Author Topic: Arena caps: Outside the box  (Read 456 times)

Offline Ghastly

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Arena caps: Outside the box
« on: November 16, 2010, 11:47:44 PM »
HTC has made it clear that they are certain that beyond a certain number of players in the arena, game play goes South in a hand basket. But Lusche and other Euro-time zone players have described it as sometimes taking the entire Euro-evening for the second arena to reach a "reasonable" playing level since the caps were implemented.

But what if once the arena cap kicks in, as players enter the tower in the overfull arena, they were to be automatically transported to the half empty arena until the caps come into line?  This way the two arenas would balance out pretty quickly, and tend to remain that way throughout the evening.   

Or what if players who enter the tower were given the choice of leaving the overfull arena in exchange for an incrementing offer of perk points  - each time that a player towers after a 5 minute or longer sortie, he is offered the chance to change to the other arena in exchange for X perk points in whichever of the 3 categories he chooses, and each successive offer increases by 1 until someone takes the offer, at which points the offer resets to the minimum and the cycle begins anew?   I know some guys have bazillions of perk points, but many of us don't, and some folks would likely jump at the chance to get some "free" perk points.  This would be likely to incentive some players to move, and the "value" of voluntarily moving would be up to the player being offered, so no one would feel "forced".

Or what if instead of getting perk points, the players were offered "an erasure" of a death in some category (perhaps an incrementing offer as described above)?  Or perhaps just plain old "points", such that either way, moving would improve their score in whatever category they chose to apply it to?

Or what if a base ENY value were implemented that were driven by the arena cap inequality, such that in addition to the "normal" ENY value resulting from side inequalities, some base value (perhaps a static value - say 8 as an example - or perhaps a sliding value based on the cap discrepancy between the two arenas?) were automatically added in to ENY for all 3 sides, such that until caps even out the only place to fly the "best" planes is in the under populated arena?


All just thoughts....  Anyone else have an idea or 3 for some way to either voluntarily incentive (Yay!) or penalize (Boo!) players into balancing out the arenas? 

There must be some way to improve upon the current system which appears to create a negative feed back loop.  Until you reach critical mass in the second arena, it's not much fun - and if it's not much fun too much of the time, then players choose not to play, causing it to take longer to reach critical mass, which causes more players to not play, etc.

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Offline Lusche

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Re: Arena caps: Outside the box
« Reply #1 on: November 17, 2010, 12:57:45 AM »
But what if once the arena cap kicks in, as players enter the tower in the overfull arena, they were to be automatically transported to the half empty arena until the caps come into line?  This way the two arenas would balance out pretty quickly, and tend to remain that way throughout the evening. 

Two things come to my mind:

First, there would be an outrage. Not only that people can't join their friends in Arena X... now they suddenly would get teleported out of a running battle. See an enemy M3 running, end your goon sortie to up an m8 to get that m3.. *zoom*.. you find yourself in LWB. IMHO that's worse than anything.
Second, it wouldn't even change my basic problem: Not enough players for two arenas during that specific time frame. Instead of 100/40 you end up with 70/70... and one of them is a large map. You still have basically the same issues in gameplay.


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Offline Noir

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Re: Arena caps: Outside the box
« Reply #2 on: November 17, 2010, 02:16:02 AM »
That problem is getting worse and worse with all the players that leave the game...It is really a hassle to find anything to fight these days, and the big maps with 50miles separating the teams aren't helping.

I suggest that outside the US prime time we run on a single arena with a small map. At prime time the big arena wakes up and the number limitations kick in.
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Offline Ghastly

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Re: Arena caps: Outside the box
« Reply #3 on: November 17, 2010, 09:10:59 AM »
That problem is getting worse and worse with all the players that leave the game...It is really a hassle to find anything to fight these days, and the big maps with 50miles separating the teams aren't helping.

I suggest that outside the US prime time we run on a single arena with a small map. At prime time the big arena wakes up and the number limitations kick in.

Lusche, correct me if I'm wrong, but isn't a part of the issue because the current system waits for a  "natural swell of players" joining the game to populate the second arena, so it has to kick in well in advance of when the first arena would near the point of overcrowding as HTC defines it? (Which means that during your primetime, the arena numbers are being "forced" in preparation for the US primetime?)

So doesn't it stand to reason that if there was a "more direct" method of populating the second arena  - either through an incentive or a more forceful method - then you wouldn't HAVE to have it kick it in at a specific time, and certainly not the current "hours before it's actually needed". You could wait until the first arena is in danger of overcrowding (as HTC defines it).  So instead of 100/40 or 70/70 it wouldn't take effect until it hit some threshold (for example, let's say 450) and then it would work to more quickly even things towards at least 300/200. So the problem is how to get enough players into the second arena when they are needed, right?  The faster that happens the less it has to impact gameplay when it's not required, right?

And so perhaps instead of the stick, some sort of a carrot is used.  Or perhaps a combination - like the ENY base and a perk bonus for switching.   Dunno, just tossing ideas.

Noir, the problem with "just waiting" is that if they wait until the first arena fills up then the second arena never reaches critical mass.    So instead of 300/200 you end up with 425/75.

Again, I don't really have a dog in this fight - the times when one is locked for me I just play in the other.  (Of course, I fly US primetime and there is almost always enough players in either arena to have an enjoyable experience.)  But it does seem to me that the faster they can fill the second arena, the less of a problem this is for everyone.

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« Last Edit: November 17, 2010, 09:13:23 AM by Ghastly »
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Offline JimmyC

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Re: Arena caps: Outside the box
« Reply #4 on: November 17, 2010, 10:22:16 AM »
I would think a minimum cap of 200 in each arena
let us decide how to populate it
and when the flood of US prime time comes, it will fill up fast anyway
rather than not really fill with the trickle of Euro players until US prime time fills it anyway
seems only fair
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Offline dedalos

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Re: Arena caps: Outside the box
« Reply #5 on: November 17, 2010, 10:47:11 AM »
You guys are confused.  You seem to think that HT actually cares about the Euro customers or what anyone thinks in here  :lol
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Offline Kazaa

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Re: Arena caps: Outside the box
« Reply #6 on: November 17, 2010, 11:00:15 AM »
You guys are confused.  You seem to think that HT actually cares about the Euro customers or what anyone thinks in here  :lol

 :cry
« Last Edit: November 17, 2010, 11:54:51 AM by Kazaa »



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Offline Kazaa

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Re: Arena caps: Outside the box
« Reply #7 on: November 17, 2010, 11:04:15 AM »
Caps will be the death Aces High.



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Offline The Fugitive

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Re: Arena caps: Outside the box
« Reply #8 on: November 17, 2010, 11:09:00 AM »
Nawww, just the Euro version. :(

Offline 1Boner

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Re: Arena caps: Outside the box
« Reply #9 on: November 17, 2010, 11:09:26 AM »
Caps will be the death Aces High.

But it will be a "healthy" death.
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Offline Kazaa

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Re: Arena caps: Outside the box
« Reply #10 on: November 17, 2010, 11:18:26 AM »
But it will be a "healthy" death.

That's truth, healthy like having just 100 players in an arena, which has a map that can support up to 800 players...



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Offline ImADot

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Re: Arena caps: Outside the box
« Reply #11 on: November 17, 2010, 11:36:47 AM »
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