Author Topic: Arena Cap  (Read 628 times)

Offline OddCAF

  • Zinc Member
  • *
  • Posts: 62
      • http://cactusairforce.org/
Arena Cap
« on: January 26, 2008, 01:04:37 AM »
Whine alert:


 I'd like to hear the rationale behind the cap limits which are seemingly entirely arbitrary in nature and do not take into account map size and have thus far succeeded in ruining the squad nights of many a squadron. (They've become almost non-existant anymore.)

  As I type this, it's Friday night and there are two maps running. One has 200 people on it, the other 168.  The largest has probably close to 150 airfields, strat targets, vehicle hangers, and cities. Each sector has a single pilot in it from all appearances, with the "heaviest" fighting area consisting of 6 friendlies gangbanging a single enemy or two.

  As I understand it, the servers are fully capable of handling well over 400 pilots without a hiccup. So why the senseless (in my opinion) operation of two arenas in an attempt at a "balance". Are the servers unionized, and thus entitled to an equal amount of work rule? Does one perhaps not have the stamina to deal with 400 pilots and perhaps get tired?

  I'm sure there's a reasonable explanation for why gameplay and enjoyment has to suffer as these arbitrary limits have remained in effect for so long. Perhaps somebody would be so kind as to tell me why.
It would be nice to have a choice of where to fly these days rather than having a line or two of code tell me.

Oddball

Offline DaddyAck

  • Silver Member
  • ****
  • Posts: 842
Arena Cap
« Reply #1 on: January 26, 2008, 01:08:24 AM »
When my squadron was larger than it is now we had to have 2 wings because we were too large to all be on one squad roster.  Squad night USED to be a hoot, all of us flying dooing missions, fighter sweeps, or massed buff runs but now we are only one roster large and can not all fly together in one server at times.  It is really frustrating. (the exception being tuesdays) :mad:

Offline trotter

  • Silver Member
  • ****
  • Posts: 817
Arena Cap
« Reply #2 on: January 26, 2008, 01:41:51 AM »
It's pretty obvious that a large server with hundreds of people is unhealthy for the type of gameplay that we promote.

When unhealthy numbers get together, it's a shame. People should just congregate with their squads of 32 at most (certainly no more).

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23931
      • Last.FM Profile
Arena Cap
« Reply #3 on: January 26, 2008, 02:57:30 AM »
Quote
Originally posted by trotter
It's pretty obvious that a large server with hundreds of people is unhealthy for the type of gameplay that we promote.
 


Gameplay is no more "healthy" with 400 players on a map than with 200. It's a mere illusion.
Actually when numbers getting too small for a big map, the problems start, not when there are to many.

Btw, could anybody explain what "healthy" gameplay really is?
Steam: DrKalv
E:D Snailman

In November 2025, Lusche will return for a 20th anniversary tour. Get your tickets now!

Banshee7

  • Guest
Arena Cap
« Reply #4 on: January 26, 2008, 03:00:35 AM »
Quote
Originally posted by Lusche
Btw, could anybody explain what "healthy" gameplay really is?


Healthy Gameplay - A term used to describe someone playing to the music from all the Richard simmons videos.

#S#

Banshee7

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23931
      • Last.FM Profile
Arena Cap
« Reply #5 on: January 26, 2008, 03:04:07 AM »
:huh

I suddenly have the urge to play as unhealthy as possible ...
Steam: DrKalv
E:D Snailman

In November 2025, Lusche will return for a 20th anniversary tour. Get your tickets now!

Offline pipz

  • Platinum Member
  • ******
  • Posts: 4899
Arena Cap
« Reply #6 on: January 26, 2008, 03:04:56 AM »
Quote
Originally posted by Lusche
Btw, could anybody explain what "healthy" gameplay really is?


Raises hand.....I would like to here what this is suppose to mean as well

Pipz
Silence tells me secretly everything.
                                                                     
Montreal! Free the Pitt Bulls!!!!!

Offline Latrobe

  • Persona Non Grata
  • Platinum Member
  • ******
  • Posts: 5975
Arena Cap
« Reply #7 on: January 26, 2008, 03:08:23 AM »
Healthy Gameplay...lets see *gets out Dictionary*. My dictionary exploded, must not be such a thing.

Offline trotter

  • Silver Member
  • ****
  • Posts: 817
Arena Cap
« Reply #8 on: January 26, 2008, 03:13:33 AM »
Quote
Originally posted by Lusche
Gameplay is no more "healthy" with 400 players on a map than with 200. It's a mere illusion.
Actually when numbers getting too small for a big map, the problems start, not when there are to many.

Btw, could anybody explain what "healthy" gameplay really is?



