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 How are starting bonuses implemented?

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LSLarry
Tibr
Piktas
ysosad
Claudandus
Anduin
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Anduin

Anduin


Posts : 124
Join date : 2013-11-10

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PostSubject: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 7:23 am

I remember on Erevos there was a bonus for joining the dark side because there were too many light players, does anybody know what the criteria is for assigning a starting bonus to a faction?

Is it based on how many players are on a side, or how well the side is doing on the map?
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Claudandus

Claudandus


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 7:35 am

It is based on the number of players on one side compared to the other.
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Anduin

Anduin


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 7:43 am

Ok, that's good, so if one side is winning and pushing towards the capital of another side, then the winning side could still get a starting bonus if more players are joining the losing side.

That's what I wanted to hear, otherwise it would be nothing more than a mechanic to enforce stalemate.
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ysosad
The Restless



Posts : 445
Join date : 2013-11-24

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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 7:52 am

Claudandus wrote:
It is based on the number of players on one side compared to the other.

The number of players or the number of "active" players. If it is the latter, how is "active" defined?
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Piktas

Piktas


Posts : 511
Join date : 2013-05-08
Location : Amber Shores

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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 8:30 am

It is based on the cp output difference of the factions. So if one side is only fighting between each other and not making any progress on the map they can still be putting out more cp than the other side who might be making progress on the map during that time and would get a bonus in the process.
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Claudandus

Claudandus


Posts : 585
Join date : 2013-10-21

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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 8:36 am

Piktas wrote:
It is based on the cp output difference of the factions. So if one side is only fighting between each other and not making any progress on the map they can still be putting out more cp than the other side who might be making progress on the map during that time and would get a bonus in the process.

They are talking about the starting bonuses that are given to newbies if they choose light faction on olympus or dark faction on erevos not about the daily CP bonus for one side based on their CP generation of the previous day.
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Piktas

Piktas


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 8:50 am

Don't see how they are separate and I don't really recall devs talking about them like they are separate things. If one side is generating more cp but has less players how does it make sense that new people are encouraged to join that side? Doesn't have to depend on the bonuses either. One side could just always be more active even if they have fewer players. But hey if I'm wrong then I'm wrong I just don't remember cp and log-in bonuses ever not being used interchangeably.  Rolling Eyes


Last edited by Piktas on Wed Jan 29, 2014 8:53 am; edited 1 time in total
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Tibr

Tibr


Posts : 698
Join date : 2013-08-21

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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 8:51 am

For all we know CP bonus is directly linked to the items given when you choose a faction. But i never read any dev statement on this.
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Claudandus

Claudandus


Posts : 585
Join date : 2013-10-21

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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 9:00 am

The Cp bonus changes from day to day. The bonus for choosing the faction with less members hasn't changed for erevos since I play this game. Even on days long gone when the light faction got a CP bonus due to heavy fighting orchestrated by the big dark guilds the day before, the bonus was given for choosing the dark side.
I recall several dev statements about this. But hey I might be mistaken.
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Tibr

Tibr


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 9:02 am

Light had an item starting bonus not tooooo long ago. Shortly after olympos was launched.
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Claudandus

Claudandus


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 9:04 am

The light faction on Erevos?
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Tibr

Tibr


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 9:04 am

yes
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Piktas

Piktas


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 9:06 am

And even before Olympus (since apparently not ALL traffic from ag and kong go straight to erevos as was so reassuringly promised to the community when everyone started crying about how old server will die) I remember going to armor games to check if light side had a bonus after darks made a huge push and sure enough we would get a bonus until we pushed back.
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Claudandus

Claudandus


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 9:09 am

If this really is the case, then all those mechanisms would in fact encourage a stalemate. Maybe the devs could bring some clarification into this argument. Please.
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Piktas

Piktas


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 9:15 am

That's why everyone is perma-raged about the stalemate ;D When this was implemented the leader of average (the number 2 light guild back then) quit and average fell apart soon after.
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LSLarry




Posts : 279
Join date : 2014-01-20

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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 10:26 am

Piktas wrote:
That's why everyone is perma-raged about the stalemate ;D When this was implemented the leader of average (the number 2 light guild back then) quit and average fell apart soon after.

