Author Topic: Arena caps are...  (Read 12819 times)

Offline Blooz

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Re: Arena caps are...
« Reply #30 on: June 22, 2008, 02:09:35 PM »
Easy on this request, bud. I for instance don't earn enough to afford satellite internet, which I hear sucks for this game anyway. I'm stuck with dial-up and waiting for my "soda-straw" outfit to string the last half-mile of DSL cable to my location. Be careful when you just jump in there asking for someone to buy something better.

I'm not going to go easy on anyone that demands that HTC "fix" things when the problem isn't with HTC but someones ISP that can't stay online for more than five minutes.

Change ISP's, play more, disco less and quit starting stupid threads about how it's all HTC's fault.
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Offline Mak333

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Re: Arena caps are...
« Reply #31 on: June 23, 2008, 01:10:35 AM »
Its already proven that a single arena doesn't work any more, that is why they only let it happen one night a week (the slowest night of the week btw) Servers are NOT the problem, the ones they use right now don't even run at 10% capacity (posted by Skuzzy, search for it).

Majissue, and Mak, whats the "better idea"? Remember a single arena has been proven unhealthy. What would you do if it was your business?  Its not just a game to HTC, its a business, and a livelyhood. What would you do?


.......... I mean besides complain.   :D

I don't believe I am understanding.  I never had a problem with a single main arena back in the day.  Was it at times a spamming location by newbies and squeakers?  Yes, but there is a mute button for that.  Secondly, I don't understand what you mean by "proven."  Was there a certain test that was conducted that I do not know about?  I know I've been an off and on player since 2003, but I usually kinda keep up with things.  I've never heard of the original Main Arena being "unhealthy" or "proven" that it doesn't even work.  I never noticed any difference in client or server lag on Titanic Tuesdays with 700 players in.  I don't see what was so bad.

So let's say I give in with this whole 2 Main Arenas thing.  Let's take off the limiters and let squads and individuals fly where they choose.  Also, let's get some new maps up, SMALL ones.  Like I have said before, if at times there are more country bases than the # of players in that country... that map shouldn't be running.  Is that extreme?  Probably, but I think a lot of people are tired of trying to fly all over the place just trying to keep track where their bases are being lost, and which ones are being won.  It's not even a game anymore.  Many times I don't even see an effort on some parts because 5 bases does not affect the war situation.  Well, should it?  I believe 5 bases should affect the war situation to a great degree, but the problem with these large maps is that 1, 2 or 5 bases is not a concern to hardly anyone anymore.
Mak

Offline COndor06

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Re: Arena caps are...
« Reply #32 on: June 23, 2008, 05:15:12 AM »
OK, I get the whole idea about the arena cesspool thing, I don't completely agree but I get the idea. So let's say for argument sake, it's what needs to happen to maintain a healthy environment. Do we have to split the arenas exactly in half to accomplish this idea? Whats next? 3, 4, 5 main arenas all keeping us below your standard for healthy play? What is that number anyway?

I for one would be content to have arena caps starting at 400 and rotating maps in BOTH arenas. I don't believe a reasonable argument can be made to such a request. Having different maps gives us not only a fresh place to play but different strategies to work with. You will never make everyone happy but I would like to know why this request would be contradictory to a healthy environment or contribute to the cesspool idea given the numbers that are playing every night anyway.

Keeping the same map in the larger arena for the sake of boring players to the point of going to another arena just isn't fair to us IMO. I make that statement because it is understood that we don't have a server problem so I think it's obvious why we are stuck with TT in the larger arena for weeks on end?

I believe that any consideration to this idea (given that HTC is going to govern player numbers in the arenas) would be appreciated by the majority of players and a possible compromise for squads. But hey, it's just my opinion.
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Online The Fugitive

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Re: Arena caps are...
« Reply #33 on: June 23, 2008, 07:02:00 AM »
Quote
I don't believe I am understanding.  I never had a problem with a single main arena back in the day.  Was it at times a spamming location by newbies and squeakers?  Yes, but there is a mute button for that.  Secondly, I don't understand what you mean by "proven."  Was there a certain test that was conducted that I do not know about?  I know I've been an off and on player since 2003, but I usually kinda keep up with things.  I've never heard of the original Main Arena being "unhealthy" or "proven" that it doesn't even work.  I never noticed any difference in client or server lag on Titanic Tuesdays with 700 players in.  I don't see what was so bad.

It was proven by HT. His subscription numbers and population numbers kept decreasing, NOT a good way to run a business, so we have multiple arenas.

