Author Topic: Arena caps are...  (Read 12821 times)

Offline angelsandair

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Re: Arena caps are...
« Reply #45 on: June 24, 2008, 11:13:23 AM »
in before the lock?  :confused:
Quote
Goto Google and type in "French military victories", then hit "I'm feeling lucky".
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The wind for their watcher, the wave for their shroud,
Where palm and pandanus shall whisper forever,
A requiem fitting for heroes

Offline NoBaddy

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Re: Arena caps are...
« Reply #46 on: June 24, 2008, 03:36:48 PM »
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?

Hmm, clearer for me? I never had a problem understanding what you were saying. You obviously can't say the same. I quoted a specific portion of your rant because in that portion, you show that you have no understanding of the best way to deal with HTC. Yes, compare HT to a murderous dictator. That is one hellova carrot you are trying to beat him over the head with.  :rolleyes:

As for your suggestion that perk points be used to encourage arena balancing....why would anyone think this would work? It failed to work when it was previously tried as a way to encourage people to alter their behavior.

Now, (and trust me on this) I am just as capable at playing the flaming arrow game as you are.... We can continue and get this thread locked or you can grow a bit thicker skin and something positive might come of this thread.
NoBaddy (NB)

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Offline GGhost

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Re: Arena caps are...
« Reply #47 on: September 27, 2008, 03:49:08 PM »
PROBLEM: CAPS ON SERVERS
I have notice that more show up on large maps with some CV's (as a average). This allows more players to do bombing, Carrier forces, GV,furball & fighter missions.
I have notice the impact of the maps being more favored, then just the server cap causing all the bad feelings to HTC.

I realize that the server problem and the caps was suppose to change this. But We are forgeting the favoritism towards larger maps or the ones you like and dislike. I have notice this more than the server cap to be the situation at times.

I do agree that the cap should stop at a minimum of 300. But will it stop people from going to a more favorable map. Probably not. But it might ease the bad taste towards HTC.

SOLUTION: MAP CHOICE AND ADD VAREITY
When you have a map that players don't like. Then the server cap keeps you going back to the disliked map. Then people get pissed off. This is why everyone tends to go to the other map or changes sides. What should be done is after 2 nights & 1 day of monitoring a map with less than a 210 player average be switched to a better map.

But we should have the ability to vote on some of these maps.

I would like to see some of the FSO and Axis & Ally maps put in the map cycle.
I tend to like the different runways and fields. These maps tend to be more towards WWII looks and feel.
Also add some realism in the maps. Natural effects: wind, rain, fog, thunderstorms with lighting effects, and night time.

Players and Groups / Squads.
Another thing to do is to do like some of the other squads are doing. Switching country sides. Our group is also considering this option. We tend to look at the late war maps and go to the least populated map.

Just some food for thought. - GGhost
« Last Edit: September 27, 2008, 03:55:24 PM by GGhost »
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Offline Mr No Name

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Re: Arena caps are...
« Reply #48 on: September 27, 2008, 05:04:55 PM »
Arena cap one of the reason I've started play less and less



Same here, we went from 32 members playing on squad nights (Thursdays) to 2 to 4 members now.  We have titanic tuesdays and for that, I am EXTREMELY grateful - BUT- when we have problems flying together, we have to log off... nobody wants to play in an empty arena... the way the caps are triggered now, it kills off the populated arena if you are booted while playing you cannot get in, so the choice really is just log off.  The 'healthy arena' theory has been extremely unhealthy for our squad which has been together 10 years and each and every member attributes this DIRECTLY to this issue when the decision was made to do this.
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Offline The Fugitive

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Re: Arena caps are...
« Reply #49 on: September 27, 2008, 06:31:45 PM »
PROBLEM: CAPS ON SERVERS
I have notice that more show up on large maps with some CV's (as a average). This allows more players to do bombing, Carrier forces, GV,furball & fighter missions.
I have notice the impact of the maps being more favored, then just the server cap causing all the bad feelings to HTC.

I realize that the server problem There is no problem with the servers. The servers are new, and even on a busy night ...close to 1000 logged in... it still is not hitting 10% of its capacity.and the caps was suppose to change this. But We are forgeting the favoritism towards larger maps or the ones you like and dislike. I have notice this more than the server cap to be the situation at times.

I do agree that the cap should stop at a minimum of 300. But will it stop people from going to a more favorable map. Probably not. But it might ease the bad taste towards HTC.

