#### RodneyNorris

##### Approved user

- Joined
- Oct 2, 2016

- Messages
- 16

Why not just assign a Proportional number to a base?

While the explanation below may seem complicated… the formula is actually VERY Simple.

Match Total= AXPL*(ABVT*100)

Let me explain. Let a Numerator be assumed to be 50 as set as a constant, (50 possible WW players).

Allot Base Age Values, (BAV), as follows:

As the current alliance WW base ranking system is, as a variable lets call it (Rank)…. you would divide that Alliance WW rank number (Rank), into 50 and add it to the above numbers or (BAV)… (Truncated integer obviously), and then multiply by 10. This total we will call the Base Total or (BT)

So, in a 10 player WW a #10 ranked CA base would equal (5 + (50/#10))*10, or (5+5)*10 for a total of 100. (Eg. A Base Age Number of CA=5 Plus the total of 50 divided by the Rank. Then multiplied by 10; 5 plus the 5 equals 10, then multiplying this by ten gives a value of 100. Simple eh?

Conversely…. In a 10 player WW a #1 Ranked AA base would equal ((200 + 50)*10), for a total of 2,500. ((Eg. A Base Age Number of AA=200 Plus the total of 50 divided by the Rank. Then multiplied by 10; 50 plus the 200 equals 250, then multiplying this by ten gives a value of 2,500.

Adding these values all up for each of an Alliance’s WW participants, a value we will call “All Alliance Players BAV Total” or (ABAVT), separates the “WW Alliance Levels” so a powerful alliance will never get pitted against a weaker one. Also, it completely eliminates sand bagging (since, combined with the below multiplication, the sand bagger alliance and the sand bagged alliance would be at two completely separate Match Total numbers so they basically would never be pitted against each other.

Continuing…

Add these values for each alliance base all up as stated above and multiply by 100. Call this the Alliance Base Total (ABT)

The ABT will effectively separate for the 9 levels of participation. Eg. for a WW Alliance Participation of 10, 15, 20, 25, 30, 35, 40, 45, and 50 players.

Then Multiply this value by the Alliance AXP level or (AXPL) and you get the Match Total or (MT)

Base Age Values (BAV) reference for the Example below: CA=5, IronA=10, MA=15, GPA=20, EA=80, IA=180, GA=190, AA=200

Example. 10 player WW and an AXP level of 2 with one base of each Age, but Two AA’s and Two GA’s

For simplicity, we will just say the system ranked the Ages of the bases highest to lowest as follows:

#1-AA, #2-AA, #3-GA, #4-GA, #5-IA, #6-EA, #7-GPA, #8-MA, #9-IronA, #10-CA

#1 AA base=2,500 eg. ((200+(50/1))*10), #2 AA base=2,250 eg. ((200+(50/2)), #3 GA base=2,060 eg. (190+(50/3)), #4 GA=2,020, #5 IA=1,900, #6 EA=880, #7 GPA=270, #8 MA=210, #9 IronA=150, #10 CA=100

Adding these totals up (ABVT) would be 12,340. Multiplying this total by 100 would give a number of 1,234,000 and then multiplying that by the AXP Level of 2 per this example means the WW Alliance would have a Match number of 2,468,000.

Any WW Alliances with a match of plus or minus some value…. Say 5% or 10% of this value would be considered a good match.

If no match found in 20 minutes then stop the search and send a message that an opponent not found please try again later.

Again, while the explanation may seem complicated… the formula is actually VERY Simple.

The (MT) or….

The Devs would just throw the Base totals (BT)’s into a programmed array and add them to get ABVT. And AXPL is a known Value in the game. As far as the complicated Glory points matching….. Just make them fixed numbers.... for example.... a positive 500 if you win and minus 250 if you lose… down to zero that is. And be done with it. Provide the incentive to do good and the detriment if not. No complicated weirdness that will never be correct even after a fix on top of a fix etc.

Rodney Norris

GoldStandard Alliance

While the explanation below may seem complicated… the formula is actually VERY Simple.

Match Total= AXPL*(ABVT*100)

Let me explain. Let a Numerator be assumed to be 50 as set as a constant, (50 possible WW players).

Allot Base Age Values, (BAV), as follows:

**CA=5, IronA=10, MA=15, GPA=20**, EA=80,**IA=180, GA=190, AA=200**As the current alliance WW base ranking system is, as a variable lets call it (Rank)…. you would divide that Alliance WW rank number (Rank), into 50 and add it to the above numbers or (BAV)… (Truncated integer obviously), and then multiply by 10. This total we will call the Base Total or (BT)

So, in a 10 player WW a #10 ranked CA base would equal (5 + (50/#10))*10, or (5+5)*10 for a total of 100. (Eg. A Base Age Number of CA=5 Plus the total of 50 divided by the Rank. Then multiplied by 10; 5 plus the 5 equals 10, then multiplying this by ten gives a value of 100. Simple eh?

