That said, let's move on to the main reason I'm posting this thread, which is to understand how exactly Rollerbeetle Racing works, and more precise how one can get a top 100 score. I've decided to do a "post-analysis" (When the event is over), so I would have a full set of data, aswell as the time for this thread to sink in, (The topic isn't such an issue anymore) whilst still keeping it somewhat related to the event.
I started gathering this data 2 hours after the event started, or atleast when I started playing. I tried to focus on purely entering from outposts, and restricting myself from getting consecutive wins.
These are my data gather over the past weekend, having playing over a total of 1000 games, and thus supplying a reasonable amount of numbers to work with:
Total Runs: 1029 (Give or take 50 I missed recording) Teal: 187 Purple: 207 Red: 158 Blue: 139 Yellow: 163 Green: 175 No KD during first minute: 274 Flawless starts: 143 Flawless starts with only Echo: 96 Flawless starts with only SRB: 20 Flawless starts with Echo RB: 3 Flawless starts with 2 SRB (One from Ox's): 4 Echo RB: 34 Some times reached: 475K: Various times 478K: 3 times (SRB from first 3, and then another one at ox's cage) 479K: 2 times(With Echo SRB and a Ram/Shield start) 480K: 1 time (With Echo SRB and flawless start) |
So for starters, we have the rollerbeetle color. Everyone with the least bit of experience will agree that Red, Blue, Yellow and to a lesser extend Green are the best beetles. (Green can get 60-70% RRPM from it's cage) But just like you can win a formula 1 race with a diesel, you can also get a top 100 score with Purple, Green and Teal, it will just require ALOT of luck. (You're hoping that the players behind the Blue, Red and Yellow beetle haven't got a clue what they're doing)
And these colors aren't necessarily alot slower, but rather just a bit slower so you'll always get behind a Red, Blue or Yellow player, resulting in you getting blocked most of the times.
My numbers roughly follow these percentages:
Teal: 18.2% Purple: 20.1% Red: 15.4% Blue: 13.5% Yellow: 15.8% Green: 17% |
-> The Rollerbeetle you get IS equally random, with apparently a minor variance
-> An average of 50% of your runs will result in a "possible" top 100 score (Not incl Green)
-> The longer the event lasts, the more important your color becomes, as the overal top 100 times will get higher, and it will become more and more unlikely you will get a top score with the "unlucky" colors.
Wether or not getting consecutive wins give you a bigger chance of getting a lucky color is something I dind't test for. It seems unlikely, however, as Anet probably isn't aware of the difference in color, aswell as the fact that entering from an outpost comes close to what you would assume to be the average percentages.
Map, experience and knowledge
The map in Rollerbeetle Arena is always the same. Therefore one can utilize the same strategy, over and over again in order to get a top time. It is often stated that you need a lot of skill to get a top 100 score, but I disagree on that. For me, skill is something active, it's using your abilities and knowledge to manipulate something to achieve positive effects. I agree that you have to KNOW and UNDERSTAND how Rollerbeetle Racing works, and you definatly need to know when to use what skill at what time.
GvG (Old school for arguement's sake) is about skill. You go in with a certain experience, knowledge and "know-how" of the game, and you hope those attributes will overcome your opponent's.
Concidering you often don't know what map you'll play on (outside AT's), aswell as what build and players you'll face, the playing field is dynamic. You can not simply go in with a certain mindset: "This is how we're going to play the game and win", and expect to win every match. (And if you do, you'll either get stomped, or your build is bound to get nerfed (All the ex-spike builds, etc).
Rollerbeetle Racing on the other hand isn't dynamic. It's static. The playing field does not change, the build does not change, nothing changes, aside from the player's names. If you know the strategy to get a 480K+ time, you can effectivly get a 480K+ time.
The true nature of the problem here lies in the fact that Rollerbeetle racing is unforgiving. If you get body blocked or KD'd (Simply put: When you have an unexpected variable) at any point during your race, you simply can't overcome that variable with skill, because you simply can't make up for lost time.
So unlike GvG, Rollerbeetle Racing is about following one playstyle as close as you possibly can, and if you do get kocked out of it, giving up is the only option you have.
Any person who has the ability to use his 2 hands will be able to learn how to Rollerbeetle merely by watching a video of a player playing it. Good luck trying to learn how to Warrior in GvG by watching Chop Chop play, hence point proven.
