Recent endgame changes

  • So yesterday the endgame on my server finished. Here are some stats:


    1. Salt Lake City - lvl 43 - started 2. - 48 goods - 217 players - 60 to 80 actively hauling

    2. Washington - lvl 43 - started 4. - 47 goods - 175 players - 50 to 60 actively hauling

    3. El Paso - lvl 43 - started 1. - 45 goods - 135 players - 40 to 50 actively hauling

    4. Walla Walla - lvl 42 - started 7. - 38 goods - 160 players - 35 to 40 actively hauling


    Total time about 31 hours, no city played nonstop. The first spot changed several times, I played for El Paso and we had a lead at least two times (on the start obviously and once we opened 3rd set of goods). I must say the endgame was pretty nice and I would think the recent changes had a positive effect - otherwise SLC would have steamrolled us.


    I would however welcome some restriction towards counting as active player as I mentioned before - at least 20k prestige and maybe at least 7 or 14 days play time on the server. There is a big potencial for abuse.

  • Sorry for my off-topic here but I think it CAN be relevant, to some extent. I played in Memphis and we lost to Salt Lake for JUST 5 minutes, yeah, that close. Anyway that's not the point, the thing is we were over 300 players that counted towards consumption and therefore tonnage quota, BUT that was fine! We didn't lost because our tonnage quota was too high, we lost because we had over 5-10 saboteurs who were constantly ruining the wait times.


    While the system needs further tweaking, like you said, maybe add some other factors when considering a player part of a city, I didn't felt like the difference between Memphis who had around 330 players and Salt Lake who had around 280 players was that big, and certainly not insurmoantable.


    At the end of the day all it matters is we play as a team.

  • It would be nice to put restrictions for the final game.

    I think that it should count as an active player, the one who has at least played since the beginning of era 5.

    That he has built roads to industries.

    Have a level of prestige for continued climb, for having built the station buildings in a percentage within the 2 eras until the final game.

    Be connected to least 3 peripheral cities.

    That would give strength to those who have really played all the time.

  • good evening. And I think that the size of the city's warehouse should be done as it was. From the level of the city and not from the population .. If the players are playing and want a quick final. Then they are going to one city .. and who slept the whole game apaya their city. And he didn't want to join. then let them finalize. how many will have time to deliver. Now the ending is just not comfortable. not athletic. Since your city is specially connected. the same competitors. And they are already winning. since their warehouse will be less than ours. at the expense of people. although the people will be the same that they have with us. My opinion is for people to return to the game. short finals are needed. as all living people. and not everyone can sit at the computer for days. I've been in the game for a long time. And every year everyone spoils and spoils it. with finals. I think developers should listen to active players. and not to those who come in to fix it once a day. and then there are few of us shouting. and there is a crowd in that city. and we cannot finish. they will hardly hear me. but suddenly. all a good game.

  • "A player is considered active if they have been online within the last 3 days and has more than 20 prestige points"


    which is still, by far in terms of endgame, the biggest nonsense i've heared the past few weeks. it's nice that the "free buildings" don't count towards total prestige, but how much prestige can i get without ever driving a train route and without spending an ingame dollar?



    answer: 81. without a single track/train/anything.


    lets check how many cities i can connect with the 25 track vouchers (on purpose without connecting the EG city...)



    i ended up connecting 4 cities and i'm (in theory) also 1 track off the mega city.


    now i have more medals:



    cashing them in:



    and i'm at 146pp already, not to mention i simply could connect for 2m (and 2 gold) to the mega city, which would give me the 5th city connection.


    simulating this (by connecting to the rank 49 city SE of this megacity) and doing all quests i can do within 5minutes....



    as you can see in the last picture, starting on the server, doing all the planning, doing the screenshots, writing this post up to this point did cost me about 23minutes total for 524pp. refresh site, another 50pp from 6 medals and with the excess money, i could get another 75pp while i'm offline (so 649 total).

    if i did a bit min-maxing, i could even get the 11m for the lab which gives me 400pp on finish.


    (edit start: not to mention the automatic pp i'd get from simply leaving my trains afk on any city RG: edit end)


    _____________

    so where on earth is 20pp "realistic" to call someone "active and willing to drive the endgame" for the endgame calculation?

  • Magnificent argument! You really built your case well!


    Theory 1: they never thought of this in Germany.. so this post of yours will be a real eyeopener and they will finally change this ridiculous definition of an "active" player


    Theory 2: Back in Germany, they developed the game themselves.. so obviously they know how this works but for some reason they believe its important to keep a backdoor open to cheaters that want to wreck EG's or score easy points by just logging in..


    Which of those sound more likely?


    But honestly, I like your post and I'm fully in agreement with it!

  • Lesson number 3, never argue with Amaiyah because she is probably right anyway and if she isn't right she will out talk you into submission ;)

  • I think these formulas are a failure.

    the amount of "active players" have always been a subject that RN have been useless at counting, and something I would expect the developers to know is a weakness.


    I think these formulas are overcomplicating something pretty simple.

    If we want people to be motivated to play as well as possible, then a higher level should be rewarded, not punished.

    And the number of random non-contributing idiots (which is the majority of the metric "active players"), should not be relevant for any part of the formula at all, because they say nothing about the actual hauling capacity of the people who actually play the EG actively.