People like to have the opportunity to win. Treading water never gets you anywhere.
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Pearl

Pearl


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 11:44 am

Piktas wrote:
That's why everyone is perma-raged about the stalemate ;D.

Not "everyone" is perma-raged ... I'm quite patient to win the game & wait for improvements Smile... in fact ... I really doubt even a tiny minority is 'raged' ... seems unlikely ... more likely a significant portion of players are annoyed (or maybe more than annoyed) at the situation.

And anyway, we have a High Council the developers kindly setup & have proven a willingness to listen to ... we could always use the High Council properly and a propose a positive way to change the game Shocked

  • In, fact, Tibr has already done the first step;
  • Next step, for example1 ... would be, as a community, to come up with constructive suggestions on mechanics to implement after 4 months or so, to help speed up the game.

1Just an 'example' suggestion. Obviously there could be many more example suggestions others could make & then the community could debate & then come to consensus on.
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Piktas

Piktas


Posts : 511
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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeWed Jan 29, 2014 1:34 pm

Pearl wrote:
... in fact ... I really doubt even a tiny minority is 'raged' ...

The empty kong room seems to suggest otherwise. Going through the rankings you can see that the majority of people have quit in the top hundreds. And of course those of us that are left aren't "raging" per se. Sorry for trying to express my thoughts by using a common story telling technique of deliberate and obvious exaggeration aka hyperbole. Sheesh. And when I said everyone OF COURSE I didn't mean EVERYONE. Way to be overly picky for no reason. Guess I'll have to point out obvious things from now on...
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ysosad
The Restless



Posts : 445
Join date : 2013-11-24

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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeThu Jan 30, 2014 8:10 am

Hi Rune,

This is a matter that has been bugging me for a bit now...simply because I don't understand how it really works and, from the looks of it, many others don't either.

So there are a couple of questions:

1. Are the bonus for joining a Faction and the bonus to CP generation triggered by the same mechanism(s) or are they somewhat or entirely different?

2. What are the circumstances that trigger the CP bonus and Faction choice bonus to begin and end?
--------------------
The prevailing theories posit any of the below, which may all trigger the bonus alone, may trigger in combination with one another, or only some (or just one) of these actually lead to the bonus.

A. Triggered by a discrepancy in "activity" of one Faction over another within a set period of time (1 day); Activity may mean:
i. One Faction has more players log on in a given day
ii. One Faction has more players generate ANY CP in a given day
iii. One Faction has significantly higher CP generation in a given day

B. Triggered by discrepancy of map balance:
i. One Faction progresses closer to the enemy Capital, with or without a difference in CP generation, past a certain point on the map

C. Other/Fluid changes to adapt to the situation creating the imbalance
-----------------------
Some of these theories, if true, would disappoint the community a great deal (e.g. A.: iii.; by itself it seems unfair if the side is simply fighting harder, it doesn't incentivize trying harder) when they seem to encourage a stalemate/stagnation.

I know ya'll are doing your best with some very big issues and we can be a (VERY) demanding community...but some clarity on this issue would be greatly appreciated.

Thanks.
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RuneSlayer

RuneSlayer


Posts : 3124
Join date : 2012-11-13

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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeThu Jan 30, 2014 8:48 am

ysosad wrote:
Are the bonus for joining a Faction and the bonus to CP generation triggered by the same mechanism(s) or are they somewhat or entirely different?

ysosad wrote:
What are the circumstances that trigger the CP bonus and Faction choice bonus to begin and end?

They are both connected to the active population of each Faction which is checked everyday.