Quote
OK, I get the whole idea about the arena cesspool thing, I don't completely agree but I get the idea. So let's say for argument sake, it's what needs to happen to maintain a healthy environment. Do we have to split the arenas exactly in half to accomplish this idea? Whats next? 3, 4, 5 main arenas all keeping us below your standard for healthy play? What is that number anyway?

Yes they do, other wise they get more complaints. OK, for the sake of argument, caps are set to 400 in each arena. Most people are going to go to the most populated arena...more people, more targets  :D Each night as you log on the game population is around 450-500 people. One arena is full at 400, the other is at 50-100. You get to log in to the smaller arena and fly against 16-33 enemy.... going to be lots of fights there !

They did try it that way when they first split the arenas, and the out cry's were ridiculous. So they made the auto adjusting cap system. Is it perfect, no, but its as good as its going to get.... unless you have a better idea?

Offline Wizer

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Re: Arena caps are...
« Reply #34 on: June 23, 2008, 07:32:06 AM »
Please correct me then Lusche... What is the reason that the caps go from 347/400 to 347/200 in an instant? And why are there a rash of server induced disco's within the last month? Is it a good business model to restrict subscribers from playing with their friends? Does that make them happy or something else. You seem to know allot about the inner working of HTC. Please enlighten us (the unwashed masses). Don't get me wrong... I am a loyal subscriber. But I do, however, think that there are areas that can be improved.
Not I disagree... but your rant is wrong?

Having an opinion and expressing it it WRONG? What socialist paradise do you inhabit? You might want to amend that to something like: I disagree with your argument for the following reasons...

I think the explanation for the arena caps was to even out the sides and prevent hoarding.  Even so, I think that is a problem to be worked out by the community.  A lot of people would just change sides when one side had a numbers advantage over another.  I think that this is more acceptable than the current procedure.

Offline MajIssue

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Re: Arena caps are...
« Reply #35 on: June 23, 2008, 10:10:46 AM »
MajTissue has 46 disco's in the last three tours.

Where do you live? Antarctica?

It isn't the servers. It's your tin cans and string internet connection.

Dump your ISP and get something 21st century.

Your point is valid... I HAVE had more disco's in the last two+ tours... I have a decent DSL connection and I live in a major city in N. California.

You felt that calling names would add weight to your argument? I don't see how...

My original post was meant to make a point with a little humor (granted, my sense of humor is somewhat biting and sarcastic, but it is what it is). The post was made  (in frustration) after waiting 45 minutes to get into LW Orange on a Saturday Morning at 10AM Pacific Time, which would be European "Prime Time" I also made suggestions on an alternative, which the flamers in the communities have ignored because I "gored their sacred cow".

Comon guys you have to admit that the homeless sign gag was funny!!! :D
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Offline MajIssue

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Re: Arena caps are...
« Reply #36 on: June 23, 2008, 10:15:51 AM »
but its as good as its going to get.... unless you have a better idea?

I DID suggest an alternative... You will catch more bees with honey than a 2x4. I suggested a "carrot" (giving the players a benefit to playing in the underpopulated arena) rather than a "stick" (the Stalinist dictitorial approach we now use for capping arenas).
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Offline Pooh21

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Re: Arena caps are...
« Reply #37 on: June 23, 2008, 01:54:07 PM »
Yeah I wanted to fly this morning PDX time, Primetime Euro time when I used to play AH1. orange had 147/100
 :confused:? Blue had 44/100. I remember AH1s servers circa 2002 had around 130+ guys on evening euro times why not combine those 2. Who wants to fly 16-18-12 on a large map?
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Offline KTM520guy

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Re: Arena caps are...
« Reply #38 on: June 23, 2008, 03:52:09 PM »
Who wants to fly 16-18-12 on any map? Size has nothing to do with it.
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Offline NoBaddy

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Re: Arena caps are...
« Reply #39 on: June 23, 2008, 04:24:29 PM »
(the Stalinist dictitorial approach we now use for capping arenas).

Talk about not understanding the concept of carrot and stick....sheeesh. :rolleyes:
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Offline olskool2

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Re: Arena caps are...
« Reply #40 on: June 23, 2008, 05:14:29 PM »
 I don't agree or disagree with arena caps, but I think it's too strong a restriction on a problem that isn't really that bad. I've been playing this game for a long time, I remember Ah1 before bomber formations, and the Main Arena never turned into a 'social cesspool', if anything, it's worse now with channel 200.

