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View Full Version : Shouldn't the Round End at 6AM EST??



FramboisMan
02-28-2017, 07:33 PM
Note: Not debating the outcome, but the method.

TLDR: Ubisoft originally said turns (territory updates) are every 6 hours. We had 57 turns in round 1 that should have added up to 342 hours. Instead the round lasted 333 hours. No recent comment from Ubisoft on clarification regarding turn length.


From Another Post,


Is it just me, or are way less Samurai active in the "last hours" of the faction war? If yes, ****.
How is the Samurai Faction supposed to win one round or something then? How, if only the last turn matters and, what do I know, 60% of all Samurai are sleeping?
The Faction War is overall somewhat..."bad", but that's nothing new.

This is also a concern of mine. Consistently playing between 9PM & 3AM PST, I see that is when we make progress, up until about 6 am. During the actual day, namely the later afternoon, is when Samurai seem to not be there. I know I was just leaving an 11 hour shift at the time of the round closure. Will the rounds always end at around 6PM PST, 9PM EST?

Here's another thing that leaves me curious...The game launched at 12 AM EST & 9PM PST. If you have 6 hour turns & 57 turns then that makes 342 Hours in a round, 14.25 days. If Turn one ended at 6AM EST, then turn 57, the final turn should have ended at 6AM EST. (Removing the 6 hours of playtime from the first turn, the end of turns range is 14 days flat.) Here, look at this table I drew up (isn't copying over from excel, not going to reformat into html, sorry!):




Turns Knights Vikings Samurai Turn Ends(EST)
1 17 15 28 6AM
2 24 15 21
3 24 18 18
4 26 24 10
5 25 19 16 6AM
6 15 22 23
7 17 28 15
8 15 34 11
9 14 36 10 6AM
10 19 28 13
11 17 22 21
12 17 29 14
13 18 23 19 6AM
14 15 28 17
15 21 26 13
16 27 17 16
17 20 24 16 6AM
18 17 22 21
19 18 21 21
20 21 15 24
21 18 24 18 6AM
22 12 30 18
23 18 31 11
24 19 24 17
25 23 17 20 6AM
26 15 19 26
27 23 14 23
28 15 17 28
29 17 17 26 6AM
30 16 12 32
31 15 18 27
32 18 25 17
33 22 16 22 6AM
34 14 23 23
35 11 26 23
36 18 27 15
37 20 18 22 6AM
38 12 19 25
39 14 15 31
40 12 21 27
41 14 14 32 6AM
42 7 20 33
43 9 28 23
44 9 35 16
45 12 28 20 6AM
46 18 21 21
47 23 22 15
48 22 16 22
49 23 10 27 6AM
50 24 15 21
51 22 22 16
52 22 29 9
53 23 23 14 6AM
54 15 30 15
55 18 23 19
56 14 27 19
57 21 24 15 6AM???
Total 1015 1266 1135
Avg. 17.80701754 22.21052632 19.9122807

(Side quip: Even if we went by average territories the Vikings still won, but we came in 2nd, GG)


SO explain why the round ended at 6PM PST (9PM EST).

If it's because of the outage we had, then that screws Sams over x2; one for the outage time taking place during our high activity window & the altering of the round closure timeframe. (Edit: But outages do not explain why the round ended earlier than intended.)

The solution I ask for with round closures is rotate ending times to give everyone the opportunity to have a round close within their routine gameplay windows. This is if you are keeping round victories based off the final turn (which is really lackluster by the way.) If Ubi is trying to mirror the feel of a match, where after all the hits, dodges, block and parries it's the last hit that matters, then wouldn't a sound counter argument be that the last hit isn't always at the same time?

Another option is to make victories based on average territories held throughout the round. That fits everyone's schedules & the vikings still win round 1 with no debate.

I may just have to
http://i258.photobucket.com/albums/hh253/jimifunguzz/deal-with-it-meme-animated.gif
And if so that's fine; just lost the motivation to grind, that's for sure.