Depending on the ratio (Dark/Light), the registration bonus changes accordingly.


ysosad wrote:
A. Triggered by a discrepancy in "activity" of one Faction over another within a set period of time (1 day); Activity may mean:
i. One Faction has more players log on in a given day
ii. One Faction has more players generate ANY CP in a given day
iii. One Faction has significantly higher CP generation in a given day

A complicated algorithm which has several variables like number of active players, their CP generation, their potential CP generation etc. is responsible for the bonus given. This way, we do not reward "lazy" players but primarily try to balance out the populations having a max. modifier for CP bonus so as not to tend towards equal CP from each side to prevent a technical stalemate.

ysosad wrote:
B. Triggered by discrepancy of map balance:
i. One Faction progresses closer to the enemy Capital, with or without a difference in CP generation, past a certain point on the map

HELL NO!

ysosad wrote:
C. Other/Fluid changes to adapt to the situation creating the imbalance

No other triggers.

Thank you for your kind words ysosad.
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ysosad
The Restless



Posts : 445
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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeThu Jan 30, 2014 9:50 am

RuneSlayer wrote:
ysosad wrote:
A. Triggered by a discrepancy in "activity" of one Faction over another within a set period of time (1 day); Activity may mean:
i. One Faction has more players log on in a given day
ii. One Faction has more players generate ANY CP in a given day
iii. One Faction has significantly higher CP generation in a given day

A complicated algorithm which has several variables like number of active players, their CP generation, their potential CP generation etc. is responsible for the bonus given. This way, we do not reward "lazy" players but primarily try to balance out the populations having a max. modifier for CP bonus so as not to tend towards equal CP from each side to prevent a technical stalemate.

OK. This is how I interpret this:

The CP bonus serves to compensate for the discrepancy between the potential CP generation of the two factions. The bonus can always be overcome so long as the Faction not receiving the bonus minimizes the discrepancy in their own Actual and Potential CP generation as a Faction. The bonus does not entirely remove the difference in potential CP generation between the two Factions.

Put another way, the bonus is an attempt to reward the Faction that is trying harder as a whole...
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Realf Lantow




Posts : 183
Join date : 2013-07-12
Location : Vardenfall

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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeThu Jan 30, 2014 5:09 pm

Piktas wrote:
That's why everyone is perma-raged about the stalemate ;D When this was implemented the leader of average (the number 2 light guild back then) quit and average fell apart soon after.

are you speaking of 1) archer or 2) venatoraptor?

I seem to recall that both of them lead Average for some time (might be incorrect) and both rage-quit eventually. But, Average wasn't the #2 light guild at that time; for as long as I've been here (since June) Radiant (Radiant Guardians) has been the #2 light guild. Razz
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Scaren

Scaren


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeThu Jan 30, 2014 5:18 pm

Realf Lantow wrote:
Piktas wrote:
That's why everyone is perma-raged about the stalemate ;D When this was implemented the leader of average (the number 2 light guild back then) quit and average fell apart soon after.

are you speaking of 1) archer or 2) venatoraptor?

I seem to recall that both of them lead Average for some time (might be incorrect) and both rage-quit eventually.  But, Average wasn't the #2 light guild at that  time; for as long as I've been here (since June) Radiant (Radiant Guardians) has been the #2 light guild. Razz

I can't speak for Archer but if I remember correctly that Venatraport quit because no one liked him and he was quite literally turning every light guild against his guild Average. I also don't remember them being number two or remember Archer or Vena quitting because of a stalemate.
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Piktas

Piktas


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PostSubject: Re: How are starting bonuses implemented?   How are starting bonuses implemented? I_icon_minitimeFri Jan 31, 2014 2:57 am

I'm talking about Notelitten. He created Average. You can even find his rage filled topic about the cp and login bonuses somewhere deep in the forums Wink After Notelitten left some key members of Average joined other guilds (most noticeably Dakota) and then Average never recovered after that. That's when The Radiant started gaining new recruits as well and filling in the power vacuum. And Venatoraptor was only in Judgment as far as I remember.
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