 I personally think it's time for HTC to put serious effort on another game type for fly. AvA is too restricting for the mass casual player that likes the counterstrike doctrine, and frankly, the our MA game now is getting rather old. We need something in between the two, but it will take a very creative mind to come up with something worthy.

Just my two cents, I like forums...

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Online The Fugitive

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Re: Arena caps are...
« Reply #41 on: June 23, 2008, 05:35:15 PM »
I DID suggest an alternative... You will catch more bees with honey than a 2x4. I suggested a "carrot" (giving the players a benefit to playing in the underpopulated arena) rather than a "stick" (the Stalinist dictitorial approach we now use for capping arenas).

I don't know about everyone else, but I have thousands of perks. Any half decent player can build up a perk bank pretty quick. I'd be surprised if less than 10% of the active population had under 1000. I don't think perks are the answer, but what do I know.

Until someone can come up with a better way to keep the population in both of the LW arenas some what even as they grow and shrink we are going to have caps.

Offline MajIssue

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Re: Arena caps are...
« Reply #42 on: June 24, 2008, 10:06:01 AM »
Talk about not understanding the concept of carrot and stick....sheeesh. :rolleyes:
NoBaddy, I don't see what's not to understand? It seems clear enough to me...

Please allow me to expand... maybe you will gain some insight into the point I was trying to make in my original (and in subsequent) post(s)

Carrot: Giving players a benefit like reduced cost for perk rides or a perk point multiplier that is ridiculously high... A REASON to WANT to go into the underpopulated arena.

Stick: The current system of FORBIDDING players to log in to the arena of their choice.

The Stalininst reference was apt. For example, if you wanted to purchase a car in the old Soviet Union, you were RESTRICTED to buying a Volga or Moskivitch. {our underpopulated arena} You also had to wait 5-10 years for delivery and were FORBIDDEN from buying the BMW or Mercedes Benz {the arena that your squad is flying in} that you REALLY wanted.

Seem a little clearer now?
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Offline SlapShot

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Re: Arena caps are...
« Reply #43 on: June 24, 2008, 10:37:11 AM »
NoBaddy, I don't see what's not to understand? It seems clear enough to me...

Please allow me to expand... maybe you will gain some insight into the point I was trying to make in my original (and in subsequent) post(s)

Carrot: Giving players a benefit like reduced cost for perk rides or a perk point multiplier that is ridiculously high... A REASON to WANT to go into the underpopulated arena.

Stick: The current system of FORBIDDING players to log in to the arena of their choice.

The Stalininst reference was apt. For example, if you wanted to purchase a car in the old Soviet Union, you were RESTRICTED to buying a Volga or Moskivitch. {our underpopulated arena} You also had to wait 5-10 years for delivery and were FORBIDDEN from buying the BMW or Mercedes Benz {the arena that your squad is flying in} that you REALLY wanted.

Seem a little clearer now?

There is no "carrot" when it comes to balancing the population between 2 arenas ... and there shouldn't be.

HTC has defined population parameters between 2 arenas that, in theory, will cause the population between the 2 arenas to grow in parallel.

Now, you want to induce a "carrot" so that those who want to get into the "over populated" arena will feel better going into the "under populated" arena.

You are missing an important aspect tho ... each arena is it's own entity with it's own internal population dynamics ... not connected to the other arena's internal population dynamics.

Lets look at it this way and don't nit pick my numbers ... they are just being used as an illustration.

Orange is locked out with ... 450/250

Blue is ... 150/180

Now the guys in Blue are fighting their own internal battle against each other and could care less what is transpiring in the Orange arena, after all, some do make the Blue arena their "home" arena.

Now, the Blue has 25 Bish, 100 Knights, 25 Rooks ...

With your idea, because Orange is locked out ... magically, perks rides are ridiculously low and perk multipliers are ridiculously high for ALL in that arena.

How is that fair for those fighting their own "war" within the Blue arena ? ... Why, because Orange is locked out, should the dynamics of the fight that is going on in the Blue arena (ENY) be ignored, to appease those who can't get into the Orange arena ?

If people would get beyond the ... "it's all about me" ... and start to think about the "whole" in regards to this topic ... then there would a lot less angst and the need to post on this topic.

The numerical balancing of the arenas, along with ENY within an arena, have been created with the "whole" in mind, to make the game more enjoyable for the "whole", knowing that it will never satisfy the total "whole", because some will always think ... "it's all about me" ... no matter what solution is implemented.
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Offline Kazaa

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Re: Arena caps are...
« Reply #44 on: June 24, 2008, 11:08:54 AM »
BRING BACK THE MA !



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