Author Topic: Pongo - Equalized Numbers Discussion  (Read 2205 times)

Offline Toad

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Pongo - Equalized Numbers Discussion
« on: June 06, 2002, 01:27:49 PM »
I am out of the other thread. I'll be happy to discuss the design here, however.

From the other thread:


Quote
Origninally posted by Pongo

Never heard of handycaping in a game Toad?

Never heard of a game where the sides by design are the same size?

I dont like Mandobles idea from a game play stand point..but all this righteosness about someone haveing to win someone having to lose without any consideration of the likley hood of that happening is a bit unusual.

It would be cool if the game could isolate all the non perfomance related issues and only be won by the better flying side..But like the war it imitates, ours is a war of brute attrition. The larger side wins. Period. And then they are awarded for being larger.(and having a sence of urgency) It seems to move arround with the AKs who is the largest though so there is some variety at least...



Handicapping: Yes. it's common. What would be uncommon, however, is handicapping AFTER the game began I think. For example, horses are handicapped before a race by adding weight to carry. It'd be pretty unusual to stop the horses and add or subtract weight half way through the distance wouldn't it?

Now we have a different situation anyway: a 24/7 persistent game that basically it began when the arena first opened. There never was an "equal" starting point for any side, nor did HTC design it for an "equal" starting point. The game began and just rolls on from there without pause. People log on and off at will.

One could consider a reset a pause, however. Theoretically, one could auto-balance the side after a reset but then as the 24/7 gameplay continued and people logged on and off the balance would change again. As I mentioned before, unless you include some sort of non-voluntary auto-balancing action by the Host, you never will have "equal" sides in all probability.

Bottom line though is that handicapping a never-ending 24/7 persistent arena game seems impossible to me.

Righteousness: It isn't righteousness on my part. I certainly didn't intend that. It's merely common sense. All games in which score is kept have winners and losers. That's the whole point of keeping score, isn't it?

AH keeps score by awarding "perk points" to a side that accomplishes a certain task. "Owning" the most bases at the time that one of the other sides basically loses all theirs. At this point, the game is considered at an "end", although after a brief pause to change maps the 24/7 persistent arena returns and the party goes right on.

Without this "win/lose" design concept, what would the point of capturing all the enemy bases be? What would happen to the "strat" portion of the game? Would there be anything necessary other than Lasz furball concept?

It's obvious that the game is designed to have winners and losers. It's inherent.

So there isn't any righteousness involved at all. It's just a fact that someone wins and someone loses. It's the point of the struggle, the point of the whole design. The game is designed that way so there is always a strong likelihood that some side will do that in some period of time. The periods of time vary depending on the particular map and the desire of a particular player base to achieve a reset.

Additionally, the larger side does not always win. There are two clear examples of this situation.

Example 1.
I think all of us have been on when "our" side was numerically superior to either of the other two sides. However, due to a lack of "leadership" :) or perhaps desire "our" side just doesn't seem interested in "world conquest". People are just out furballing around and ignoring the "conquest" aspect. Sooner or later one of the other two sides achieves a reset.

Hasn't everyone seen this over the past year?

Second example: Side X has 130 players, Side Y has 130 players, Side Z has 150 players. Ah! Perfect balance!

Unfortunately, Side X is fighting Side Y with only 30 players. Side Y is fighting Side X with only 30 players.

Poor Side Z! Their brave 150 are engaged on two fronts against 100 enemy players on both fronts! It's 150 V 200!

Side Z eventually loses, despite being numerically superior.

How would one "balance" the sides in example 1?

How would HTC "balance" the sides in example 2?


So, it really isn't a simple question, IMO.

The gameplay is designed by HTC as a persistent 24/7 arena where some side eventually wins and some side eventually loses. The resets are merely a brief pause in non-stop action.

HTC, by design, allows players to switch sides at will (there are reset perk point award restrictions, however. Of course, these restrictions only affect those who actually care about perk points.)

Lastly, doesn't the fact that the side that flies the "best" can still lose the war mimic the oft sought after "realism"?