FramboisMan
02-28-2017, 09:03 PM
another note:


Isn't it 7hr rotations? not 6hrs?

Changing the end time?

Let's see...I'm actually going to compare to a calendar:

For Honor Released on 2/13/17 9PM PST / 2/14/17 at midnight EST.
Round One Ended 2/27/17 at 6PM PST / 9PM EST

Sticking with one time zone to be consistent (EST) - 13 Full 24 hour days & one 21 hour day (2/27/17 midnight - 9PM) = 333 hours.

333/7 = 47.571428571428571428571428571429 turns per round ; 7 hours doesn't cut it.

333/6 = 55.5 turns ; almost there, but something is off. at 336 hours it would fit perfectly, but wait..


OK, something is way off.... My original calculations were based off 14 24-hour days plus 6 hours (342 hours) , but the Faction War page (currently unavailable) shows 57 turns. That is what I did my original math off of; 57 6-hour turns adding up to 342 hours. How the f@ck did this pan out with 57 turns in 333 hours? If they were 6 hour turns, the round would have lasted 14.25 days, but only 13.875 days were in round 1.

13.875 * 24 = 333, which when divided by 57 turns comes out to turns being 5.8421052631578947368421052631579 hours long.

How is this all relevant: With the turns lasting 6 hours, the round would have ended at 6AM EST today & the Samurai would have had an opportunity to come back (as they operate at night in North America.)


As for the victory being determined by the outcome of one turn, that really sucks in the scope of when players play. Sorry guys, you all know it. Besides average territories or assets, there is the king of the hill victory condition. According to this post (https://www.reddit.com/r/forhonor/comments/5tsq3t/the_samurais_were_robbed_visual_of_the_faction/) containing more collected information, we won in that respect. One quip from the thread:

This graph really represents the problem with the Faction War - there's no point to tactically deploying your War Assets because the faction that is most prominent at the hour is what will gain the most territory regardless. It's a popularity contest, and it doesn't matter how organised a faction is, the most active faction will always win.


Out of all of this what is done is done; this isn't the Oscars. I would just like to hear clarification from blue on round ending times and the turn lengths of round 1 and rounds to come.

FramboisMan
02-28-2017, 10:46 PM
And what allowance did you make for server downtime?


Well, that depends if Ubi has it setup for the turns to continue to tick, or if the timer is paused. Either way it doesn't explain why round one ended 2/27 @ 9 PM EST instead of 2/28 @ 6AM. If the timer is paused, wouldn't the round ended later than expected?

FramboisMan
03-01-2017, 02:08 AM
Chat with Support:

Michael P (2/28/2017, 4:03:39 PM): Thank you for contacting Ubisoft Live Support. Please give me a moment to review your case. In the meantime, feel free to add any additional information that may pertain to your issue, and I will be with you shortly.
Me (2/28/2017, 4:06:11 PM): Sounds good
Michael P (2/28/2017, 4:06:46 PM): Hi, what can we assist you with today?
Me (2/28/2017, 4:10:21 PM): yes
Me (2/28/2017, 4:10:40 PM): I wanted to know how long are turns?
Michael P (2/28/2017, 4:10:54 PM): I am not sure what you mean by that.
Me (2/28/2017, 4:11:30 PM): well, the season is split into 5 rounds. The rounds are split into turns. Season 1 had 57 turns and I was curious how long are turns suppose to be
Michael P (2/28/2017, 4:12:25 PM): Please hold on for a moment while I look into this issue.
Michael P (2/28/2017, 4:14:56 PM): We are only able to assist with technical issues such as errors, freezes and crashes. We are unable to help with gameplay related queries.

However, you can find community assistance on our official forums at http://forums.ubi.com. The FAQ section of our support site at http://support.ubi.com also has a wealth of knowledge that helps to resolve many issues.

