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Lovley EU linkings and their Matchups.


phreeak.1023

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So? We can see that blue is not present in the matchup. You know, server linking and new ideas to server linking cannot solve all the problems, because it doesn't address any of these issues:

  • imbalances in performance in a given encounter (as measured by who is in the vincinity and in combat)
  • imbalances in performance in a given map (*)
  • imbalance in performance in a given skirmish
  • imbalanced in performance in the current overall matchup

(*) there is one exception to this rule: The "outnumbered" mechanism could be considered a design mechanism in place to counter imabalances (at least in population) in a map. It is very imperfect, as it does not look at performance, but only at population.

As you can see, the mechanics in WvW have never been designed to counter any imbalances other than population. What WvW would instead need is some kind of dynamic "handicap" system, countering imbalances in performance in a current matchup at least to a certain degree in order to keep the game experience fun. Obviously reward mechanisms and server scoring would need to be adapted.

Or, alternatively if such a dynamic system, which adapts to the actual performance of servers within a matchup is too complicated, servers would need to be compared by giving them a ranking (similiar to how you measure player performance in sPvP), and matchups needs to be calculated using this ranking. The ranking in a given matchup is static, at the end of a matchup a new ranking is calculated based on the performance in the last matchup (or as a rolling average between the last few matchups).

What complicates matters is the process of moving servers. As the ability to move between servers is not tied to the current matchup, performance can drastically shift in a given matchup; as the matchup is "static" (and the linkup even more so, lasting a longer time!) - it does not react to changes in population nor does it react to changes in performance - the ability to move between servers would need to be limited in order to have a chance to achieve results which are based on static data. Only a dynamic handicap system, which adapts to the actual current performance (or average performance over the last few skirmishes, maybe the whole last week) is a tool fit for dealing with dynamic transfers within the period of a matchup.

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@phreeak.1023 said:I am not on Dzago. Linkings are just unbalanced. We cant fight them (Gunnar, at least 3 times more players) until Primetime (not the best fighters tho.. 30 ppl guild raids stomping their blobs) but thats only 2-3hrs a day. Because our link server is beyond dead.

Dunno about that, been pug raiding for the last 3 days and fights seem even at prime time.

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@phreeak.1023 said:I am not on Dzago. Linkings are just unbalanced. We cant fight them (Gunnar, at least 3 times more players) until Primetime (not the best fighters tho.. 30 ppl guild raids stomping their blobs) but thats only 2-3hrs a day. Because our link server is beyond dead.

weak wet noodle riverside complaining again after their previous link with ag? the irony.

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@googel.3278 said:

@phreeak.1023 said:I am not on Dzago. Linkings are just unbalanced. We cant fight them (Gunnar, at least 3 times more players) until Primetime (not the best fighters tho.. 30 ppl guild raids stomping their blobs) but thats only 2-3hrs a day. Because our link server is beyond dead.

weak wet noodle riverside complaining again after their previous link with ag? the irony.

Rivernoobs

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@Fat Disgrace.4275 said:

@phreeak.1023 said:I am not on Dzago. Linkings are just unbalanced. We cant fight them (Gunnar, at least 3 times more players) until Primetime (not the best fighters tho.. 30 ppl guild raids stomping their blobs) but thats only 2-3hrs a day. Because our link server is beyond dead.

30 people guild raids...yup proper good fighters here.

Sounds like [Kill]. Just add 19 more players to that number.

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