I just finished on Towerbrigde with the new balancing and I don't want to repeat to much what have been said before
Towerbridge is speedserver and always has some 3000-3500 players signing up but active players during EG/last era I estimate to be a 1000 or so..
So you could say average in amount of players. A EG city well have between 110 and 150 connected with 1 exception this round of 230
The Top 10 made it to level 44 this time so under old rules 210.000 tonnage, already a rather large amount with 150 connected and usualy 50-80 online on top 3 only..
the impact of the new multiplier is that cities now need to haul between 210.000 and 307.000
for my city it was 242K for first set, 247K for second, 248K for next set and 251K for set 4
Based on that input I feel
The active player connection rule is a punishment for Average attendence servers. both the higher tonnage as the increase during each set..
For me it is clear that this rule has been created to solve the problems on very high playernumber servers where connected goes up to 300 400 or even 500.
But for normal activity servers the rule is not working both definition of active player and the dividor needs more flexibility
On a speed server the active player criteria of 3 days means during EG the numbers will only go up.. no one who made it as active player to era 6 in a possible EG city, will drop out 3 days before endgame, Era 6 is often the most exciting part of the game as you are position the city for End game..
The denominator of 100 means the impact is to rigid it impacts all servers regardless if there are any problems with unfair EG, Towerbrigde has always been a balanced server, I think there should be a server specific denominator based on average connections per city.
So to towerbrigde again. we had 110 at low end and 1 at 230, this was the first time I saw this much. the average of the top 10 was 141,6
and if you use that as a denominater you get number much closer to the old tonnage for the cities that does not try to trick or out smart the rules..
the lower cities get rewarded some and the high city is punished for going (too) high.
The spread of high and low is about the same as current method..
As you can see the cities with players around average have a tonnage very close to the old number the lower cities will have better numbers and the higher cities have a lot higher.
For easy compare I used the same formula and only changed the divisor of the formula..
offcourse if you go this route you may need to tweak the exact formula to put the pain where it needs to be..
for example you cloud not take the highest city into account for average so that if one city is really oddly high then it will be hit harder by the multiplier
anyway enough for now.. but EG still needs big improvements and better balancing to help fit all servertypes and scenario's