Your turn.
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline Pongo

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Pongo - Equalized Numbers Discussion
« Reply #1 on: June 06, 2002, 02:13:08 PM »
Toad
Saying that any attempt to ballence the weak side equates to not wanting a win is a bit of a stretch.. It equates to wanting a ballenced game.
I really dont want to get into the ways that you could tell somone is in the bucket but discussion about what you might do to allieviate the sitation if the server did detect it is certainly valid.
The game is for fun.  Anything that enhances the fun for a good chunk of the players is worth discussing I think.

Offline popeye

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Pongo - Equalized Numbers Discussion
« Reply #2 on: June 06, 2002, 02:24:55 PM »
Multiply perkies by the ratio of enemy/friendly icons visible at the time of the kill.  That might make gang bangs less attractive (at least to perk potatos).
KONG

Where is Major Kong?!?

Offline Furious

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Pongo - Equalized Numbers Discussion
« Reply #3 on: June 06, 2002, 02:45:13 PM »
Here's my newest idea combined with an older idea I had:

1.  Create an additional Logon screen.  This screen should have some basic Arena statistics as follows:

          Number of players
          Numbers on each team
          Roster
          Bases owned by team
          Field status
          Strat status

    Other information that should be included would be:

          Map Name
          Date, time and winner of last resest (5 past)
          Other relevant data (brain starting to hurt)

    To enter the arena have a click to fly as ....knight/rook/bish.

2.  Give a small perk bonus (5-10) for anyone who enters the arena on the side with the lowest numbers.  One bonus per day.


Once you enter the arena the die is cast, hard to study map and make the call as to wether or not its worth the effort to change sides.  HT can make it an informed decision.

Not a carrot and stick, but a carrot and some information.



F.

Offline Don

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Pongo - Equalized Numbers Discussion
« Reply #4 on: June 06, 2002, 02:47:12 PM »
>>Multiply perkies by the ratio of enemy/friendly icons visible at the time of the kill. That might make gang bangs less attractive (at least to perk potatos).<<

Now this is a compelling notion.
I mean, I flew a sim not too long ago where ganging was a regular occurence, hehe I flew on the side that was ganged the most :)
The pilits on our side would jeer at our nmez in the other two countries and, we actually got used to the ever present disparity in numbers. Every now and then we would gather together and oppose the other two countries. And, just like here in AH, we would start out attacking the one country, and then the other would attempt to milk us as we did so. We had enough organization to then attack both countries, and we were usually successful :) Not much different than here.
What is interesting about the suggestion above; it would then penalize or tax :) those who would take advantage of the unfortunate situation the country in the tank was facing. Or, those who would take advantage of overwhelming advantage simply to get easy kills for the points.
I don't care for the perk potatos, they usually have poor skills and no sense of what I consider ..honor. But, the fact is they pay to play too. So, why not make em pay a lil extra for being low life, panty waist, living in the darkest, fetid cesspools of the game, who wanna come out only when it is to their advantage? :D
Make em pay a price for ganging and getting their temporary countrymen dead due to killshooter, by flying in front of them to get the all important kills .

Hehe, yeah I like it a lot :D

Offline Toad

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Pongo - Equalized Numbers Discussion
« Reply #5 on: June 06, 2002, 02:56:08 PM »
Quote
Originally posted by Pongo
Toad
Saying that any attempt to ballence the weak side equates to not wanting a win is a bit of a stretch.. It equates to wanting a ballenced game.


I don't believe I have said that. If something was taken that way, it is a misinterpretation. "Not wanting a win" is something I don't believe I've even mentioned.

I've just said that the game is not designed for "balancing player numbers." It's a persistent 24/7 arena/war that has been going on for years. No attempt was ever made, as far as I know, to ensure that the teams had equal numbers. The very world-wide nature of the game, the 24/7 aspect and the demographics of the player base are biased against "equality" IMO.

In short, it's designed for one team to win and one team to lose.

Im sure everyone wants to win. However, in any basic appraisal of game design it's pretty standard that only one "side" is going to win. There's few shared trophies in the gaming world.

So, as numbers ebb and flow on a side, victory or defeat becomes both possible and perhaps inevitable. It's designed this way.

Beyond that, we've all seen cases where one particular side has numerical superiority and LOSES either through inept tactics (and I'm no "general".. do what you like to do!) or because the other two numerically inferior sides use the famous "gangbang" tactic.