Boxes and skill usage
The assumed best technique to start a rollerbeetle race is by Dashing when your RRPM peaks out naturally as you leave the gate (about 3-4 seconds in), and then saving your Ram as you hit the upwards corner to the first gate. (As seen in the youtube video)
The more accurate explantion here is rather obvious, yet dodgy due to the "skill anomalies" that exist with some of the Rollerbeetle Skills. Ram and Dash both have undocumented effects which I will try and explain here: (You can find neither of them on the wiki)
Rollerbeetle Dash Skill. For 5 seconds, you move extremely fast. |
The higher your current speed and acceleration are, the more effect dash will have, and the longer it will maintain that speed. Some anomalies (tough explained here) exist when you dash at low speed, yet still go up to 70-80%. This is because your current speed was low, but your acceleration was high. If you dash after you hit the top of a hill, but still at low speed (<20%), you'll find that dash will still increase your RRPM meter by alot, because the game registered you as having high acceleration (Going down a slope).
Ram Skill. For 2 seconds, all adjacent enemy rollerbeetles are knocked down. Anomaly: Although not noted in the skill description, it will also boost the beetle's speed to the max. |
Also, with Ram there is a secondary effect few people know about that exists. Ram ignores outside effects* and temporarily stops natural de-acceleration
*: It doesn't ignore water, but it does ignore every slope in the terrain. So Ram prety much gives you a "bridge" you can build over small obstacles in the terrain.
In essence, Ramming over upwards slopes, aswell as not ramming over downwards slopes will get you the best results. This is also how I improved my technique from the youtube video. (He uses Ram on a few wrong occasions, and I improved it with succes -Cut off 1-2 seconds in certain areas)
So this is why the best possible start (Fences to Gate #1) is a dash once you reach your natural highest RRPM (Preferable BEFORE it dips back a bit again), aswell as Ram about half a second in the upwards corner.
Once you understand the best possible usage for Dash and Ram, it comes down to understanding the mechanics behind top times. For a top time to work, you need a good start. (The first minute) The way Dash and Ram work, as explained earlier, maintaing a high speed becomes an easy task after a mere couple of runs, and then it simply comes down to getting that high speed in the first place. Therefore, the only boxes that really matter are the first couple of boxes, as their speed will carry on through the rest of the match.
It is, correctly, assumed you need an Echo and a SRB (SUper Rollerbeetle) from the first 2 boxes in order to get a top time. This doesn't mean that every other box is useless, or can not gain you a better time. It only means that the first 2 boxes are enough to guarantee you a 480K+ time. Everything else can be concidered unnecessary risk.
This also means that there is a little bit of leeway on the first couple of boxes. If you don't get Echo + SRB from the first 2 boxes, you can still try and go for a top time using a slightly different strategy. Most people go for the first 3 boxes anyways (They pick both the boxes in the river, resulting in a slight time loss due to longer exposure to water), and if they happen to get a SRB from any of those 3 boxes, they can still get a top time by picking up some of the "risk-boxes" you normally don't take in a "Echo-SRB" run. Note that I say "Boxes" here, but in reality you only got 1 more shot, and that's the "Ox-cage box". If that box is a SRB, you can still get a top time if you play the "Echo-SRB" strategy, as you've only lost 1 or 2 seconds by going through the water (In the cave) aswell as strafing in the Ox-Cage. (Rather than going straight with Echo-SRB).
Other players and body blocks
And then comes maybe the most important factor of Rollerbeetle racing, or atleast the most variable one: other players.
As I've seen written in another guide: "Other players are like nitro-glycerine, avoid them at all costs, or they will blow you up", and this is true. Guild Wars simply wasn't designed as a race-game, and further more definatly not as a racing game based off the Z-axis. (It's one big downhill slope)
The problem is that the Guild Wars servers don't check up on the player's position often enough in order to guarantee a nice sync. If I were to explain it to someone who completely hasn't got a clue how servers and clients work, I would do it as following:
Imagine the Guild Wars server as being a teacher who needs to calculate a redicilous amount of mathematical equations, and rather gives some of those equations to his students to calculate for him. And then imagine the client as being one of the students, calculation these equations, but sometimes making mistakes. (Unlike the teacher) Every time they finish an equation, they send it to the teacher, and he checks to see if it is correct, which is still alot faster than calculating himself. If it isn't, he then quickly corrects it, and notifies the student he made a mistake.
So you have got 6 clients running who are each calculating their own version of the game, but sometimes collide with the server because their information is incorrect.
"But why do I specificly lag back so much in Rollerbeetle Racing?"
Well the thing is that the Guild Wars servers are already under so much strain due to the event, and therefore will exchange information slower with the client. This means that if a client makes a mistake, it is unlikely to get corrected straight away (As the teacher is too busy looking at the thousands of other students), which results in more "server lagging".
There is also a difference between other players and the map itself. The map is something static that is there when you load in, and will stay the same for the rest of the match.
The players however aren't. Clients don't ever communicate with eachother and will always have to go through the server. But due to the massive strain on the server, aswell as the fact that there is 6 clients rapidly changing position, your personal client might not always get top-notch information. This will result in you, aswell as other people, being in different locations on your game than where you actually are. (On the server's game)
Thus, Rollerbeetle is the perfect recipe for disaster, as it combines "clusterf*ck" movement with a heavily strained server, both of which aren't priorities on Anet's list when they made GW, and this results in you, and other people, lagging all over the place.
