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Camp wars updates coming for next cycle
*sam*
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Just a heads-up about things I'm tweaking at the moment:

1. Squads with a player 'missing' who should be there since they have CR involved, will lose 0.1 King of the Hill points per vehicle per turn that the player is missing. It will take 2 consecutive turns of absence for this to kick in (just in case of client crashes etc.)

Just clarifying how I'm implementing this: the points are lost if a vehicle is being controlled by someone in the same team who is other than the correct owner. So being logged in and AFK won't be a work around. It also means if your cars are dead you're free to leave. As long as no-one else from your team takes control of them you're ok.

Obviously there are still tweaks to make regarding how much CR a combat can have, and how much a player is allowed to have in a squad. As you probably know, I have ideas about this but we're holding off making changes for now. Anyone with a big battle upcoming can agree between you and talk to me about it in the meantime- I can make one-off changes for individual battles (e.g. one idea which I like is to reduce the bigger squad to 4000CR and reduce the smaller one in proportion).

2. System-defined combat times will change from being 1 day away, to being a 9 days away by default, i.e. camp update day being Friday - combats will be scheduled from the Sunday of the following week, and the system will work backwards until it finds a slot (so most suggested times will be Sunday or Saturday). This gives players much longer to prepare and to discuss a better time.
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Posted Jun 3, 2020, 11:50 am Last edited Jun 3, 2020, 1:23 pm by *sam*
*Ninesticks*
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Great news on the scheduling tweaks, thanks Sam.

If you are going to do the cap and proportion thing (and you know how I feel about that) you should make the higher level a multiple of the individual player cap perhaps.

Just so that I am sure that I am getting the proportion thing straight.

Camp A brings 6000 cr Camp B brings 3000 cr. Camp A has a 3k advantage.

Camp A is reduced to 4000 or a 33% decrease. Camp B is reduced by the same proportion to 2000 cr. So now Camp A has only a 2k advantage.

Yes it is still double, but not the same by a long way.

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Posted Jun 3, 2020, 12:17 pm Last edited Jun 3, 2020, 12:18 pm by *Ninesticks*
*sam*
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*Ninesticks* said:

Just so that I am sure that I am getting the proportion thing straight.

Camp A brings 6000 cr Camp B brings 3000 cr. Camp A has a 3k advantage.

Camp A is reduced to 4000 or a 33% decrease. Camp B is reduced by the same proportion to 2000 cr. So now Camp A has only a 2k advantage.

Yes it is still double, but not the same by a long way.




That's correct.

Just to reiterate, though:  it's currently an *option* that camps have, if they agree between them. No firm decision yet about making it mandatory. There are certainly other approaches we could use.

Another option is: have no CR caps for the combat as a whole. Increase per-player CR to (say) 750+10% of total. Perhaps reduce turn limit to 100.
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Posted Jun 3, 2020, 12:44 pm Last edited Jun 3, 2020, 12:54 pm by *sam*
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Ah ok, thanks for highlighting that currently it is an option - most helpful.

A lower individual cr cap plus a percentage seems reasonable.
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Posted Jun 3, 2020, 1:09 pm
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maybe im not getting this proportional thing? what happens to the extra 2000cr in the above example they put in 6000cr and end up only getting to use 4000cr, wouldnt it be better to cap the cr at 4000?, they could have deployed that 2000cr to another tile, now they are loosing the 2000cr that they deployed?
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Posted Jun 3, 2020, 1:14 pm
*sam*
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darthspanky said:
maybe im not getting this proportional thing? what happens to the extra 2000cr in the above example they put in 6000cr and end up only getting to use 4000cr, wouldnt it be better to cap the cr at 4000?, they could have deployed that 2000cr to another tile, now they are loosing the 2000cr that they deployed?


A hard cap would be worse, IMO, as it would mean a stronger camp would have no way of guaranteeing domination on a tile they really wanted to win.

They're not "losing" the CR, all that's happening is that the combat is being played out at a reduced size. It's a "representation" of a bigger battle but with more manageable squad sizes. CR deployed like this is a total abstraction anyway.
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Posted Jun 3, 2020, 1:17 pm Last edited Jun 3, 2020, 1:37 pm by *sam*
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ah ok thanks
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Posted Jun 3, 2020, 1:25 pm
*Longo*
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*sam* said:

2. System-defined combat times will change from being 1 day away, to being a 9 days away by default, i.e. camp update day being Friday - combats will be scheduled from the Sunday of the following week, and the system will work backwards until it finds a slot (so most suggested times will be Sunday or Saturday). This gives players much longer to prepare and to discuss a better time.


So we can now deploy (Friday 6/5) thru next Friday? And then battles "can" occur from Next Friday(6/12) to the following Friday(6/21), but likely will be scheduled 6/20 or 6/21?

Im a bit confused maybe, as other might be.
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Posted Jun 5, 2020, 5:52 pm
*sam*
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*Longo* said:
*sam* said:

2. System-defined combat times will change from being 1 day away, to being a 9 days away by default, i.e. camp update day being Friday - combats will be scheduled from the Sunday of the following week, and the system will work backwards until it finds a slot (so most suggested times will be Sunday or Saturday). This gives players much longer to prepare and to discuss a better time.


So we can now deploy (Friday 6/5) thru next Friday? And then battles "can" occur from Next Friday(6/12) to the following Friday(6/21), but likely will be scheduled 6/20 or 6/21?