    So quite simply;

    If all cities get the same tonnes as the top city tonnes X3 +5% for each position down the ranklist. It's done.

    Let all cities start at the same time so they are less busy ruining each others first sets.

    Easy and simple. The best built town has an advantage instead of a disadvantage from leveling.

    Now excuse me, I've got a train line to run!

  • Unfortunately, it is much more complicated.

    If the tonnage does not depend on the number of active players.

    Then the city with the most players always wins.

    Therefore, all players gather in only one city.

    And the winner is clear even before the final begins.


    The other 9 cities do not make sense to reach the final.

    The purpose of these changes is to have a finale in many cities.

    Because any well-organized city can win.

    Even if there are far fewer players.


    Let all cities start at the same time so they are less busy ruining each others first sets.

    They will not do this so as not to overload the server. That's why cities have to start with a time difference.

  • This however is even more false, since the counting of players just leads to the creation of many multi accounts punish-connecting to cities neither that account nor the player behind them intend to play.

    Above all it counts "active players" along a metric everyone knows is a complete joke.


    The most players does not always win, this was never the case before.

    The highest level city almost never won before neither, so that part which RN writes here and there is a complete lie too.

    Through the years I've played this game I've been in the winning EG city so many, many, many times, the majority of these we aimed to rank the city at around #8, because it was strategic, due to these mechanics being bullshit.

    Players kept connecting to these citite, because they don't look at level, they look at where the best association or coalition of associations is playing, because they know that's who is most likely to win. Not Levels, Not number of players. Neither of the latter two have ever had anything to do with winning EGs.


    So if we're going to count these "active players" then let's be real about it,

    * Anything less than 100k PP before EG is an inactive player, by any serious definition.

    * Any player who is not filling 25/25 slots of engines, is an inactive player.

    * Any player Who does not have all buildings maxed out level wise is of course not an active player, etc.


    Only players who fulfill these criteria should "qualify" to the endgame, while all other accounts are stopped, so they don't bother those who actually play.

    Now excuse me, I've got a train line to run!

    Edited 2 times, last by Locomotius Prime: Clarification ().

  • So if we're going to count these "active players" then let's be real about it,

    * Anything less than 100k PP before EG is an inactive player, by any serious definition.

    * Any player who is not filling 25/25 slots of engines, is an inactive player.

    * Any player Who does not have all buildings maxed out level wise is of course not an active player, etc.


    Only players who fulfill these criteria should "qualify" to the endgame, while all other accounts are stopped, so they don't bother those who actually play.

    Many active players enter End Game with less than 100k Prestige.

    Many active players also do not max out all buildings.

  • Locomotius Prime


    Hello friend :)


    I assure you that when the tonnage does not depend on the active players - there is a big problem and imbalance.

    Because the more active players there are in a city, the less each player has to transport.

    Example:

    200,000 t / 500 players = 400 t / player

    200,000 t / 150 players = 1,333 t / player

    This gives an unconditional advantage to cities with a large number of active players

    That's why they're making these changes.


    I completely agree with you about the possible problems now.

    Improvement must be sought. But this is already a good base.


    From talking to the developers, I learned that they will not limit any player or style of play in the final.

    Decisions must be in another direction.

  • Because any well-organized city can win.

    Even if there are far fewer players.

    Sadly on some servers (e.g. Com2 and Com202 where I normally play), with the new targets the end-game is over with 24 hours. This means that as the lower ranked cities probably don't start until the end game is 10 hours old, they have zero chance to catch up.

  • There is still a lot to fix. Now things are very bad.

    Project X is the step in the right direction.

    Far as I know. The goal is for the final to last about 36 hours.

  • ...

    The goal is for the final to last about 36 hours.

    36 hours means (at least for most players) that EG will finish during the night.....


    IMHO an EG should last for about 48 hours, 1 good per hour on average ;)

    (And I think that the conditions for "active players" should be looked into again.)

    :Train: NL01 Stoomketel

    :Train:  NL201 Euromast

    :Train: COM202 Loch Ness *

    :Train: ES201 El Escorial *

    :Train: M1.201 Scandinavia *


    * played my last round at this server, due to

    :thumbdown: RN'S LACK OF DECENT BUG FIXING :thumbdown:

  • There are different preferences.

    There are many players who want a long final. (> 2 days)

    There are many players who want a very short final. (<1 day)

    There are many players for whom the final is too long if it does not end the day after the start.

    They say they have more important things in life.


    As far as I know, the developers chose the middle option.

  • Isnt this why we have different speeds? Players who want a short final will generally also want a short game, players who want a long final will generally have the preference for a longer game too.


    So 1x speed, aim for a 48-hour EG

    2x speed aim for a 24 hour EG

    4x speed aim for a 12 hour EG


    And then they are toying with a 0.5x server afaik so that will be a 4-day EG


    But all we have right now is the same length of EG on all servers, the faster EG's that do happen are not linked to serverspeed but to actual discipline and playercount on those servers. I think the actual challenge is to balance the game/EG in such a way that it will fit the serverspeed, meaning different calculation for different speeds, atm we are using the same balance everywhere.