Z-Axis
One of the related problems with the map is the Z-axis, or more precise the non-existence of one. I hope, by now, everyone realizes that any form of elevation in Guild Wars is a cosmetic appearance only, meaning the game doesn't treat a person being higher-up, as effectively being higher-up.
But the problem here doesn't lie in the overal downwards slope of the map, because Anet did an amazing job on imitating that natural slope by adding bits and pieces of code for each part of the map reading: "This is where you speed up" and "This is where you slow down", creating the artificial feeling of gravity and friction, but rather when the track crosses itself.
The true nature of Z-axis problem lies in crossing paths, crossing in the 3th dimension that is. The infamous spiral bridge is the bane of any Rollerbeetle Racer because it can be so random. Sometimes you lag back for no apparent reason: there isn't a beetle anywhere near you, there isn't any obstacle, there is only walls. And the truth here is that there indeed is only walls, but walls that change in height and cross eachother, that is.
Look at the spiral as being a big C and X attached to eachother: CX. You enter the Spiral from the bottom right, from a seemingly higher route. You then cross over the bottom line of the X, which doesn't give any problems, and as you enter the C things go wrong.
The thing here is that for us, a person who understands height, the route seems natural: you make a U-turn, and simply cross under the previous path. For the game, however, you just did something completely different. The game has problems with understanding how exactly you went from one line of the X to the other one, yet at the same time do rather much pathing. (The intire downards corner gives you more distance in the 3th dimension than in the 2nd one) To the game it seems like you teleported from one spot to another.
And if you combine that with the previously mentioned low priority of positioning of the servers, you should be able to understand that the server sometimes forgets to update your client he's still stuck in the spiral. (More precisely the corner area between the crossing paths)
Is there something you can do against this? Not really. At the end of the day, if you're unlucky, you're unlucky. Taking a really big turn (and loosing some precious points) will increase your chances of not lagging back (As you're not in direct touch with a wall and you also give the server a bit more time to update), but it's no definite guarantee.
As Yuris wrote it in his guide, I will do the same thing: definatly don't cut the corner, but rather take the corner at a bigger angle. This doesn't mean you have to go to the complete opposite side of your track, but more towards the middle instead.
The start
Largely related to the "other players" section is the start sequence. The start is the most important part of the run, and more precisely, the VERY START. (Everything before gate #1) It simply comes down to getting out first, not getting KD'd and coming as close as you possibly can to the perfect setup. (Dash and Ram usage)
The biggest issue here is that the perfect setup requires you to activate Dash at a rather late point (Most people activate it earlier and will get ahead of you), aswell as saving up your Ram to be used in the corner. In reality, most people aiming for a top 100 score WILL have to give in some points in order to Dash earlier (So you don't lag behind someone), or Ram earlier (So you're not the one getting KD'ed, as most people by now seem to have realized the corner is the best spot to Ram).
The way the perfect setup works is that there's 3 keymoments which are completely out of your control. There's the opening of the gates, the path prior to your Ram and there's the upwards corner.
Since you've only got 1 shield, you will always have to take a gamble (Unless you know someone's playstyle, which is unlikely with 95% being PvE'ers) and leave yourself vulnerable to kD's at some point. And if multiple people Dash or Ram at the start, you need a good amount of luck to "lagg through them", because most of the time you will just get body blocked behind someone, especially in the upwards corner.
And the truth here is that no matter how good you are, it will come down to luck. (Aside from abusing the speedstart glitch Red and Blue offer) You simply can not know wether or not your opponent will Ram at the start, 2 seconds after the start, or even right before Gate 1. (But you should have lost him by then anyways)
The key to top times (Note plural)
No KD during first minute: 26.6% Flawless starts: 13.9% (Second gate at 30.5 seconds or lower) Flawless starts with only Echo: 9.3% (Echo from one of the first 3 boxes) Flawless starts with only SRB: 1.9% (But none from the Ox's Cage) Flawless starts with Echo SRB: 0.29% Flawless starts with 2 SRB: 0.39% (Meaning 1 SRB from the 3 start boxes, and 1 from the ox box) Echo RB: 3.30% *I occasionally did a "2-box" run as described in the youtube video. To score a top 100 time however, you can afford to loose a second by grabbing the second box aswell, so I did aswell.* |
If you trip at the start, your run is over. And going from my numbers, I've tripped 73.4% of the time. This means that 3/4 of the time, I simply had no control over getting a top 100 score, and it simply came down to "dumb luck".