Im a bit confused maybe, as other might be.



So we can now deploy (Friday 6/5) thru next Friday?
Yes

And then battles "can" occur from Next Friday(6/12) to the following Friday(6/21)
6/21 is a Sunday - but yes, that's correct. Actually a couple of days after, i.e. 6/23 or so would still be ok. As long as they don't encroach on the next cycle of battle scheduling, starting 6/26, they're ok.

but likely will be scheduled 6/20 or 6/21?
Yes. This is of course 2 days into deployment week, but that's fine. Any hexes changing hands during deployment week will trigger a reset of deployed CR for the camps involved (just in case the deployments made become illegal, and also to deal with changed overall camp CR).


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Posted Jun 5, 2020, 6:21 pm Last edited Jun 5, 2020, 6:25 pm by *sam*
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what happens if they wont resquedule? i often work on weekends in the evening but usually home from work around 9pm 0300 server time? the open hours at camp show this as i open them up at 9pm, should i open more hours to help computer schedule them?
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Posted Jun 5, 2020, 6:38 pm
*sam*
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It picks a time from the defending camp's open hours.
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Posted Jun 5, 2020, 9:19 pm
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*sam* said:
It picks a time from the defending camp's open hours.


there has to be a better way of doing this

something like offering a range of times and getting people to rank them and choosing the one that works best for both.

failing that it should obviously be the attacker that gets the precedence on time. the attacker would be choosing the time to attack not the defender. D Day wans't timed to suit the germans.
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Posted Jun 6, 2020, 12:05 am Last edited Jun 6, 2020, 12:06 am by *goat starer*
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The problem with the attacker sorting out a time is that the attacker can essentially cheat and program it for a time they know the defender wont be able to play it, like as darth said he works.

Granted the attacker gets to plan the attack, but that is REAL LIFE, not a game.

We all knows what happens when you throw an even CR matched battle against the AI, it is a slaughter.
Programing it against the defenders camp open hours is fair IMO, as the time is a time you know the defender will be able to play it.

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Posted Jun 6, 2020, 12:31 am
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*Splurs* said:
The problem with the attacker sorting out a time is that the attacker can essentially cheat and program it for a time they know the defender wont be able to play it, like as darth said he works.

Granted the attacker gets to plan the attack, but that is REAL LIFE, not a game.

We all knows what happens when you throw an even CR matched battle against the AI, it is a slaughter.
Programing it against the defenders camp open hours is fair IMO, as the time is a time you know the defender will be able to play it.



but basically that's what happens automatically with the US and Europe. Typical US camp opening times throw Europe into the middle of the night / early hours of the morning. typical Europe opening times throw the US into nice early evening slots.

i cant think of any logical reason why the defenders time should be more relevant than the attackers. Its all a share map.
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Posted Jun 6, 2020, 1:10 am Last edited Jun 6, 2020, 1:10 am by *goat starer*
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I guess ban NA players... dunno. Thought you had guys all over the world... :D
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Posted Jun 6, 2020, 1:29 am Last edited Jun 6, 2020, 1:29 am by Joel Autobaun
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Joel Autobaun said:
I guess ban NA players


i think that is just a tiny bit strong... maybe just give them some kind of teenager temper tantrum pool to play in?

but seriously Joel... I know you are not thick enough to not understand how a globe and time zones work. sure we have players around the world (US, Canada, Europe, Australia) but only one of those players is not in the same longitudinal hemisphere as the others. the language bias of the game make it western hemisphere and that automatically gives it a weird time assignment that favours US players in this context.

that is just a fact.. its not disputable.

Any player who really wants these pvp wars to work would be looking to find a way to make time matching work for everyone.. not for their camps. We know there are times when we are all online so lets work around those.

Come and join us on the plain of cooperative game building instead of sniping from the edges.
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Posted Jun 6, 2020, 1:40 am Last edited Jun 6, 2020, 1:51 am by *goat starer*
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maybe if they wont resedule the deul, the camp owner not being able to make that specific time can like cancel or delay the fight at that time and make whoever gets to set the time to choose another time? on days im off i can rework any schedule i have to meet that time, but wont call off work to fight on a time that i can fight a day later.
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Posted Jun 6, 2020, 7:22 am Last edited Jun 6, 2020, 7:40 am by darthspanky
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It’s like in COE. Try and negotiate if the time didn’t work for you. If the other team doesn’t want to, the you show up or forfeit. It’s been played out like this for years in that league already. If your not a jerk, the I would think most likely a good time can be negotiated. If your a jerk, well you dig your own grave. If you don’t like the defending camps open times, don’t attack them. Some of these suggestions are pretty sillly.
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Posted Jun 6, 2020, 9:33 am
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I'm with Longo on this one. There's give and take here, even though you're competing with someone.  If you act like a jerk in rescheduling this time, you know just what to expect next time when the roles are reversed and you need to reschedule.

One change that's probably worth doing though with the system-chosen times is (a) find a time that both camps are open (if possible), and failing that (b) find a time that's as close as possible to when both are open?
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Posted Jun 6, 2020, 11:30 am
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*sam* said:

One change that's probably worth doing though with the system-chosen times is (a) find a time that both camps are open (if possible), and failing that (b) find a time that's as close as possible to when both are open?


Yes.
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Posted Jun 6, 2020, 11:55 am
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