SOLUTION: MAP CHOICE AND ADD VAREITY
When you have a map that players don't like. Then the server cap keeps you going back to the disliked map.Map like and dislikes are very different from person to person. You and your squad may hate  one map, and me and my squad love that map. Then people get pissed off. This is why everyone tends to go to the other map or changes sides.People change sides and maps because they are looking for a fight, be it in the air, or on the ground. What should be done is after 2 nights & 1 day of monitoring a map with less than a 210 player average be switched to a better map.I only fly nuights, prime time US. I very rarely see either of the LW arenas under 210, so much for the average.

But we should have the ability to vote on some of these maps.Ya thats all we need more "voting", the last one got us a bomber !

I would like to see some of the FSO and Axis & Ally maps put in the map cycle.Most of these maps are 2 sided. HTC has decided that 3 sides is best for this game, and so it will stay that way
I tend to like the different runways and fields. These maps tend to be more towards WWII looks and feel.
Also add some realism in the maps. Natural effects: wind, rain, fog, thunderstorms with lighting effects, and night time.With all the extra "eye candy" on those maps are neat should this be put into the main arenas it will cut about half of the people out of the game. I'd say only half of the people playing have computers good enough to run that kind of extra candy.

Players and Groups / Squads.
Another thing to do is to do like some of the other squads are doing. Switching country sides. Our group is also considering this option. We tend to look at the late war maps and go to the least populated map.

Just some food for thought. - GGhost Has been thought about, posted, hashed over, and in most cases rejected.

As a player, they are a number of things you can do to have fun. Say your squad moves to the under populated arena (only reason blue is the under populated arena is orange is listed above blue , thats it. When they first split the arenas everyone flew in EW untill they realised that that could choose a different one  :rolleyes: ) Start a fight! it won't take long until they start defending, and then your having fun.

Offline McDeath

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Re: Arena caps are...
« Reply #50 on: September 28, 2008, 09:58:47 AM »
Start a fight! it won't take long until they start defending, and then your having fun.

Worked for my squad yesterday. It started with 2 of us in the "underpopulated" arena picking a fight at a base that was defended by one con. After a short time there were 3 of them. As other squad mates logged in the fight grew on both sides. We had a blast there for hours.

I quickly forgot that I "wanted" to be in the other (full) arena.

*note: 71 Sqn. is composed of three actual squads, so lots of time .sr doesn't work for us from the lobby,
Sure at first we were wondering if our other buddies were all having a blast without us in the other arena.
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Offline Anaxogoras

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Re: Arena caps are...
« Reply #51 on: September 28, 2008, 10:01:30 AM »
On a few occasions I've seen both LW arenas past their cap, unable to get into either one.  It didn't last for more than a minute though.
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Offline ElGuapo1

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Re: Arena caps are...
« Reply #52 on: September 28, 2008, 01:37:23 PM »
Uhhhh....Retire this dead horse pluuuueeeezz...

Offline Mr No Name

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Re: Arena caps are...
« Reply #53 on: September 28, 2008, 05:20:58 PM »
This horse lives!  What is wrong with talking about a real problem?
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Offline Sunka

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Re: Arena caps are...
« Reply #54 on: September 28, 2008, 06:13:24 PM »

Someday the mountain might getem but the law nvr will. http://www.youtube.com/watch?v=SP5EkvOGMCs

Offline Chemdawg

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Re: Arena caps are...
« Reply #55 on: September 28, 2008, 06:39:59 PM »
Quote
The caps need to be adjusted.

The cap numbers as well as the numbers of arenas will undergo adjustment as needed.  During the transition, we feel its important not to make them too large in order to overcome habit and herding behavior.  Things will change as we move through the transition period and people begin to regain their comfort level.

Too late...I'm an Orange junky!!!!

Offline SEraider

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Re: Arena caps are...
« Reply #56 on: September 29, 2008, 12:42:21 AM »
It's not good to have 900 in one arena.  This game is now big time! :rock
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Offline Hap

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Re: Arena caps are...
« Reply #57 on: September 29, 2008, 07:40:12 AM »
There seems to be a bug or something with the caps.  They'll show a ridiculously low #.  I'll go into another arena or quit the game then reenter.  Then they are at 400 or something thereabouts.

A bug?

Offline Kev367th

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Re: Arena caps are...
« Reply #58 on: September 29, 2008, 08:16:04 AM »
Not conducive to retaining players. The MA we had was, generally, a social cesspool.

So now instead of 1 cesspool, you have multiple cesspools to choose from :) .
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Offline Shuffler

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Re: Arena caps are...
« Reply #59 on: September 29, 2008, 08:26:06 AM »
Not an issue with HTC servers. There is an issue for many on the servers in between.
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