I do not, regrettably, have good IOC numbers for the holiday, having once again gone streaky (2-5), and on top of that, not finishing my requisite 10 games. I'll tell you, informally, that it went :
IOC HOLIDAY HONOR
Winning : 315.84
Losing : 120.64
Overall : 194.06 (54% of AV, #3 overall behind EOTS, 57%)
It's actually a really good winning HPM...but since Alliance has tactical problems winning this battleground on my battlegroup, that counts for less than you might expect. Tragedy all around, I know. Please remember that this data, and the winning data in particular, IS ASTERISKED
---
However, I AM in a position to remove the asterisk from SOTA, having ground out some wins to record on the last holiday. Previously I had the winning HPM at 190.68; I have now revised that to say 262.84. That also changes the overall HPM from 141.11 to 170.76. Let that be a lesson that when I put an asterisk on something, it's for a reason :)
Showing posts with label Isle of Conquest. Show all posts
Showing posts with label Isle of Conquest. Show all posts
Wednesday, July 14, 2010
Sunday, February 7, 2010
GAME CHANGING ALERT
(ETA: This post was MEANT to be published last friday but blogger was not cooperating on the pictures)
and no, I'm not referring to the bizarrely ludicrous happening of Saturday where, casually deciding to participate in the Kalu'ak Fishing Derby for the second time ever and somehow ended up winning and getting the achievement that only 103 other people on the server will get this year. Though that was pretty cool, and had me fishing for the rest of the day since suddenly Salty seemed a lot more obtainable. No. What we are talking about here, is a potential solution to the great IOC debacle.
For those three of you not familiar with the fact that IOC sucks for alliance, let me first tell you that Alliance sucks at winning IOC. How much suck I would imagine depends slightly on your battlegroup but on mine at least it's a good 8-10% lower win rate than other BGs (which if you want to really make it sound bad, is a 16-20% swing). The reason for this, in my opinion and generally concurred in by other PvPers around the blogosphere, is a map design that allows for horde glaives from the docks to perch in a "sweet spot" across the bay from the west side gate and batter it down without opposition b/c our cannons can't reach them there.
However, while grinding through IOC with my arena partner (and yes, the new season is going very well, thanks for asking, 26-16, 921 so far), we noticed a shammy doing something interesting. By the time I could get back to get a good screenshot, he was gone, but I can give you the gist of it :

Upper circle is the sweet spot where horde parks their glaives. Lower circle? IN RANGE. If you park some ranged dps with you down there, it's like lying in wait. The horde will come right up to you, not realising you're there, and you burn those glaives like nobody's business. I've tried this both with my 2s partner Kitykat and with our new 3s partner Littlebroe (a destro lock) and it's worked lovely every time. Horde usually jumps down in a rage and kills us after, of course, but the damage is done.
And really, the more people that do that the better, I think -- the point is not even the physical "we can actually kill glaives now!" one, so much as the psychological "guess what horde...that's not such a sweet spot and we can KILL YOU THERE TOO"...maybe they'll eventually become leery enough of it that they'll start risking the cannons to come at the gate how it was meant to be.
Go forth and game-change!
and no, I'm not referring to the bizarrely ludicrous happening of Saturday where, casually deciding to participate in the Kalu'ak Fishing Derby for the second time ever and somehow ended up winning and getting the achievement that only 103 other people on the server will get this year. Though that was pretty cool, and had me fishing for the rest of the day since suddenly Salty seemed a lot more obtainable. No. What we are talking about here, is a potential solution to the great IOC debacle.
For those three of you not familiar with the fact that IOC sucks for alliance, let me first tell you that Alliance sucks at winning IOC. How much suck I would imagine depends slightly on your battlegroup but on mine at least it's a good 8-10% lower win rate than other BGs (which if you want to really make it sound bad, is a 16-20% swing). The reason for this, in my opinion and generally concurred in by other PvPers around the blogosphere, is a map design that allows for horde glaives from the docks to perch in a "sweet spot" across the bay from the west side gate and batter it down without opposition b/c our cannons can't reach them there.