And if I dig deeper, I find that only 13.9% of my runs actually were a possible top 100 scenario (<30 seconds at gate #2). Because alot of the times, I simply could not afford to use Dash and Ram at the perfect possible time. As I've said before, if you Dash too late (but still before the "perfect" time), you'll simply get behind all the rest and get body blocked behind them.
So only 13.9% of the time, I managed to come really close to the ideal Dash and Ram usage trying to avoid external factors.
Of the runs I had, only 9.3% (So about 67% of my flawless starts) had an Echo in one of the 3 boxes (Which still doesn't result in a shot at top 100) and only 2.29% had atleast one SRB. (Which atleast gave me a shot at top 100). After the Ox cage, tough, only 0.39% remained in giving me a shot at top 100. (Most of which resulted in 475-478K times)
0.29%, that is the number that matters most. Out of all the runs I had, only 0.29% gave me a shot at top 100, whereas the number of "Echo SRB" is 3.30%.
If I had control over the other players, not only would I have had an additional 3% chance of getting a top 100 scenario, but I also could have gotten way more runs in as Green, Purple or Teal, resulting in an overal 6.60% increase of chance of getting a good scenario, regardless of color.
Tough note that these percentages pretty much represent the amount of times you will get a top 100 score, as anyone who has seen the youtube video should be able to mimic the controls at 99% similarity. (I actually do it faster than the youtube video)
And I can only blame myself for not getting a top 100 time this year, because I made a mistake. Out of the 3 runs that I got that gave me a fair chance to get a top 100 score, 2 I lagged back at the spiral, resulting in a 470-475K score *One time I reached gate #6 at 1:38 before lagging back*) and 1 time was fully on my end (I pressed the wrong skill).
Obviously these are still just percentages, and in overal still low, but you do see how controlling the other beetles nets you a significant advantage.
Cheating
And that brings me to my final point, which is the syncing and other tactics being used to get more top 100 runs in:Shouting: "Whoever Rams at start gets ganked", aswell as syncing with a couple of guildies will gain you some serious advantage, because it drastically increases your chances of getting top 100 scenario. Reality is that in the 1000+ runs I've did, I've faced numerous of top 100 players playing with atleast 1 more guildie or alliance member, resulting in "whoever gets the best start, gets covered by the rest". But simply knowing what the beetles next to you are going to do will guarantee you a flawless start, let alone them covering you. Then it only comes down to that 3.30% chance you have of getting an Echo SRB combo.
Multiple acounting will also severely increase your chance of getting top 100 scores, because you don't have to wait out the average 2 minutes 25 seconds it takes for each match to finish. Instead, any time it comes to the point where you no longer can get a top time, you simply switch to another acount, waiting in the district to enter again.
This will increase your chances by 200, 300 upwards to 500% of getting a top 100 time. Simply because you don't have to wait out the match anymore.
And it's not like the people that are multi-acounting are hiding it. The top 100 is filled with xxx "Enter their alias" xxx names. Some even using "Nigr" and other offensive words. These same people, I faced in-game, don't show the least bit of respect towards other players (I actually got camped by top 100 player once he saw I got a SRB), and they even type in all-chat to their synced in friends: "Going to different acount".
Conclusion
Because Rollerbeetle Racing follows a set map every time, and every box, hill and obstacle stands on the same place, Rolleebeetle racing is more routine than it is "skill". One can argue that that you have to have skill to know when exactly you use certain skills, and I agree. Understanding the game and using your experience and abilities to improve your gameplay and times will get you an optimal route. But once that route has been layed out (Youtube video), anyone could possibly copy this route and perform it at 100% efficiency.
So the hardest part of getting a top 100 score is not necessarily the skill required to perform the game, but rather the ability to get in as much good runs as possible, be it through cheats or simply playing a lot.
Yet I will never claim an individual person can not get a top 100 score, as there is enough people who proove that statement wrong. *Myself almost included* When certain people claim: "I don't sync this" despite being a guild that I now have personally found out to sync (Up to 3-4 people from their alliance in the same match), I believe them, and I wish them the best of luck next year, because they are good at RBR, and deserve the spot.
But to the people with upwards of 5 acounts in top 100, I can bring up no respect. You're stealing people's spots, aswell as cheating in a game, probably for real life rewards. A quick scan on infamous black market sites history tells us that each year at around this time, people (who don't even bother to use an alias on the site, but rather post from their GW name) sell mini-greased lightnings or the ecto/zkey equivalent of one for real money.
I have come to terms with me not getting a top 100 score, albeit getting in daily top 100 3 times, and I have only myself to blame for the 1 run I, and I myself only am to blame for not getting a top 100 time.
I just wish everyone a good luck next year, I hope you guys learned something, and maybe are now capable of understanding how exactly the top 100 scoring board works, and maybe even steal a spot on it next year.
Good luck!