 
Quote
Originally posted by Pongo
I really dont want to get into the ways that you could tell somone is in the bucket but discussion about what you might do to allieviate the sitation if the server did detect it is certainly valid.
The game is for fun.  Anything that enhances the fun for a good chunk of the players is worth discussing I think.


Well the impetus for our discussion was based on needing "To counteract the lack of players in one country" or "inferior numbers" if you will. The server can easily detect a side with inferior numbers but once again there's more to human behavior than that.

Side X = 150  Side Y = 150  Side Z = 90. Obviously, Z is suffering a "lack of players".

So, some new idea is implemented and Z gets access to 12 buff formations that no other team has.

Unfortunately, Y and Z are BOTH attacking X with all their forces.

Where's the balance? Did Z need the 12 buff formations?

That's just one imaginary scenario of course. But it should be obvious that having the server determine "balance" is going to be far more complex than just looking at logged in numbers of players.

And complaints? The "balance determination" programming arguments will make previous Flight Model, gunnery model, damage model flamefests look like Girl Scout marshmallow roasts.  IMO, of course.
« Last Edit: June 06, 2002, 03:31:06 PM by Toad »
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline Pongo

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Pongo - Equalized Numbers Discussion
« Reply #6 on: June 06, 2002, 03:33:50 PM »
I guess to each individual gamer the game has a length starting when they log on and ending when they log off.  Ideas to make it fun no matter which county tbey log onto might have value. I dont think that some kind of ballance things that make it harder and harder to win as you get closer to winning makes sense..and lots of "ballance" ideas will amount to that.
But if 70% of the players are rooks or would be captured by the rooks if they bailed at a given instant..then the rooks are being oppressed..and maybe the UN should step in.

maybe a post reset concesion. Like the guys that got reset get a fortress area of the map or something. It would aleviate the need to ballence MA maps... Or the country that got reset gets 15 miniutes of flight time befor others can log in...lol

Offline Toad

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Pongo - Equalized Numbers Discussion
« Reply #7 on: June 06, 2002, 03:51:06 PM »
OK, my game starts when I log in. I log in and my country is down to three fields, all of them capped and under heavy attack.

What device can we implement that will make it fun for me to log in?

By the same token, I log in and my country needs to capture just one or two more fields to win the reset. We have the numbers; the reset is inevitable in a very short time.

Now, I'm not a big fan of the "100 guys attacking 1 field" concept. In fact, it's pretty boring to me.  

What device can we implement that will make it fun for me to log in?

That's the problem with the 24/7 persistent environment; continual change. That's also the benefit, if you look at it with a different attitude. Neither of those situations will endure for very long under the present system. The reset will occur and the war begins anew.

Any sort of balance device will, of necessity, make it harder and harder to win for the agressors. After all, that's what the goal of a "balancing" device would have to be. I think we both agree here and we both see the problem.

Give the reset team a 15 minute alt advantage? I think that'd be funny, myself. Things would be in "scramble" mode for quite a while. I'd probably enjoy that on either end.

However, will the "average" player just logging in for the first time that night appreciate being at a severe alt disadvantage for quite a while? Will that make it more fun for those guys?

I think you and I see a lot of these things the same way.

I also think that you and I both know the "balance" idea, while theoretically desireable, is going to be extemely tough to implement at best and maybe impossible.

I think that is why the game is designed the way it is. Simply because continual balance is not achieveable in a 24/7 persistent world-wide game arena.

I did enjoy the discussion though and I appreciate the lack of heat. It can be done.  ;)
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline Pongo

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Pongo - Equalized Numbers Discussion
« Reply #8 on: June 06, 2002, 04:31:40 PM »
I think the game is like it is because it works and is succesful and would take alot of time to change in ways to make the people in the bucket feel better about it.
I like it as it is. But there is no harm in discussing alternatives..Not much left to fix in this game..we are getting down to the short hairs...

Offline Rude

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Pongo - Equalized Numbers Discussion
« Reply #9 on: June 06, 2002, 04:32:15 PM »
Welfare comes to mind.

Just as in life, it's not always fair. How folks deal with this reality varies greatly.

You have those who want a handout due to adversity, and will not make much of an effort to achieve in life, because they no longer have to.