However, while grinding through IOC with my arena partner (and yes, the new season is going very well, thanks for asking, 26-16, 921 so far), we noticed a shammy doing something interesting. By the time I could get back to get a good screenshot, he was gone, but I can give you the gist of it :

Upper circle is the sweet spot where horde parks their glaives. Lower circle? IN RANGE. If you park some ranged dps with you down there, it's like lying in wait. The horde will come right up to you, not realising you're there, and you burn those glaives like nobody's business. I've tried this both with my 2s partner Kitykat and with our new 3s partner Littlebroe (a destro lock) and it's worked lovely every time. Horde usually jumps down in a rage and kills us after, of course, but the damage is done.
And really, the more people that do that the better, I think -- the point is not even the physical "we can actually kill glaives now!" one, so much as the psychological "guess what horde...that's not such a sweet spot and we can KILL YOU THERE TOO"...maybe they'll eventually become leery enough of it that they'll start risking the cannons to come at the gate how it was meant to be.
Go forth and game-change!
Wednesday, February 3, 2010
HPM Chart (non-holiday)
ETA 4/2/10 : With the drastic revamp of 3.3.3 the below data is wildly outdated! I will be making a new chart soon, but the relative values of one to the other, I expect, will remain reasonably similar. Keep that in mind :-)
I'm not going to go into the big long math list on this again, as you can find it elsewhere on blog if you so chose, and also because at some vague point in the future I plan to make a comprehensive "Here's the Math Behind Everything" general post, but I will be putting a link back to this chart on the sidebar so as I update it it will be available for easy reference.
Little suggests itself from these numbers for now due to the missing of the two 40-man beasts, IOC & AV. If I had to venture a guess based on the holiday proportions I would say AV is probably Still the Place To Go, and IOC fairly middling -- there's a fairly consistent clumping in the middle, with AV a high-end outlier and WSG a very disappointingly low-end one. But hell, nobody who has any sense actually needed concrete math to tell them that.
| Holiday Battleground | Winning HPM | Losing HPM | Overall HPM (inc. marks) | Overall Percentages |
|---|---|---|---|---|
| Arathi Basin | 55.83 | 37.32 | 78.88 | 90% |
| Eye of the Storm | 71.81 | 34.12 | 87.6 | 100% |
| Strand of the Ancients | 77.05 | 29.98 | 86.6 | 99% |
| Warsong Gulch | 47.8 | 22.73 | 58.16 | 66% |
I'm not going to go into the big long math list on this again, as you can find it elsewhere on blog if you so chose, and also because at some vague point in the future I plan to make a comprehensive "Here's the Math Behind Everything" general post, but I will be putting a link back to this chart on the sidebar so as I update it it will be available for easy reference.
Little suggests itself from these numbers for now due to the missing of the two 40-man beasts, IOC & AV. If I had to venture a guess based on the holiday proportions I would say AV is probably Still the Place To Go, and IOC fairly middling -- there's a fairly consistent clumping in the middle, with AV a high-end outlier and WSG a very disappointingly low-end one. But hell, nobody who has any sense actually needed concrete math to tell them that.
Friday, January 22, 2010
Revisiting the High Ground
Ihra can make mistakes. Despite the fact that he is not human, that night elves have a long history of being perfect (forget about the well of eternity. forget about the naga. forget about vordrassil's corruption. forget about...aw hell, just forget everything), Ihra can and does make mistakes.
I would like to retract an opinion I issued earlier, standing shoulder to shoulder with Cynwise, about the worthlessness of the hangar in IOC. I stand by parts of the original thesis, namely that
I have been forced to revise this plan on the basis of
I log into IOC and run into 38-19ish numbers disadvantages ALL THE TIME. And judging by the way other people complain about it, I'm not the only one. Of course, that's skewed by the fact that all of the people I hear complaining about it are from my battlegroup, so it's not really getting a wider representation, and also by the fact that we all know people are more vocal about complaining than when things are going well. That aside, however, it is obvious to me that with 19 people it is impossible to make a serious play for two of the middle nodes, and so we're left with trying one. I venture to propose that that one might, in point of fact, be best served if it were the hangar. Why?
1) Horde does not go there, because it is an inferior node. This minimizes deaths Alliance-side which, if you're at a serious numbers disadvantage, you can ill afford to do. You need every man, woman, and child to be alive the maximum amount of time.
2) Since IOC, to an even larger extent than AV, reduces to an exercise in herding cats, it is inevitable that you will fail to rally enough people around you to take something like docks, at least at the forefront. Horde simply puts too much pressure on it.