Conversely…. In a 10 player WW a #1 Ranked AA base would equal ((200 + 50)*10), for a total of 2,500. ((Eg. A Base Age Number of AA=200 Plus the total of 50 divided by the Rank. Then multiplied by 10; 50 plus the 200 equals 250, then multiplying this by ten gives a value of 2,500.

Adding these values all up for each of an Alliance’s WW participants, a value we will call “All Alliance Players BAV Total” or (ABAVT), separates the “WW Alliance Levels” so a powerful alliance will never get pitted against a weaker one. Also, it completely eliminates sand bagging (since, combined with the below multiplication, the sand bagger alliance and the sand bagged alliance would be at two completely separate Match Total numbers so they basically would never be pitted against each other.

Continuing…

Add these values for each alliance base all up as stated above and multiply by 100. Call this the Alliance Base Total (ABT)

The ABT will effectively separate for the 9 levels of participation. Eg. for a WW Alliance Participation of 10, 15, 20, 25, 30, 35, 40, 45, and 50 players.

Then Multiply this value by the Alliance AXP level or (AXPL) and you get the Match Total or (MT)

Base Age Values (BAV) reference for the Example below: CA=5, IronA=10, MA=15, GPA=20, EA=80, IA=180, GA=190, AA=200

Example. 10 player WW and an AXP level of 2 with one base of each Age, but Two AA’s and Two GA’s

For simplicity, we will just say the system ranked the Ages of the bases highest to lowest as follows:

#1-AA, #2-AA, #3-GA, #4-GA, #5-IA, #6-EA, #7-GPA, #8-MA, #9-IronA, #10-CA

#1 AA base=2,500 eg. ((200+(50/1))*10), #2 AA base=2,250 eg. ((200+(50/2)), #3 GA base=2,060 eg. (190+(50/3)), #4 GA=2,020, #5 IA=1,900, #6 EA=880, #7 GPA=270, #8 MA=210, #9 IronA=150, #10 CA=100

Adding these totals up (ABVT) would be 12,340. Multiplying this total by 100 would give a number of 1,234,000 and then multiplying that by the AXP Level of 2 per this example means the WW Alliance would have a Match number of 2,468,000.

Any WW Alliances with a match of plus or minus some value…. Say 5% or 10% of this value would be considered a good match.

If no match found in 20 minutes then stop the search and send a message that an opponent not found please try again later.

**Better to not have an opponent found than to be pitted against an unfairly matched opponent or sand bagged.**Again, while the explanation may seem complicated… the formula is actually VERY Simple.

The (MT) or….

**Match Total equals****......****AXPL*(ABVT*100)**The Devs would just throw the Base totals (BT)’s into a programmed array and add them to get ABVT. And AXPL is a known Value in the game. As far as the complicated Glory points matching….. Just make them fixed numbers.... for example.... a positive 500 if you win and minus 250 if you lose… down to zero that is. And be done with it. Provide the incentive to do good and the detriment if not. No complicated weirdness that will never be correct even after a fix on top of a fix etc.

**Simplify, solve the Matching issues, Solve the Sand Bagging Issues**, and__.__**be done with it****Additional Note:**The Proposed Matching Algorithm__takes into affect the strength of the base by incorporating the Alliance WW Team Rank System as it currently is. In other words. The current basic WW system already ranks each teammate's WW Base, based on the strength of their base. So an EA Base such as I am, can be ranked higher than an AA base. As I often am. If you look back at the algorithm you will see it is based off of this. The Weighting is for separation. Both in high vs low rank (to stop the sand bagging), and coupled with the next multiplier... to separate between the amounts of alliance participation in the WW (e.g. 10, or 15, or 20,...etc. Players). All and all it would match like strength to like strength (of the alliances as a total of their players and not reliant on a few strong or weak). The algorithm is actually So simple and efficient that someone can easily mistakenly miss the fact that it is actually almost entirely based on the basic WW systems ranking of the Strength of each individual WW Base of the Alliance. The end Matching Algorithm is Just Two Variables One of which is Alliance XP Level. Don't want Separation of Strength by AXPL? Now you would only have One Variable times 100.__**AXPL*(ABVT*100)**Rodney Norris

GoldStandard Alliance

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