(mine, sarcasm)

Offline DaddyAck

  • Silver Member
  • ****
  • Posts: 842
Arena Cap
« Reply #9 on: January 26, 2008, 03:35:04 AM »
I kinda wish we had the old huge MA.  It is a tease on Tuesday then it's gone...:D

Offline FrodeMk3

  • Gold Member
  • *****
  • Posts: 2481
Arena Cap
« Reply #10 on: January 26, 2008, 05:25:29 AM »
Being as this leads back to the MA split...I don't think that anyone really came up with a set definition of "Healthy Gameplay." I myself used to think that it was anything you did that let you have fun. However, this entails' the definition of fun now, so we have yet another task at hand...

Perhaps, to make this easy, we should see if someone would like to take a poll of what "Healthy gameplay" is?

Offline BlauK

  • Platinum Member
  • ******
  • Posts: 5091
      • http://www.virtualpilots.fi/LLv34/
Arena Cap
« Reply #11 on: January 26, 2008, 05:46:02 AM »
Quote
Originally posted by Lusche
Btw, could anybody explain what "healthy" gameplay really is?



Not sure, but I've let myself to be told that it has something to do with ch200 behavior.
I don't really know though... I never tune to that chan :rolleyes:


  BlauKreuz - Lentolaivue 34      


Offline OddCAF

  • Zinc Member
  • *
  • Posts: 62
      • http://cactusairforce.org/
Arena Cap
« Reply #12 on: January 26, 2008, 07:34:48 AM »
It's got nothing to do with gameplay or healthy behavior.
What I was hoping to achieve with this post was to get some intelligent input from someone from HTC who might explain the cap, it's disruption of squads and their squad nights as well, and how we as customers benefit from the constant aggravation it continues to cause.

  Why not an arena cap of 400 in each rather than the present ridiculous numbers? As well, I'll toss in that if there is a problem with the servers which requires these caps, then perhaps a two country system should be put in place.

 Regards, Odd

Offline Oldman731

  • Plutonium Member
  • *******
  • Posts: 9494
Arena Cap
« Reply #13 on: January 26, 2008, 09:10:11 AM »
Quote
Originally posted by OddCAF
It's got nothing to do with gameplay or healthy behavior.
What I was hoping to achieve with this post was to get some intelligent input from someone from HTC who might explain the cap, it's disruption of squads and their squad nights as well, and how we as customers benefit from the constant aggravation it continues to cause.

Because this complaint seems to inspire a new thread every 10 days or so, and has done that for a very very long time, I imagine you will have to search the older threads to find the answer.

- oldman (Warning:  plan to spend a couple of days reading the threads)

Offline The Fugitive

  • Plutonium Member
  • *******
  • Posts: 18234
      • Fugi's Aces Help
Arena Cap
« Reply #14 on: January 26, 2008, 10:40:58 AM »
Quote
Originally posted by OddCAF
It's got nothing to do with gameplay or healthy behavior.
What I was hoping to achieve with this post was to get some intelligent input from someone from HTC who might explain the cap, it's disruption of squads and their squad nights as well, and how we as customers benefit from the constant aggravation it continues to cause.

  Why not an arena cap of 400 in each rather than the present ridiculous numbers? As well, I'll toss in that if there is a problem with the servers which requires these caps, then perhaps a two country system should be put in place.

 Regards, Odd


While not "someone from HTC" I am lucky enough to be able to have the boards running while at work, and spend probably more time than I should reading them. Having said that, this is what I get from all the responses I've read from HTC.

Non healthy game play was the "hordes" that never seemed to bang into each other. 60 or so people attacking one base and vulching the 10 or so people trying to slow the advance of the horde. Frustration resulted and accounts were canceled due to NOT wanting to be part of the horde, or NOT wanting to be on the low end of 6 to 1 all the time. Game play suffered. So we get a split arena.

Split arenas were made to get the numbers back down per arena to make the hordes smaller and and a bit easier to defend against. To some it also had the added effect of cutting squad numbers. Some squads had gotten so big that they had become "hordes" themselves. 32 is the limit HTC put on squads, maybe there is a reason for this.

When they first split the arenas, they all had a cap of 350. A problem came up when one LW arena would reach cap, and the over flow was "forced" to fly in the second LW arena. One arena would be full, and the other would have low numbers.... kinda like how you see the EW arena these days. The complains where loud and many to HTC about not being able to play everyone else. HTC solution was the "dynamic cap" system.

Dynamic cap system is this, both LW arenas are tied together and start with a cap of 200. When the cap of "Blue reaches a certain percentage of "full" the cap raises on "orange". The same works from the orange side. So as the numbers raise in one arena, it creates more room in the other arena there by bring the cap, and populations of each arena more evenly. So instead of having 400 in one arena and 100 in the other, you'll have closer to 250 in each arena. This also work with the populations dropping after "prime time" This is why you see numbers like 310 in an arena with a cap of 250. It just means the numbers have dropped below the "percentage" number in the other arena.

Is this perfect? maybe not, but nothing ever is. Maybe its the best they can do with the limitation of the human condition. Now adays there are more "gamers" than there are "history buffs" playing this game. Do squads suffer? maybe the big ones, but do you really need to have 40 wingman to have fun? HTC has given everyone a number of options of game play in a number of arenas. I'm still having fun  :D