3) It's higher. This is, I think, an overlooked value to the Hangar, and has much the same benefits as the lumber mill in Arathi Basin. By a careful series of jumps, you can hop down from the Hangar to the Workshop, if you wait for the horde fellas to clear out. You can take advantage here of the fact that they may be horde, but they are subject to the same recklessly offensive spirit that wrecks us up. Nobody likes to defend something when they could be killing shiny objects somewhere else. Imagine the setback, the big siege engine takes four minutes to bring online, if you hopped down and tagged the workshop flag right at the end of that timer? It's like recapping a bunker in AV, big points for you.
With the current state of IOC, you cannot control all of the space you need to, Alliance-side. And fragmenting our numbers trying to do something beyond our means (ie, to carry out a 40-man strategy with 20 people) merely accelerates the losses.
I don't have a particularly good strategy envisioned here -- the best I've been able to come up with is to suggest a 10-10 split with people on defence and people going to hangar, in the hopes that we can turtle up long enough to get the numbers on a more even footing. But I won't pretend to any experience with that working, b/c nobody listens as soon as the word "hangar" or "turtle" comes out of your mouth.
Is going for the hangar still an inferior option? In the words of Spock, "All things being equal Mr. Scott, I would agree...however, things are not equal." If you have enough people to play IOC as it was meant to be played, then by all means do so. But I think there is a serious problem Alliance-side with over-reaching ourselves and trying to do too much with too little, the way that battleground tends to set itself up.
I would like to retract an opinion I issued earlier, standing shoulder to shoulder with Cynwise, about the worthlessness of the hangar in IOC. I stand by parts of the original thesis, namely that
- "EVERYONE ZERG HANGER PLX" is generally a stupid idea, and
- the key to winning should be, on paper, to control more of the three middle nodes that give you keep-assault options than the opponent.
I have been forced to revise this plan on the basis of
- Horde zergs docks all the time, resulting in a lot of wasted time corpse running if you even make a try for it.
- Because zerging docks is such a successful strategy for horde, and they win a lot more than we do, Alliance at least on my battlegroup has basically abandoned the battleground.
I log into IOC and run into 38-19ish numbers disadvantages ALL THE TIME. And judging by the way other people complain about it, I'm not the only one. Of course, that's skewed by the fact that all of the people I hear complaining about it are from my battlegroup, so it's not really getting a wider representation, and also by the fact that we all know people are more vocal about complaining than when things are going well. That aside, however, it is obvious to me that with 19 people it is impossible to make a serious play for two of the middle nodes, and so we're left with trying one. I venture to propose that that one might, in point of fact, be best served if it were the hangar. Why?
1) Horde does not go there, because it is an inferior node. This minimizes deaths Alliance-side which, if you're at a serious numbers disadvantage, you can ill afford to do. You need every man, woman, and child to be alive the maximum amount of time.
2) Since IOC, to an even larger extent than AV, reduces to an exercise in herding cats, it is inevitable that you will fail to rally enough people around you to take something like docks, at least at the forefront. Horde simply puts too much pressure on it.
3) It's higher. This is, I think, an overlooked value to the Hangar, and has much the same benefits as the lumber mill in Arathi Basin. By a careful series of jumps, you can hop down from the Hangar to the Workshop, if you wait for the horde fellas to clear out. You can take advantage here of the fact that they may be horde, but they are subject to the same recklessly offensive spirit that wrecks us up. Nobody likes to defend something when they could be killing shiny objects somewhere else. Imagine the setback, the big siege engine takes four minutes to bring online, if you hopped down and tagged the workshop flag right at the end of that timer? It's like recapping a bunker in AV, big points for you.
With the current state of IOC, you cannot control all of the space you need to, Alliance-side. And fragmenting our numbers trying to do something beyond our means (ie, to carry out a 40-man strategy with 20 people) merely accelerates the losses.
I don't have a particularly good strategy envisioned here -- the best I've been able to come up with is to suggest a 10-10 split with people on defence and people going to hangar, in the hopes that we can turtle up long enough to get the numbers on a more even footing. But I won't pretend to any experience with that working, b/c nobody listens as soon as the word "hangar" or "turtle" comes out of your mouth.
