Author Topic: new cap method: a visual comparison  (Read 3158 times)

Offline Lusche

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Re: new cap method: a visual comparison
« Reply #15 on: November 22, 2010, 10:10:57 PM »
seems to me the 2 arenas would balance out even quicker though, no? with more people?  

No, I mean more people would get annoyed by getting booted ;)

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Offline hitech

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Re: new cap method: a visual comparison
« Reply #16 on: November 22, 2010, 10:24:39 PM »
Orange is where the 20th is positioned because the squads we operate with usually go into Orange also.

Try this HT (switch orange and blues names in the list without switching the maps) :aok what is LWBlue was LWOrange and vice versa only in name? :lol maybe most will go to the second arena in the listing over the first?

Switched orange to pink a while back. Result one on top gets the most.
Swaped the arenas with out name change I.E. blue on top , result more in top arena.
Swaped arenas but kept the orange name on top. Result more people in the top arena.

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Offline DERK13

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Re: new cap method: a visual comparison
« Reply #17 on: November 22, 2010, 10:27:32 PM »
so then put orange on the bottom of the list and give them all new names like red or white

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Offline kvuo75

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Re: new cap method: a visual comparison
« Reply #18 on: November 22, 2010, 10:40:33 PM »
No, I mean more people would get annoyed by getting booted ;)



ahh yes.

that and TT seems to now be out of the sequence of maps for a regular day? or am i wrong? In the message it said TT will save the map for the next week (while orange and blue will reload for wednesday from monday i assume?)

yea, so now instead of only a week to reset a map, each arena will have unlmited time. (just one day at a time tho)

I can't see how war winners could be against this.. they might actually make progress on large maps now, pushing way far back, opening up weird fights, etc. etc.

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Offline bustr

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Re: new cap method: a visual comparison
« Reply #19 on: November 22, 2010, 10:42:14 PM »
It's Pych 401 Lab 6.

Monkeys and Humans always pick the first "thingy" available in the offering tray unless influenced otherwise. Humans being a bit smarter, if not given any preconditions before the presentation of the "thingy" will by a majority pick the first "thingy" offered. Curiosity is only a factor in a small number of the participants.

If the human participants are told: All "thingys" being equal pick any "thingy" presented. They pick the first one by a majority.

In Aces High the pavlov effect is in mode for picking LW Orange or the Top nested LW arena at this late date. We have taught ourselves that the largest number of players will populate orange. More of us want to play with large numbers because numbers increase the possibilites of bang for buck. In this game group participation is a bang for buck multiplyer(Squad).

In the past when the game's population was small yes, excellent fights and activities were the norm. At that stage only the genera officiondo was willing to pay the fee. Thus the population had a homogenius mind set, got along famously and had fun because everyone had fun the same way and got their fix the same exact way. A Homogenious Community. A village.

Now the game is multigenious. Everyone is no longer getting their fix from the kinds of activities. At least the majority of you agree by your arena first choice numbers are more fun.
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Offline Lusche

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Re: new cap method: a visual comparison
« Reply #20 on: November 22, 2010, 10:45:08 PM »
I can't see how war winners could be against this.. they might actually make progress on large maps now, pushing way far back, opening up weird fights, etc. etc.


Many players (warwinners or not)  grow weary of a map after some time... particularly if the map is (either by design or by current standing of the war) limiting the playing options.

With the current setup, it's not unlikely that maps will stay up for many weeks, if not more.
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Offline Ghastly

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Re: new cap method: a visual comparison
« Reply #21 on: November 22, 2010, 10:49:08 PM »
so then put orange on the bottom of the list and give them all new names like red or white

??  Derk, I'm not sure I get your logic.  During the era of the Pink Arena Hitech established pretty conclusively that it didn't matter what the map was or what it was named - folks tend to click on the first one listed if both have equal numbers, and as soon as it has a few more players, both because it's first and because it has higher numbers already.

I wonder what would happen if there was another button - one that said "collect 5 free perk points" but placed you in the least populated arena on the least populated side for 10 minutes. It'd have to be the AH version of the Webkinz Wishing Well though, and only let you use it once per day.

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Offline kvuo75

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Re: new cap method: a visual comparison
« Reply #22 on: November 22, 2010, 11:06:29 PM »

Many players (warwinners or not)  grow weary of a map after some time... particularly if the map is (either by design or by current standing of the war) limiting the playing options.

With the current setup, it's not unlikely that maps will stay up for many weeks, if not more.

perhaps, but they wont go "screw it, map is gone tomorrow anyway" on monday night.
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Offline DMGOD

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Re: new cap method: a visual comparison
« Reply #23 on: November 22, 2010, 11:10:10 PM »
It's Pych 401 Lab 6.

Monkeys and Humans always pick the first "thingy" available in the offering tray unless influenced otherwise. Humans being a bit smarter, if not given any preconditions before the presentation of the "thingy" will by a majority pick the first "thingy" offered. Curiosity is only a factor in a small number of the participants.



