iamadooddood

Feedback for MementoMori AFKRPG grand battle

May 16th, 2023 (edited)
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  1. First off, it would be better if all the worlds in each server were in one single big group, instead of being split into multiple groups. (Well, the Europe server is already like that anyway, but it would be better if the other servers were also like that.)
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  3. As for how to determine classes, I instead propose a pyramid system with a promotion/relegation format where the highest class has 1 block and each lower class has exponentially more blocks than the class directly above it. In each class aside from the highest class, the top guild in each block will be promoted to the next highest class after every season, while the bottom two guilds in each block will be relegated to the next lowest class. The third highest class will have double the number of blocks that the second highest class has, the fourth highest class will have double the number of blocks that the third highest class has, and so on. The number of classes thus depends on the number of active guilds, with more classes added if needed, such as if more worlds are added. (Alternatively, if you want the number of classes to be consistent for all servers, then for smaller servers like the Europe server, the number of blocks in each class can be reduced accordingly; more on that later. However, if this is done, it is recommended that for easy expansion later on, the lowest class for servers other than Japan should always have exactly twice as many guilds as the 2nd lowest class, except during the seasons directly after expansion, which should slowly transition to the lowest class having exactly twice as many blocks as the 2nd lowest class. This will not be necessary for the Japan server.) Each block can have either 4 guilds with 4 random churches each, or 6 guilds with 2 random churches each. This way, we can most reliably determine the strongest guild in each server, since it allows for the topmost guilds to always be matched against one another.
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  5. As for the second highest class, the number of blocks it has depends on the number of guilds in the single block in the highest class. After every season, only the top guild retains its place in the highest class while all other guilds are relegated to the second highest class, while the top guild in each block in the second highest class is promoted to the highest class. Thus the number of blocks in the second highest class is equal to the number of guilds in the highest class, minus one. This is to prevent the same two (or more) guilds from allying with each other so that every guild in the alliance will unfairly keep its place in the highest class. For the same reason, in each block in every other class, no more than one guild per block should be promoted to the next highest class. However, to motivate every guild to try its hardest, the winner of each block should always be promoted.
  6. (Note 1: as there are exactly 6 servers, the 6 guild block can also be used in an inter-server grand battle where the top guild from each server faces off against one another. Although the guild from the Japan server will (of course) win, it will be an eye-opening experience for the other guilds.)
  7. (Note 2: You can have different sized blocks in different classes e.g. the highest class has a single block of 6 while all other classes have blocks of 4.)
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  9. While the churches each guild gets is random, 4 churches have access to 2 castles, 4 churches have access to 1 castle, and the remaining 8 churches have no access at all, which means that some guilds end up having access to more castles than other guilds. To make things fair, each guild should have the access to the same number of castles. I suggest that if there are 4 guilds per block, each guild randomly gets 1 church with access to 2 castles, 1 church with access to 1 castle that is different from the 2 castles the first church has access to, and 2 churches with no access at all. If there are 6 guilds per block, each guild randomly gets either 1 church with access to 2 castles and 1 church with access to no castles, or 2 churches each with access to a different castle. That way, things will be much fairer as everyone will be at the same starting line.
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  11. As for how the blocks in each class below the highest class change across seasons, each block gets one guild relegated from the class above, two guilds promoted from the class below, and either 1 or 3 guilds that retain their class, randomly distributed across blocks in bands based on how they performed the previous season (so for example if there are 6 guilds per block, the guilds relegated from the class above form Band 1, the 2nd placed guilds from the previous season form Band 2, the 3rd placed guilds form Band 3, the 4th placed guilds form Band 4, the best performing guilds promoted from the class below form Band 5, the remaining promoted guilds form Band 6, and each block randomly gets one guild from each band). That is, except for the highest class where the single block has the top guild from the previous season and three (or five) guilds promoted from the second highest class, and the lowest class where only the bottom placed guilds with the lowest guild stock get removed from the pyramid and are replaced by the guilds with the highest guild stock that aren't in the pyramid. To reduce inactivity of guilds in the lowest class, a bottom placed guild will not be replaced by a guild with lower guild stock. Additionally, some classes may have fewer than double the blocks of the class right above, although they should still have at least as many blocks, with more blocks or even more classes added when necessary, such as when more worlds are added. In such a situation, the best performing 2nd from bottom placed guilds in the higher class retain their place in the higher class, so that the number of guilds relegated from the higher class to the lower class is reduced to match the number of promoted guilds. Then the best performing top placed guilds spill over to the 2nd lowest band of the class they’re promoted to, the best performing guilds in the 2nd lowest band spill over to the 3rd lowest band, and so on. In particular, in the event that two consecutive classes have the same number of blocks, this results in only the bottom guild in the higher class to be relegated instead of the bottom two. (If, instead, the number of blocks in each class need to be trimmed, such as if each server is set to have the same number of classes and the lowest class for any server other than the Japan server has recently split, you can instead relegate the worst performing 3rd from bottom placed guilds, to trim the number of guilds in that class, and by extension, the number of blocks, with the guilds in each band adjusted similarly.) In general, always promote the top guild of each block to a higher class (if not already in the highest class), and only the top guild of each block, and accordingly adjust the number of guilds relegated from that higher class.
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  13. Alternatively, if the lowest class is sufficiently active, it may instead be split into two classes. (The following applies to the Japan server, but it may also apply to other servers if each server has a different number of classes.) If expansion of each class has occurred such that every class other than the highest two classes has double the number of blocks of the class right above it i.e. if the pyramid consists of n classes, the highest class has 1 block, the 2nd highest class has (k-1) blocks (where k is the number of guilds in the highest class) the 3rd highest class has (k-1)*2 blocks, and so on, and the lowest class has (k-1)*2^(n-2) blocks, then you can split the lowest class into two classes with the same number of blocks (the top guild in each block in the old lowest class gets promoted to the new 3rd lowest class, the new 2nd lowest class consists of the guilds relegated from the old 2nd lowest class and the remaining top half placed guilds from the old lowest class, and the new lowest class consists of the remaining guilds from the old lowest class), which can then continue to expand as above.
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  15. Finally, when there are multiple guilds with the same number of points and a difference needs to be made between them, numerous tiebreakers may be used, such as number of points from temples/castles, guild stock, guild BP, and performance from the previous season. This way, there will always be a way to break ties between multiple guilds with the same number of points.
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  17. While the implementation will certainly not be easy, especially for the Japan server, I believe a pyramid system is the best way to allow the strongest guilds to be matched with one another for grand battle. It will also have the added effect of allowing every guild at every level of strength and activity to face off against other guilds of similar strength and activity, resulting in more entertaining battles and reducing the chance of one guild sweeping the entire map.
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