Poll: Should unit spawns be changed when a player drops?
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Yes, that might help with 4v5 game balance.
28.57%
2 28.57%
No, I don't think that would help.
71.43%
5 71.43%
Total 7 vote(s) 100%
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How to balance early leaver.
#2
(2011-07-12, 22:24:55)toyboatt Wrote: Early leavers are imbalanced.. the team with 4v5 generally gets a gold and exp boost early, when it matters most, and in the league games I play they win 80% of the time. That 20% that they lose is only if the early leaver was their best player.

This is false, and the only way it would be true is if the team of 5 simply feeds a lot due to the fact that there are only 4 players on the opposing team.

(2011-07-12, 22:24:55)toyboatt Wrote: But, later game it is a disadvantage to be 4v5. Let us look at one of the major causes of this: force spawned units.

There are equal creeps going to both sides. Just because one side is divided among 4 and one side among 5 doesn't mean that one is getting more gold than the other.

(2011-07-12, 22:24:55)toyboatt Wrote: Early game mid, the team with only 2 players gets the same amount of spawn as the team with 3 players, so they get more gold each, and they level up faster. This is devastating when both mid players can get level 10 tanks with double nukes before a single opponent reaches 10.

I've explained this before on this forum, but I'll explain it again anyway. Since the change you are suggesting applies to ALL GAMES we can assume that the skill levels of the two teams are relatively equal for the purpose for example. So lets look at the starting gold in the middle, Leaver Team: 7500 (3750x2) vs. Normal Team: 9000 (3000x3). Once again assuming the skill levels are equal 2 people with 7500 starting gold should NEVER be able to push back a team of 3 with 9000 starting gold. That being said we can assume the team of 3 is pushing the team of 2 back to their middle cp and force towers. Now when this happens a great deal of the creep is killed not by the two players, but rather by the force and those kills are "wasted money." This means that in total the team of 3 starts with more gold and farms more gold. The team of 2 may gain more gold/exp per individual, however they are still gaining less gold/exp than the team of 3. You claimed an imbalance when the team of 2 get level 10 tanks first. However when you pair 3 level 10 tanks against 2 level 11-12 tanks then the 3 will always win.

(2011-07-12, 22:24:55)toyboatt Wrote: Late game, the spawned units get very strong, and it actually matters when a push rolls in with enemy players and many creeps.

Wrong Wrong Wrong. So many tanks have aoe nuke/ultimate spells pushing with large groups of creeps in entirely meaningless.

(2011-07-12, 22:24:55)toyboatt Wrote: The solution is to change the spawn when a player drops. If Light Force loses a player, than reduce the spawn that comes from Dark Force base.. (in mid only). It takes away the ridiculous exp/gold advantage early, and also reduces the strong creep pushes later. Yes? Why not?

No, reducing the spawn on either side due to players leaving is a bad idea. You are taking an outcome that is based largely on the skill levels of the individual players and blaming it on something that is constant assuming the skill levels of players are equal, the farming of creeps. You also didn't realise that if a player commonly leaves (whether it be at the start of the game or whenever), he will have a lower ELO due to losing points for when his team loses and gaining nothing for when his team wins. These low ELO players will then be put on teams with the better players in the lobby (due to the league bot's balancing) and continue to drop/leave. This means that the team with the better players is often the team with the low ELO leaver (because the bot factored in the leaver's low ELO and placed him on a team with good players). This means that when the low ELO leaver does leave/drop as usual his team will have players with the higher average skill level than that of the opposing team which naturally means they would win more often. The reason that teams of 4 with early leavers tend to win is because they are MORE SKILLED than the team of 5. The frequency of the overpoweredness of the team of 4 is simply because of the ranked bot's "balancing."


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Messages In This Thread
How to balance early leaver. - by toyboatt - 2011-07-12, 22:24:55
RE: How to balance early leaver. - by UnifiedDoom - 2011-07-12, 23:09:39
RE: How to balance early leaver. - by toyboatt - 2011-07-15, 12:23:42
RE: How to balance early leaver. - by UnifiedDoom - 2011-07-15, 22:30:38
RE: How to balance early leaver. - by gozo1985 - 2011-07-22, 16:05:15

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