There are those who live each day, not taken back by adversity, they just make adjusments in their lives and keep on living.

Then there are those who work twice as hard to overcome the adversity, walking away with the satisfaction along with the benefit of their extra effort.

Some believe in the premise that anyone who has risen to the top should be brought down to the levels of others, in an effort to find equality...share that wealth.

The percieved MA inbalance is similar in many ways...some want every aspect to be equal and balanced...have HT build an equalizer into the game...an unchallenging and vanilla existence.

Others, just play...oblivious to the heated concerns of a few, just having fun...Ignorance is bliss?:)

Then there are those who reach down deep, get a little pissed off, and go to war looking for your head the entire way.

If the Bishops had more fields when the war starts or late war rides while others rode the early stuff only, then I would agree, that would be unfair. As to numbers of players and the quest for parity, if that were to become the norm, then life in the MA would mirror an existence similar to that of living in an old folks home...Salisbury Steak on Monday's, Spaghetti on Tuesday's along with endless reruns of Cacoon. No thanks.

I hope HT leaves it alone...it is inherently natural and fluid. It will come around to all of us:)

Offline MrRiplEy[H]

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Pongo - Equalized Numbers Discussion
« Reply #10 on: June 06, 2002, 04:40:13 PM »
Some believe in the premise that anyone who has risen to the top should be brought down to the levels of others, in an effort to find equality...share that wealth.


Ah hah..

Playernumbers aren't wealth, it's a horde.

A better comparison is this: In a schoolyard a bunch of weakdicks are mobbing the newcomers daily. Now which would be the right thing to do, join the mobbers or defend the weaker side?

By rude's and other bish's definition the correct thing is to join the 'intellectual wealth' of the concentrated stupidity of the mob.

[edit] oh and the guy who goes to defend the weakest gets called a communist/socialist also, it's unamerican to go against the crowd (have some balls) right?

I know well why most bishs are against side balancing - they know they can't hold a candle to their enemy if the sides do balance. All the weak material gather there to hide in numbers.
« Last Edit: June 06, 2002, 04:45:56 PM by MrRiplEy[H] »
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Offline AKIron

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Pongo - Equalized Numbers Discussion
« Reply #11 on: June 06, 2002, 04:45:45 PM »
Quote
Originally posted by MrRiplEy[H]
I know well why most bishs are against side balancing - they know they can't hold a candle to their enemy if the sides do balance. All the weak material gather there to hide in numbers.


(cough) bullsh*t (cough)
Here we put salt on Margaritas, not sidewalks.

Offline Toad

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Pongo - Equalized Numbers Discussion
« Reply #12 on: June 06, 2002, 04:49:48 PM »
Well, we were all insult-free and flame-free there for a while anyway.

Ripley, does this mean you decided to un-ignore me despite my arrogance and whatever else you hurled at my reputation?

:D
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline MrRiplEy[H]

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Pongo - Equalized Numbers Discussion
« Reply #13 on: June 06, 2002, 05:00:36 PM »
Heck I placed you on my buddy list Toad!

I mean, how could I miss classics like how you tried to explain player imbalance with remarks to chess. How someone in a game must win.. LOL. Ever watched cricket? Nevertheless..

In a game of chess both sides start with equal numbers of characters and also an equal chance of winning. The best player wins, not the one that took 20 extra bishops from another board - even though this seemed to be your logic.

Somehow (even with both players starting with the socialist commie bolshevik welfare {rude can add some more} setup of 1:1 characters) there's often a winner and sometimes a stalemate. You see Toad, in a game of chess there are sometimes no winners or losers, both players just get their game and fun. Most importantly neither side holds unfair advantage and the game result gets determined by the skill of the player, not the handicap.
Definiteness of purpose is the starting point of all achievement. –W. Clement Stone

Offline SOB

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Pongo - Equalized Numbers Discussion
« Reply #14 on: June 06, 2002, 05:16:24 PM »
Point 1: Cricket is for pasty English types.
Point 2: Chess and AH have little in common (no guns or chutes in chess).
Point 3: You are all retarded.
Point 4: I read little of this thread, yet I could write the cliff's notes on it.
Point 5: Shut up and fly (slowly, level, and in front of my guns)

You are all excused.  Please disperse immediately.


SOB
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