#Ascension...redesigned!

17 messages · Page 1 of 1 (latest)

ivory stirrup
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Current problems with the ascension

N9_1 Realm spawn spots are not fairly shared.
N9_2 A weak realm can spawn next to a strong one.
N9_3 A realm can decide not to ascend to the next island.
N9_4 An ascension spot is randomly given, within a cycle.
N9_5 If you start late, you will take a sub-cycle, like cycle 2, and be squeezed between 2 stronger realms from cycle 1.
N9_6All weak realms around a stronger one are dominated.
N9_7If you relocate, you might spawn again next to a stronger one.
N9_8You have no way to play "Casual" and away from fights.
... much more, i don't remember.

New Ascension improvements

Overview

The proposed system aims to create a balanced and competitive environment in Arkheim by matching realms of similar strength when they ascend to the next island. The system considers the total fighting strength and Glory of the realms and provides full visibility of the map to the players.

System Components

LF9 Realm Strength Calculation: The [WP] and [Glory] of each realm are calculated. This provides a quantitative measure of each realm’s strength.

LF9 Matchmaking Pool: When a realm decides to ascend, it is placed in a matchmaking pool. This pool contains all realms that started the ascension but have not yet spawned to a new island.

LF9 Suggested Spots Generation: Every realm entered in the "Matchmaking Pool" MUST select their spawn spot for the next island, within 1 hour of the ascension timer.
If the ascension stops, the assignment is canceled and the spot is open.
ASOR9 EO9 The following system must be applied for this to work
ADFR9 Dynamic Map spotsADFL9

Right now the map is created using hexagons.
Each hexagon is a spawn cell.
Spawn cells will be open for selections from realms when they start the ascension.
The realm that started the ascension must select the spawning cell within 1 hour.
The map reveals ALL the avaialbe spawn cells, taking in mind what other ascending realms have selected and locked, suggesting the best spot for the realm by the calculation of [WP] and [Glory]
TOR9 Cells close to locked cells from stronger realms will not be available for selection.
TOR9 Cells close to locked cells from weaker realms will not be available for selection.
TOR9 Cells around the center and Anvils are restricted for stronger realms. A seperate math type will be applied here.
We don't want weak realms to be faster and spawn there, kicking strong realms away.
TOR9 Full map is revealed. A cell at the edge of the map, away from everyone, can be selected if no criteria is matched.
TOR9 Default suggestions are around realms with equal potential [WP] and [Glory].

As the ascension runs, the new island will be balanced and well organized, giving the ability to all realms play their style and enjoy the game. ```

![LF9](https://cdn.discordapp.com/emojis/1254844419769635067.webp?size=128 "LF9") **Map Visibility:** The map is completely revealed to the players. This allows them to see where other realms are going to spawn or have already spawned, providing additional information that can inform their choice of spot.
ivory stirrup
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Benefits

LF9 Balance: By matching realms of similar strength, the system ensures a more balanced and competitive environment.

LF9 Player Agency: By allowing realms to choose their own spot and providing full visibility of the map, the system gives players more control over their placement and adds an extra layer of strategy to the game.

LF9 **Dynamic Adjustment: **The system dynamically adjusts to the realms’ performance over time, ensuring that the matchmaking remains fair and balanced.

Considerations

While implementing this system, it’s important to consider the following:

LF9 Management of the Matchmaking Pool: Careful management of the matchmaking pool and the list of suggested spots is required to ensure fairness and balance.

LF9 Player Communication: Changes to the system should be communicated clearly to the players to ensure they understand the new system.

LF9 Game Experience: The system should be designed to make the game challenging but fair, encouraging players to improve while still providing an enjoyable experience.

Conclusion

The proposed ascension system for Arkheim aims to create a balanced and competitive environment by matching realms of similar strength when they ascend to the next island.
By calculating realm strength, creating a matchmaking pool, generating suggested spots, allowing realms to choose their spot, assigning realms to islands, providing full map visibility, and giving weaker realms the option to select their spot, the system provides a fair and strategic gameplay experience.

This system encourages realms to improve their performance while still providing an enjoyable experience.
It adds a new layer of strategy to the game, making it more engaging and enjoyable for players.

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...comments ASOR9 Activated

ivory stirrup
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S38, right now - i3.

If this is not huge problem that "hurts" the game, what will we solve?

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What Shadow players will do next server?

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@hollow flax

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Shadows should have spawned 100Km away.

hollow flax
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if you would now spawn 100km away you would be playing alone and also quit the game.. so the problem is less that the realms are close to each other, the problem is more that the differences are soo high and that there are soo less realms on it

ivory stirrup
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Ask the realms staying on i2 why they aren't ascending to i3.

