Rotation

PVP Warfare forum for discussion, suggestions, and bug reporting for current and upcoming versions
Leroy
Community Member
Posts: 77

Rotation

Post#1 » Fri 30 Nov, 2018 8:49 pm

Can we maybe get some randomizer for the layouts?

We play Border, Galati, Methlab for a week now. Never changes.

Is getting boring.

TheMasterofBlubb
PVP Warfare Admin
Posts: 392

Re: Rotation

Post#2 » Fri 30 Nov, 2018 11:56 pm

What server is that? Could it be Server 2?

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Dox
Donator
Posts: 114

Re: Rotation

Post#3 » Sat 01 Dec, 2018 1:42 am

Hi dude,
have you a date for the new layout release on server ?

Thank you
BR

D

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Deeelite
Donator
Posts: 679

Re: Rotation

Post#4 » Tue 04 Dec, 2018 10:14 pm

In the name of God, someone refresh the rotation please. Use old layouts, whatever.

Only this, at least, even if I think is too late anyway . . .
"When taking part in a discussion, the most difficult thing is not defending your opinion, but knowing what it is in the first place." André Maurois

Grenadier
Community Member
Posts: 70

Re: Rotation

Post#5 » Tue 04 Dec, 2018 11:09 pm

this lite layouts will kill EUTW...

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Dox
Donator
Posts: 114

Re: Rotation

Post#6 » Fri 07 Dec, 2018 1:14 am

lite it's ok but not over 25% of layout

3Hugger
Community Member
Posts: 242

Re: Rotation

Post#7 » Fri 14 Dec, 2018 4:20 pm

We are trying to find an improved and therefor more accurate balance by gathering data regarding the rotation balance and we try to filter and translate the data to a functional rotation balance.

Below sample image gives an impression of the data-set in the past (although it is not an actual 1 to 1 parameter set, it gives a general impression of what we are cooking up for the new rotation - yet to emphasize: this is raw (outdated) data, this will vary on a day to basis and is not the actual results themselves, take this with a grain of salt!).
The layouts implemented in the rotation gets checked on an ever increasing higher standard, while at simultaneously the balance demands increase as well.
Resulting in an overall judgement of layouts as a set, rather then any layout solely as a single asset.

Image

If we can get this done and push through to the servers, we can then further tweak the variables as we need to or see fit.
But first we need to tackle the hurdles that still lay between rolling out the new rotation and the present status of development.

This is a little view behind the curtain of the inner workings of EUTW, to show that we actually are trying to improve the rotation.
Yet I understand that does holds no value to the community needs as is.
But also remark that we did not come up with these balance factors or set any goal lightly.
After all the intention to have a working strategy that will stand longer then one rotation change and must help us to gather better data then before.

Please bare with us, while we try to work with the fine details and try to iron out the wrinkles.
Last edited by 3Hugger on Fri 14 Dec, 2018 4:28 pm, edited 2 times in total.

3Hugger
Community Member
Posts: 242

Re: Rotation

Post#8 » Fri 14 Dec, 2018 4:25 pm

Above post does not grant anything, it is just a concept impression, not a promise.
It is just a glimpse of how we work, but nowhere near complete or exhaustive in any way.

Jet feel free to comment and share your thoughts!

3Hugger
Community Member
Posts: 242

Re: Rotation

Post#9 » Fri 14 Dec, 2018 4:32 pm

Just as a reference why this is not accurate:
Regular layouts @ Stratis are having a huge hurdle:
AIRFIELDS, we need 2 functional airfields,
while the very very small island with a LOT of hills and valleys also has to hold the objectives, the bases and a fair distance to make it worth your while.

Stratis has 1 airfield and no flat areas like a salt plane or desert as alternative.

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