paykomanvll

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Joined 2019-5-31 Last Visited 2021-09-24
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Server balancing system
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Edited by paykomanvll at 2020-3-28 21:31
LordPaykoman, K23
Hello,
this game has some tactical options and a big PVP-part but on the most server it can't be used/played then the balancing is extrem s.t.u.p.i.t.
On the most server the Castle-Siege is useless, many big citys but less Alliances that can claim it so over month the alliances claim the same citys (useless, no pvp, no fun).
A solution was an Server balancing system who you do not need evry week start a new server (this is a problem too, then to many server and to less alliances).
I think a good way is to group the servers and then you can create new servers to a group if it needed.
MP = Max points on a player
MA = Max points of alliance
Server Classes
- Bootcamps [MP 100m, MA 1.5B] Servers 1-10
- Class C (Veteran) [MP 250m, MA 4B] add Servers if a Server has 15 Alliances reached
- Class B (Elite) [MP 500m, MA 12B] add Servers if a Server has 12 Alliances reached
- Class A (Royal) [open end] add Servers if a Server has 10 Alliances reached
If max-points reached by alliance or a player:
- enable for the full alliance the jump to the next class
- on MP reached freeze all timers on this player by the last second (can grow anymore).
Simple rules:
- Can't jump in lower class
- buy server-teleport-scrolls to move server in same class
- if a player reach the max points, allow the full alliance to jump to next class, so player groups will not destroyed and alliance has the choice to jump now or wait a littlebit.
Other advantages:
- Balanced matchmaking for KVK, AC and other events then all alliances are grouped by a pre ordering ;)
On the patch day, get the Alliance leader a option to choos a server on a class by the points of the Alliance.
Then all can place the castle on the map.
OR
You create a pre-setup, before the final patch will come (disable server AND Ally moving for this phase).
Step 1: Create the first Server on each class, Alliance leaders select a server, if a server reached whose Alliance-limit (10, 12, 15) create next server (so do you fill server step by step)
Step 2: The alliance leader select a region on the server and all member must place the castle on it (Duration one week).
Now you have all players placed on the new system you can patch it finally, and start the game with the new server-system.
All citys are unclaimed and can captured on next CS and the players can play without he has a breake or waiting time, then all was defined by the pre-setup so after the patch all player can start to play without to wait of anything.
--
You have balanced servers with many alliances and the game will live now.
Survey:
If you are not sure the player like this idea, create a survey and ask them, im sure 75% and more vote for yes !
Technically:
I think this system can very easy be included.
1) copy your current "server"-table on the database (only structure), name it "servers_temp", add the col "grp" (contains the server class), and duplicate your old table of "server_player" (the list which player is on a server).
2) create the first server on each class, start the pre-setup that will be saved in the temp tables
3) on finally patch you replace the old tables by the temp tables and lets go...
4) only a littlebit code must be update for useing the kingdom-scroll (only servers on same class or heigher). And for the finally patch you must finish the script for freez and allow the alliances to jump heigher class.
All the systems can work now like they always did it, then nothing of old structures has changed, now you can update step by step the ingame features.
Filter for Kingdome-map
Update matchmaking-systems
And many other stuff can come in later updates but for first work it and the game has a better balancing.
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