Is going for the hangar still an inferior option? In the words of Spock, "All things being equal Mr. Scott, I would agree...however, things are not equal." If you have enough people to play IOC as it was meant to be played, then by all means do so. But I think there is a serious problem Alliance-side with over-reaching ourselves and trying to do too much with too little, the way that battleground tends to set itself up.
Tuesday, October 13, 2009
Updated Holiday HPM
ETA 4/2/10 : With the drastic revamp of 3.3.3 the old data is wildly outdated (except as relative values one to the other)! I have started a new chart, but kept the old one below it as a relic of bygone days :-)
The new, 3.3.3 Values:
The old, 3.3.2 Values:
Last Edited : 7/20/2010
The new, 3.3.3 Values:
| Holiday Battleground | Winning HPM | Losing HPM | Overall HPM | Overall Percentages |
|---|---|---|---|---|
| Alterac Valley | 530.83 | 123.2 | 357.37 | 100% |
| Arathi Basin | 241.39 | 87.86 | 171.28 | 48% |
| Eye of the Storm | 283.92 | 126.32 | 204.76 | 57% |
| Strand of the Ancients | 262.84 | 106.55 | 170.76 | 48% |
| Warsong Gulch | 205.65 | 92.41 | 138.84 | 39% |
The old, 3.3.2 Values:
| Holiday Battleground | Winning HPM | Losing HPM | Overall HPM | Overall Percentages |
|---|---|---|---|---|
| Alterac Valley | 110.78 | 63.94 | 120.37 | 100% |
| Arathi Basin | 60.5 | 43.64 | 81.67 | 68% |
| Eye of the Storm | 78.22 | 33.68 | 88.56 | 73% |
| Strand of the Ancients | 86.86 | 39.84 | 97.59 | 79% |
| Isle of Conquest | 63.37 | 43.99 | 86.44 | 72% |
| Warsong Gulch | 54.9 | 28.87 | 63.83 | 51% |
Last Edited : 7/20/2010
Thursday, October 1, 2009
Holiday HPM Chart
I promised, and I deliver :
| Holiday Battleground | Winning HPM | Losing HPM | Overall HPM (inc. marks) | Overall Percentages |
|---|---|---|---|---|
| Arathi Basin | 59.48 | 49.27 | 77.83 | 80% |
| Eye of the Storm | 78.22 | 33.68 | 88.56 | 91% |
| Strand of the Ancients | 86.86 | 39.84 | 97.59 | 100% |
| Isle of Conquest | 63.37 | 43.99 | 86.44 | 89% |
Saturday, September 19, 2009
Something's rotten
...in the state of Isle of Conquest. Before getting to the meat of holiday HPM here in this BG, I gathered data on people's win/played ratios in my battlegroup, both by virtue of asking in the BG for people to whisper me stats (which I later double-checked) and by checking stats on high-ranking arena teams on our cyclone battlegroup. And they all tell the same story, to wit when added together :
Games played : 220
Games won : 81
In other words, alliance has a 37% win ratio here, which is drastically less than all the others. I'm used to losing slightly more (anywhere from 45-49 win, usually) but this is abnormal enough to raise an eyebrow. My initial response is the default one, to claim that alliance sucks, because that's usually as good a fallback reason as any...except I can't see why they would suck so much MORE in this bg than the other ones. It's the same people playing. And it's not like IoC has any "new" concepts -- it's recycled different things from AV, AB, and SotA, all of which alliance does significantly better in. So what gives here?
I do not have an answer, only a shaky theory. The map has rotational symmetry, much like AB, but not translational(?might be the wrong word) symmetry; ie, you can rotate it 180 degrees and it's the same, but if you flip it across the x or y axis, it's not. The docks, which in most of my games uniformly went to the horde, are not symmetrically placed, they're on the west side. Both keeps have a "vulnerable" side because there's a dropoff to the beach that impedes the ability to shoot down siege vehicles. Alliance weak side is on the left (west), horde weak side is on the right (east). So horde controlling the docks, feeds straight into the vulnerable point on the alliance keep, in a way that alliance controlling the hangar fails to do for the vulnerable horde east side. Therefore I postulate that, while maintaining my view that you should not rush one node and instead try to get 2/3, docks may be more important than the others, one to one. Not because alliance derives any additional benefit from holding it, but because it's important to deny it to the horde.