You can also find comprehensive game guides and walkthroughs at the links below:

http://www.ign.com
http://www.gamefaqs.com

Try using these resources and guides to progress in the portion of the game where you are encountering issues.


----Really??t---- At this point I wouldn't be surprised if round closure can be controlled to when a faction has the most activity; welcome to WWF

FramboisMan
03-01-2017, 06:12 PM
From Wikipedia (https://en.wikipedia.org/wiki/For_Honor#The_Faction_War):


Each online multiplayer match awards War Assets based on the outcome and the player's performance. These War Assets are then deployed in the Faction War – which stretches across all platforms – where they are used either to defend an allied territory or conquer a neighboring one occupied by an enemy faction, with the most war assets deployed in a given territory determining the victor. Territories controlled are updated every six hours, while rounds last for two weeks and seasons last for ten weeks (five rounds). As the war progresses and territories change, the changing front will determine which maps that are played and their appearance (each map has variants depending on whether it is under Samurai, Knight or Viking control.) Players who have distinguished themselves and helped their faction gain and defend ground earn higher quality equipment as spoils of war after each round and each season. After a season ends, the map is reset and a new season begins after an offseason period, but the outcome of the previous season impacts the story background of the new season.

The reference for the wikipedia entry is from a video from UBISOFT (https://youtu.be/NUqYs3hBh7o?t=40s) posted on youtube on January 26th. Fast forward to 40 seconds in; at 45 it states turns being 6 hours long.

Support doesn't comment on turns, nothing is currently listed on site & the only solid evidence I found from Ubisoft is a pre-release video.

I've been talking to myself here, does anyone get what I'm saying?

FramboisMan
03-01-2017, 06:32 PM
Chat Round 2:

Alex F (3/1/2017, 9:20:14 AM): Thank you for contacting Ubisoft Live Support. Please give me a moment to review your case. In the meantime, feel free to add any additional information that may pertain to your issue, and I will be with you shortly.
Me (3/1/2017, 9:22:50 AM): Hello, I have read thoroughly through the resources suggested and have found nothing stating the length of turns. I found a video posted by Ubisoft https://youtu.be/NUqYs3hBh7o?t=42s that states at around 45 seconds in that rounds are suppose to be 6 hours long. The issue I'm having is the round lasted 333 hours for 57 turns, but if turns are 6 hours long, the round should have been 342 hours long. Would you be able to provide clarification on how long turns are suppose to be (as the resources previously provided did not have them.) Also, are rounds setup to end at the same time every two weeks?
Me (3/1/2017, 9:23:20 AM): turns are suppose to be 6 hours long**
Alex F (3/1/2017, 9:23:46 AM): We are only able to assist with technical issues such as errors, freezes and crashes. We are unable to help with gameplay related queries.

However, you can find community assistance on our official forums at http://forums.ubi.com. The FAQ section of our support site at http://support.ubi.com also has a wealth of knowledge that helps to resolve many issues.

You can also find comprehensive game guides and walkthroughs at the links below:

http://www.ign.com
http://www.gamefaqs.com

Try using these resources and guides to progress in the portion of the game where you are encountering issues.
Me (3/1/2017, 9:24:02 AM): I tried that
Me (3/1/2017, 9:24:09 AM): those resources contain nothing
Me (3/1/2017, 9:24:27 AM): I wish to speak to someone who can provide clarification on turn lengths
Me (3/1/2017, 9:25:09 AM): and why 57 turns took 333 hours instead of 342
Me (3/1/2017, 9:25:46 AM): Hello?
Alex F (3/1/2017, 9:26:22 AM): Hey :) Looking into that but I don't think we have anyone like that available :/ You'll need to make a post on our forums about it! Sorry but Customer Support isn't really the avenue for questions like that haha
Me (3/1/2017, 9:27:11 AM): I did the forum post (tactfully) but have had no blue response
Alex F (3/1/2017, 9:28:52 AM): I apologize :/ I expect you will have to be patient or will have to investigate the issue further on your own.
Me (3/1/2017, 9:29:11 AM): Thank you

ShadowFetus
03-01-2017, 06:38 PM
Yeah its pretty frustrating that we have not had any type of official response regarding this.

