What is known, the alliance system, will give us new balancing.
Some critical thoughts:
Balancing will be about this, as is known by now:
A+B+C=(defined number)
Exp. A=Alliances, B=Guilds, C=Solo Players.
So it could look like this A+A+B+B+B+C=(defined number)
They will also be weighted depending on playtime. To weight in this example, we use the range 0-1.
Theoretical this would look like this (A*0.5)+ (A*0.6)+(B*0.7)+ (B*0.9)+(B*0.4)+(C*0.5)= (defined number).
Here we can see the first flaw, the equation is already so complicated that the (defined number) cannot be reached exactly, we will have to go for near (defined number).
This flaw is not so bad, you can tolerate it, but there is a second much bigger Problem. The calculation of the numbers A, B, and C.
How in my opinion you would have to calculate the number A:
A= x+(y-z)
Here, x is the number of players with only 1 account, y is the number of players with 2 and more accounts and z is the number of players with 2 accounts who are not going to play in this alliance in this matchup.
B and C, similar cal.
Conclusion: As neither x, y and z can be determined safely, even with account linking, switching teams in a locked matchup will be possible and the balancing forfeit. PPl. will get more accounts instead of transferring servers.
Now comes the agenda: If balancing is not going to work perfectly anyway, why not make bigger alliances for better communities?
I have posted a poll below this post. Despite my, in my opinion, whitey arguments, feel free to vote in which ever way you like. 😉
Hind thoughts:
(We only have the numbers known accounts and known linked accounts to work with, this is not sufficient in my opinion)
(And yes this can be loosely covered by weighting but not remedied in my opinion.)
PS: pls do not write me questions on the mathematics, use Google or YouTube tutorials. If you find mistakes, feel free to correct me in a forum appropriate manner, THX.😄
[(defined number) can vary from example to example in order to get a usable result, I think ^^]