From 16-06-2017 to 24-06-2017:
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@KingArthur, just I was thinking about to ask you for some similar, to test about randomize factions, thanks
Btw I see a lack of info for factions statistics... what information do they refer for? is it showed as attackers, defenders?
Nords Swadia Vaegirs Khergits Rhodoks Sarranids <<< what factions were played as attack. or defend.?
5 0 0 0 4 1
Well leaving aside balance in maps, I see that "strategy for attackers" works better in general
so defenders need some help about how could they improve their strategy too.
Maybe good if some defender want add some tactical ideas here: http://community.tro...-and-enginners/
Now, about balance in maps, most of they are well balanced, even if statistic is showing data counter to this.
Btw for maps that lost most of rounds for defenders will be revised again to improve few more.
After study statistics above, I want post a list with that I think need more job for balance:
Need balance for defenders (* = few balance // ** = high balance)
Need balance for attackers
Maps that were edited for balance and more since April/May 2017 (* = testing still)
Some of maps in this last list were just edited in last days already, so maybe good wait some time to see next statistics, to test/check before add these * or more maps to list needing edition.
Before you start to edit the map, let me do it with some of them.
The statistics are related to the wins.
Consider that many maps become unbalanced with less than 100 players (morning and night), for this reason i prefer we focus on making maps balanced for 80-100 players and activate lifes with more.
Before you start to edit the map, let me do it with some of them. << don't worry, don't think edit any by now, I will info before do iti prefer we focus on making maps balanced for 80-100 players and activate lifes with more.
About lifes, players (attackers) are complaining many in last days, because sometimes they just join defenders and get less lifes still, because round is already running, so this is worst for defenders and maybe good give few more lifes.
I'm saying put more lifes (+2 by ex.) to compensate to players just joined at middle of round, that they are who complain about this, I didn't say disable lifes system
I play always as attacker, and +70% of times we won
and I saw also (few times) that when I'm at top of score our team lost, so it seems that team is bad when this happens (normally in score list my place is between 7-15 up, but as teamwork I'm pushing forward constantly my team, always ahead, never to backward!!! )
Hi all, i'm back from holidays.
Quick summary of the data:
Defenders won: 323 rounds
Attackers won: 669 rounds
(ratio 2.07 for attackers. 33% for def, 67% for atk)
Nords won: 221 (22.3% of the rounds)
Swadia won: 212 (21.4% of the rounds)
Rhodoks won: 209 (21.1% of the rounds)
Vaegirs won: 175 (17.6% of the rounds)
Sarranids won: 123 (12.4% of the rounds)
Khergits won: 52 (5.2% of the rounds)
Most frequent maps:
28 Turin Castle
25 Winter Castle
25 Hot Gates
24 Helm's Deep
24 Wine Castle
23 Khirin Castle
23 Beach Defence
23 Snowy Castle
22 The Castle
22 Nairut Patrol
Most imbalanced map for Attack (with % wins of all factions):
Maps where Defenders were better or at least equal:
Thanks for the statistics, it's nice to see some hard numbers.
A small addition to the win/loss ratios of maps.
Defender can only win 2 rounds on a map while attackers can win three.
So if defenders win all round on the map and later attackers win all on the same map the ratio says 66% win for attackers even if both technically won one complete map.
In addition this leads to unbalanced maps (in favor of attackers) get more played rounds on them and can thus seem even more unbalanced.
@Black, the players are too lazy, they don't do teamwork, they open doors (minas tirith, beacons ecc.) thinking to be heros.
In my opinion we've to follow these rules about mapping:
Edited by BlackDeath, 20 June 2017 - 10:23 PM.
btw Wine Castle is better balanced now than was before
the true key to balance is in max number of players in teams. For exampe very hard map to capture should have settings like max 40% of players can be defenders.
Each map should have own individual settings and some script should set the % by analysing the statistics.
for example: old Wine Castle max 35% of defenders, the rest goes to attackers. If defenders will start loosing a lot with 35%, script shuld set 40%.
a script like this should be one of the first mods in Bannerlord.
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