercs away from their faction to earn more Cbills. This is especially true as long as FW has no win condition, since it would benefit their only current in-game reward incentive for playing FW which is cbills/loyalty. That's just one example of the perverse incentives this kind of system creates.
It also represents the idea that factions losing wars/population is some kind of huge problem. It's not. This is supposed to be a strategic warfare simulation. Factions are supposed to crumble and fall, that is what creates a dynamic story on the map. The idea that everything should be kept balanced and artificially pushed towards a status quo is ridiculous.
You acknowledge that there is no purpose to CW other than grinding out Cbills and loyalty points, but think this is some kind of strategic warfare simulator? LOL It was never that, even though that was what they originally told us. Its just another game mode with different rules and rewards.
#17
Posted 16 April 2016 - 07:00 PM

#18
Posted 16 April 2016 - 07:59 PM
Aylward, on 16 April 2016 - 07:00 PM, said:

Liao's main problem, outside of lore, is it's position on the map. It only has 2 possible opponents, and even if they are victorious the majority of the time it would still take months to fight their way to a third front- by which time the map resets and they have to do it all over again. The other choice is to just defend against the Clans- but why would players who wanted to fight the Clans go Liao in the first place?
#19
Posted 17 April 2016 - 05:34 AM
#20
Posted 18 April 2016 - 07:11 AM
As for the OP, I would agree that it would be great to get rid of the people that no longer play (and will not come back) so that the metrics can be more accurate. I would also see this being good to do every time they reset the map. Now they could probably have a metric to save the people that do play from being reset, such as 'Have they played FW in the past month?' Not sure how that would be made to include units but it would be a start.
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