What I'm not sure on is, is this really an "unfair" map design? Or is it, as I suspect, a combination of luck (after the failure of the "blitz hangar" strategy, the new one favored horde so they keep doing it and succes is reinforcing them?) and idiocy (alliance may have a similar advantage in controlling hangar, but they're just not capitalising on it as well as horde are on theirs)?
The only games that I won this weekend were when me and a few other people grabbed hangar and held it, resisting the temptation to jump on the ship and leave the flag defenseless, in order to give our allies a chance to para-jump and try to beat the horde racing from docks to gate to keep to kill. Le shrug.
In any event the data here :
HOLIDAY ISLE OF CONQUEST (Cyclone)
------------------------
Winning HPM : 63.3
Losing HPM : 43.99
Overall HPM : 51.12
Total BG Honor (HPM + mark turnin HPM) : 86.44
How does this compare to the current leaderboard?
Winning HPM : 73% of SotA (current leader for winning)
Losing HPM : 100%. If you're going to lose, best to lose here.
Overall HPM : 81% of SotA.
Total for IoC (HPM + Marks) : 89% of SotA, still the overall holiday lead.
I am hesitant to apply this number only because the win/loss ratio is so different from the other BGs I've looked at. In other words, take a careful look at your battlegroup's track record in IoC before taking this at face value!
In other news, me and my frost mage partner Kitykat managed to push our 2s rating to 800, thus netting my first ever rating-restricted piece of gear (gloves, and aren't they delicious!)
Games played : 220
Games won : 81
In other words, alliance has a 37% win ratio here, which is drastically less than all the others. I'm used to losing slightly more (anywhere from 45-49 win, usually) but this is abnormal enough to raise an eyebrow. My initial response is the default one, to claim that alliance sucks, because that's usually as good a fallback reason as any...except I can't see why they would suck so much MORE in this bg than the other ones. It's the same people playing. And it's not like IoC has any "new" concepts -- it's recycled different things from AV, AB, and SotA, all of which alliance does significantly better in. So what gives here?
I do not have an answer, only a shaky theory. The map has rotational symmetry, much like AB, but not translational(?might be the wrong word) symmetry; ie, you can rotate it 180 degrees and it's the same, but if you flip it across the x or y axis, it's not. The docks, which in most of my games uniformly went to the horde, are not symmetrically placed, they're on the west side. Both keeps have a "vulnerable" side because there's a dropoff to the beach that impedes the ability to shoot down siege vehicles. Alliance weak side is on the left (west), horde weak side is on the right (east). So horde controlling the docks, feeds straight into the vulnerable point on the alliance keep, in a way that alliance controlling the hangar fails to do for the vulnerable horde east side. Therefore I postulate that, while maintaining my view that you should not rush one node and instead try to get 2/3, docks may be more important than the others, one to one. Not because alliance derives any additional benefit from holding it, but because it's important to deny it to the horde.
What I'm not sure on is, is this really an "unfair" map design? Or is it, as I suspect, a combination of luck (after the failure of the "blitz hangar" strategy, the new one favored horde so they keep doing it and succes is reinforcing them?) and idiocy (alliance may have a similar advantage in controlling hangar, but they're just not capitalising on it as well as horde are on theirs)?
The only games that I won this weekend were when me and a few other people grabbed hangar and held it, resisting the temptation to jump on the ship and leave the flag defenseless, in order to give our allies a chance to para-jump and try to beat the horde racing from docks to gate to keep to kill. Le shrug.
In any event the data here :
HOLIDAY ISLE OF CONQUEST (Cyclone)
------------------------
Winning HPM : 63.3
Losing HPM : 43.99
Overall HPM : 51.12
Total BG Honor (HPM + mark turnin HPM) : 86.44
How does this compare to the current leaderboard?
Winning HPM : 73% of SotA (current leader for winning)
Losing HPM : 100%. If you're going to lose, best to lose here.
Overall HPM : 81% of SotA.
Total for IoC (HPM + Marks) : 89% of SotA, still the overall holiday lead.
I am hesitant to apply this number only because the win/loss ratio is so different from the other BGs I've looked at. In other words, take a careful look at your battlegroup's track record in IoC before taking this at face value!
In other news, me and my frost mage partner Kitykat managed to push our 2s rating to 800, thus netting my first ever rating-restricted piece of gear (gloves, and aren't they delicious!)
Labels:
battlegrounds,
Isle of Conquest,
number crunching
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