 Monkeys (well the DRUNKEN type) prefer blue witch is the 2nd "thingy"
Blue is better smaller maps, seems more fights and less mob mentality then Orange

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Offline des506

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Re: new cap method: a visual comparison
« Reply #24 on: November 23, 2010, 12:00:34 AM »
also one more thing that i might add during this arena cap is that the host will disconnect you from the AH server. usually and very often, the people flying AH in Australia will DEFINITELY get disconnected! i wonder why?? could it be the australian network? well one thing is for sure, its is really ANNOYING to get disconnected during and usually while in a chase or when about to drop bombs. and when i want to get back in, the arena is capped to 200, then 100..hitech C sure has a way to make its PAYING customers go through such agony in gameplay. I am ok with the arena change, but man... capping the players is just stupid...i wonder if microsoft put a cap on the no. of players in any xbox live arena... :headscratch: to me this seems to be very amaturish on hitech's part. i wonder if anyone in hitech actually puts in the number of hours we do playing AH...it would prob be diff if they did i reckon..getting sick of the cap...sure feels like i want to.... :bolt:
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Offline AWwrgwy

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Re: new cap method: a visual comparison
« Reply #25 on: November 23, 2010, 12:57:23 AM »
Switched orange to pink a while back. Result one on top gets the most.
Swaped the arenas with out name change I.E. blue on top , result more in top arena.
Swaped arenas but kept the orange name on top. Result more people in the top arena.

HiTech

Put the TA on top.

Seems logical.

Rename the two Late War Arenas LW 1 and LW A.



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Offline gldnbb

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Re: new cap method: a visual comparison
« Reply #26 on: November 23, 2010, 01:26:53 AM »
How's this for stats:

I flew the Off Peak arena until it closed.   Then when the LWO and LWB  opens  I cannot join my squad in the LWO.   I am segregated and relegated to wait it out until the cap comes up.

Numbers won't show true 'satisfaction' and the initial 100 player cap wont be productive,  it generates much slower growth of play.  Especially punishing the ones who transition from one map to the next.   Will be logging off entirely if cannot get into LWO,  or just 'hang around'  which certainly is much worse and does not reflect your stats of pilots flying productively or satisfied.   

As for the 'peak hours',  many times me and other LCA squad members cannot make it online for squad night due to the low caps of 200  when I see that  240 players are in there.   Peak hours don't account for squads.    Peak hours should support the true PEAK,  the ones that fly in squads that need to get in.     Just open it up to 200  after arena opening,  then transition to 300 on both LBO and LWO  and the arenas should grow much faster this way.  

Certainly alleviates the frustration of making it on-time for squad night  8pm EST.
« Last Edit: November 23, 2010, 01:28:50 AM by gldnbb »
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Offline Lusche

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Re: new cap method: a visual comparison
« Reply #27 on: November 23, 2010, 01:38:57 AM »

As for the 'peak hours',  many times me and other LCA squad members cannot make it online for squad night due to the low caps of 200  when I see that  240 players are in there.   Peak hours don't account for squads.    Peak hours should support the true PEAK,  the ones that fly in squads that need to get in.     Just open it up to 200  after arena opening,  then transition to 300 on both LBO and LWO  and the arenas should grow much faster this way.  

I feel your pain, but your assumption is wrong. The higher you set the initial cap limit, the slower the growth will be, the longer it will take to get both arenas to a similar level.

If you set LWO initial level to 200, and there are 220 players online - where do you end up? Right, 200 / 20. Those 20 still can't get into LWO, and even worse, their arena has horrific numbers.

You can even take the numbers from my graph above and do a simulation yourself.
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Offline RTHolmes

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Re: new cap method: a visual comparison
« Reply #28 on: November 23, 2010, 05:48:44 AM »
Put the TA on top.

Seems logical.

great idea :aok



LWO popularity is no mystery really. most players want to play in the arena with most players - AH is an MMOG after all. so whichever arena has most players will fill up quickest, usually LWO because its top of the list.
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Offline Blooz

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Re: new cap method: a visual comparison
« Reply #29 on: November 23, 2010, 06:27:37 AM »
also one more thing that i might add during this arena cap is that the host will disconnect you from the AH server. usually and very often, the people flying AH in Australia will DEFINITELY get disconnected! i wonder why?? could it be the australian network? well one thing is for sure, its is really ANNOYING to get disconnected during and usually while in a chase or when about to drop bombs. and when i want to get back in, the arena is capped to 200, then 100..hitech C sure has a way to make its PAYING customers go through such agony in gameplay. I am ok with the arena change, but man... capping the players is just stupid...i wonder if microsoft put a cap on the no. of players in any xbox live arena... :headscratch: to me this seems to be very amaturish on hitech's part. i wonder if anyone in hitech actually puts in the number of hours we do playing AH...it would prob be diff if they did i reckon..getting sick of the cap...sure feels like i want to.... :bolt:

HTC has no responsibility for your internet connection from Australia to Texas. If you're having troubles staying connected, run a ping plot to the LW server and see where the problem is and contact your ISP about it.

As for the arena cap, you are free to go to the other arena anytime. Nothing is stopping you from experiencing the same air combat gameplay except your own prejudice. Yes, the map may be different, the names are different but the sim is the same. Your "buddies" can get along without you for awhile until you can rejoin them or you can inform them you can't get into their arena and if they really are "buddies" they'll join you in the arena you're in. Either way, the game is the same. Get over it. You'll live.
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