Plenty of attention has been brought to this matter, both on these forums and all over Reddit.

FramboisMan
03-01-2017, 07:20 PM
Yeah its pretty frustrating that we have not had any type of official response regarding this.

Plenty of attention has been brought to this matter, both on these forums and all over Reddit.


I have not seen anyone else comment on this on either here or reddit but me; been reading through all the posts concerning the faction war.

KelMartigan
03-01-2017, 08:21 PM
Why does this bother you so much? Who cares who wins the rounds anyways? The faction war system doesnt seem well balanced at all, at least to me.

Alot of ppl probably joined vikings one hour before round 1 ended and the other factions will fall behind. They get their end reward after season 1. And because of that the vikings are going to win the season too.

Iam not quiet sure but if more ppl are in the vikings faction, more ppl contribute to the faction war in favor of the vikings, for example.
they should make it like this:
if there are 100 vikings and 10 knights
1 viking should contribute 10 points after each match
1 knight should contribute 100 points after each match

that would be more "balanced",...and yet...that system seems so...chaotic. One viking might play 12 hours a day while a knight only plays 2, or vice versa, or whatever.

For me its like...just ignore the faction war system. I dont feel like I can influence it anyways.

Also I want to make sure that I dont really understand the "balancing" behind it that ubisoft might have thought off...

FramboisMan
03-01-2017, 08:37 PM
Why does this bother you so much? Who cares who wins the rounds anyways? The faction war system doesnt seem well balanced at all, at least to me.

Alot of ppl probably joined vikings one hour before round 1 ended and the other factions will fall behind. They get their end reward after season 1. And because of that the vikings are going to win the season too.

Iam not quiet sure but if more ppl are in the vikings faction, more ppl contribute to the faction war in favor of the vikings, for example.
they should make it like this:
if there are 100 vikings and 10 knights
1 viking should contribute 10 points after each match
1 knight should contribute 100 points after each match

that would be more "balanced",...and yet...that system seems so...chaotic. One viking might play 12 hours a day while a knight only plays 2, or vice versa, or whatever.

For me its like...just ignore the faction war system. I dont feel like I can influence it anyways.

Also I want to make sure that I dont really understand the "balancing" behind it that ubisoft might have thought off...

This bothers me because ultimately it seems who will have the advantage in the last 2 turns of the round will be determined by Ubisoft. Before the end of the round, I was grinding like a mad man to get war efforts on the board as I did care about the round victory.. Then we found out it is only the last turn of the round that matters. Then I find out the round (based on information provided by ubi) should have ended 9 hours later. That 9 hours could have made a significant difference for the Samurai as their window for activity fell just after the round ending.

It's one thing for the system to be lame because it's imbalanced. It an entirely different issue when the outcome is being determined by who is active when the round ends & Ubi saying one thing on when the round ends, but then their actions show differently (with no response as to why.) Would you have as much fun at a sporting event if you knew the owners already decided who would win?

As for the whole war assets issue, I've heard several good points.
One, players online but not active. I know I have passed out on the couch more than once in the last two weeks with the game remaining open. Even though I'm afk, are my faction's war assets being curbed? Or is it only players who are both online & currently playing that affect asset gains?
Two, combine the asset ratio with point one. In your example with 10 knights, what if 3 of your knights are afk at the main screen? Because of how assetts are curbed you now have a larger portion of your faction's potential not developing assets; the same as if 30 vikings were afk at the main screen.

FramboisMan
03-02-2017, 06:46 PM
Bump.

http://vignette3.wikia.nocookie.net/rickandmorty/images/7/7c/Tumblr_n428bgzJq11s5e4c3o1_400.gif/revision/latest?cb=20140429011912

Wubba Lubba Dub DUb!!!