You will have your case.

ivory stirrup
hollow flax
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if the realms on an island are spawning soo much away from each other that they cannot interact with each other, than you basically just recreate the seperation of islands just within an island... in the initial design of Arkheim i wanted in fact no island at all... instead it should have been one gigantic island with initial spawns at the outer circle and realms moving into the middle ... so the strongest realms would always meet at the middle and fight for it there.. unfortunaly that wasn't possible due to technical restrictions ( we can't just make the world big enough)... in theory there is also now in the current spawn system the basic idea, that the strongest realms are meeting in the middle and lower realms are further away.. but the problem is that due to the low player numbers the differences are just too high ... so we could adapt the spawn system more to a spiral around the middlel, so that if there are soo less realmsm it looks like more of a pizza slice to the middle with a fixed order .. but the core problem would still persist.. if there are only 3 realms with 20m, 14m, and 4m a 4m would spawn next to a 14m... (ok you can argue than the 4m has at least "only" a 14m next to it and not 14m and 20m) .. but probably also this isn't exactly what's probably bringing "fun" .. and keep in mind we (partly) randomized the spawn order, because there were many complains about "meta realms" or alliances of realms using the determenistic spawn for their advantage..

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but my main point is.. i don't think this is currently directly a problem with the spawn algorithm itself, there is more the problem of too less players / the differences are too high on the map itself.. so basically no matter which spawn algorithm we would use, it will be always not giving a good result, if the numbers are too low and players should still be able to interact with each other on an island.

ivory stirrup
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Thanks for answering Sarge.

but my main point is.. i don't think this is currently directly a problem with the spawn algorithm itself, there is more the problem of too less players / the differences are too high on the map itself.. so basically no matter which spawn algorithm we would use, it will be always not giving a good result, if the numbers are too low and players should still be able to interact with each other on an island.

I remind you that we are talking about exactly the same problem, having weak realms next to strong ones, since s1.
Search discord channels and you will see.

The main point here and i believe the cause of the problem is the spawn system itshelf.
You can't spawn the realms in a given spot.
You can't premade the map with realms.
The first 12 realms will be spawned together, which is so wrong, i believe gives a negative experience to players.
And it's something i barely seen in games.
You "take" the fun from players.

The idea of making realms fight as they grow to the center is awesome.
The fact that you mess weak with strong is the problem.

Mind that when a player starts playing, he wants to learn the game. So, he is weak.
He wants to stay out of big fights, away from strong realms, and have some fun by learning the game.
Where are you helping him?
On the contrary, you spawn him next to 1st realm and he face the domination in 5 days.

Also, the expansion step of a realm, being active too much, is so big, that the realm can take every POI in 5 days.
You can't have "realm foot-steps" all over the map, without any connection.
Maybe you took the idea from Travian and transformed villages into towers, but i believe it's not that simple.

You are the game master here, but real problems are causing bad experiences.

but probably also this isn't exactly what's probably bringing "fun" .. and keep in mind we (partly) randomized the spawn order, because there were many complains about "meta realms" or alliances of realms using the determenistic spawn for their advantage..

How do you randomize the spawn? the first 12 realms spawn next to eachother.
No matter the spot, in 3 days they can interact with eachother.
How do you expect all of them to be equal in strength?
Guessing the outcome based on how many players the game has, it's not ideal.

If, for example, the game had 10k players, you expect only the stronger realms to fill the first cycle?
...worried! aha_2

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Also, why are you letting realms decide if they want to ascend to the next level?
If you fix the spawning system, and weak realms are not next to strong ones, by giving them the ability to select their spot and decide how they want to play their game, you can AUTOMATE the ascension.

  • When you reach the Orbs level, you automatically ascend to the next island.
  • Select your spot and continue the fun you want.
  • If you want to spawn next to the strong realm, go ahead and feel it.
  • if you want to spawn away and alone because you want to play casual, go ahead and do it.
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Right now, it's like "hey, i don't care how you want to play your game, you will be spawned where I WANT, next to the stronger, because THE STRONGER wants someone to kill".
...hmmm, not much of a good experience!

Lately, you announced a change of a penalty if you don't ascend to the next level, making the experience worse for someone weak, staying on lower islands when he wants to avoid dominating.

Please, reconsider your "picture" and i believe that trying to solve one problem at a time, will bring players back.
It's a war game, but who wants to be defeated every time.
What do players do when they are defeated all the time?
...i think you know.