How scenario works - Feedback

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Tesq
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Re: How scenario works - Feedback

Post#21 » Tue Aug 27, 2019 7:52 am

Your mental process is all wrong ppl should play the objective there not a single sc where you can point only bu kill the error is of course not have other condution

Aka

-x number of kill away from objective/flags (ex: front of wc)
-no objective meccanic used in x minutes in relic/bomb sc
-too much point difference in hold flags sc while too few inside the sc (exemple 200-0

You can't simply assign 20 kill and tell ppl chill....what if 1 moron or more keep run straigh over an objective prenventing you from take it for a lot or if you end with a lot of healer which keep res and die but the fight just going no where in reality and there is no farming going on?

20 kill diff may be a base requirement but it need additional condition to start a domination.
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-"Loop warned into oblivion" --> smell like chaosy enought :D
-Nazgul--> ambitious but rubbish, cit Blast :D
-GMs --> dosent matter what they say not, they get offend by colors so watch out plebs! :D

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WExWH
Posts: 90

Re: How scenario works - Feedback

Post#22 » Tue Aug 27, 2019 9:23 am

allowing 12-18man q in sc would be a good start if u want to promote the objective in sc

Alfa1986
Posts: 265

Re: How scenario works - Feedback

Post#23 » Tue Aug 27, 2019 9:40 am

Tesq wrote:
Tue Aug 27, 2019 7:52 am
Your mental process is all wrong ppl should play the objective there not a single sc where you can point only bu kill the error is of course not have other condution

Aka

-x number of kill away from objective/flags (ex: front of wc)
-no objective meccanic used in x minutes in relic/bomb sc
-too much point difference in hold flags sc while too few inside the sc (exemple 200-0

You can't simply assign 20 kill and tell ppl chill....what if 1 moron or more keep run straigh over an objective prenventing you from take it for a lot or if you end with a lot of healer which keep res and die but the fight just going no where in reality and there is no farming going on?

20 kill diff may be a base requirement but it need additional condition to start a domination.
it is impossible at first glance to see all the possible variations and combinations of actions of individual players breaking the system. I don’t really understand why someone will run to die specially to turn on the domination of the enemy, anyway the winning team will receive their renown for 20-30 kills, and an increased number of medals. but even in this situation that you described, it could be to correct and make it robust, namely, consider the number of kills no more than 2-4 in 5 minutes from one player. the meaning of this proposal is simply to offer in the direction of thoughts, and not a clear plan of action for constructing the rules of domination. namely, the meaning is this: consider conditional domination when one team completely wipe trying to push the enemy twice in a row, for different scenes it will be a different number (for scenes where 12 players are 24, for scenes where 18 players it is 36).

yes it will be a cumbersome complex system, if it were so simple it would have been invented and implemented a long time ago. there will still be many hacks and exploits that people come up with to circumvent these rules. and more than once it will need to be tuned up in the process, something is being corrected, somthing added or something removed.

what about doing the objectives, premades will never do the objectives if they can just farm pug at the wc, so need to create conditions so that it would be more profitable for them to do the objectives and not farm pug at the wc, there is no other way. it’s stupid to convince people that they are playing wrong, that there are the rules for sc etc, these conversations and beliefs will not lead to anything.
Last edited by Alfa1986 on Tue Aug 27, 2019 10:01 am, edited 1 time in total.

WExWH
Posts: 90

Re: How scenario works - Feedback

Post#24 » Tue Aug 27, 2019 9:49 am

take it with a gain of salt because some things could be corriged (i have not played for a long time, no idea how are the recent changes)

Talabec Dam/Howling Gorge:

the respawn is far too close to where you need to drop the bomb and u can't manage to stop people running and doting to prevent the laying of the bomb, the time is already short and u can be punt down in the water, doting which make impossible to drop the bomb should be reverted.

Logrin's Forge/Highpass Cemetery

buff damage duration should be lowered to 15sec instead of 30sec or even deleted.

Highpass Cemetery, because of the texture around the objectives a kotbs/chosen can prevent to tag passively with their aura damage around them, it becomes impossible for the other team when you have 4+ kobs/chosen snb stuck in the structure (unable to be punt) with this aura. the only option left is to kill people which don't give you a lot of point. same as Talabec Dam/Howling Gorge, dot should not prevent to cap to avoid cases like this.

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Tesq
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Re: How scenario works - Feedback

Post#25 » Tue Aug 27, 2019 10:20 am

WExWH wrote:
Tue Aug 27, 2019 9:49 am
take it with a gain of salt because some things could be corriged (i have not played for a long time, no idea how are the recent changes)

Talabec Dam/Howling Gorge:

the respawn is far too close to where you need to drop the bomb and u can't manage to stop people running and doting to prevent the laying of the bomb, the time is already short and u can be punt down in the water, doting which make impossible to drop the bomb should be reverted.

Logrin's Forge/Highpass Cemetery

buff damage duration should be lowered to 15sec instead of 30sec or even deleted.

Highpass Cemetery, because of the texture around the objectives a kotbs/chosen can prevent to tag passively with their aura damage around them, it becomes impossible for the other team when you have 4+ kobs/chosen snb stuck in the structure (unable to be punt) with this aura. the only option left is to kill people which don't give you a lot of point. same as Talabec Dam/Howling Gorge, dot should not prevent to cap to avoid cases like this.
thats a bug or a very bad implementation, there also some dot that apply direct dmg and interrupt you when in live the only real interruption came frome direct istant dmg when interacting with objects.
Image

-"Loop warned into oblivion" --> smell like chaosy enought :D
-Nazgul--> ambitious but rubbish, cit Blast :D
-GMs --> dosent matter what they say not, they get offend by colors so watch out plebs! :D

Hienzwar
Posts: 95

Re: How scenario works - Feedback

Post#26 » Tue Aug 27, 2019 11:30 am

From a T4 perspective SC's are in a far better place with the recent changes, yes you have the premades who will roll the majority of pugs but the domination mechanic means that the wc farm is lessened and more people are joining meaning mores sc's.

While a solo q'er or as a 3 man if you come across a 6man who can assist then you are pretty much done, not a question of being better or getting good. If you want a chance of winning set up a team, talk and assist.

I'm again enjoying sc's at least :)

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Tesq
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Re: How scenario works - Feedback

Post#27 » Tue Aug 27, 2019 12:00 pm

the problem of a 20 kill domination system consist into that being plenty possible even into as normal sc; every sc i winned until now was like that, one side (even with other playing meccanic ) get kill 20 times and our either 0 or 1-2. so for 1-2 kill in difference the system make proc the domination at the end of the day.
Image

-"Loop warned into oblivion" --> smell like chaosy enought :D
-Nazgul--> ambitious but rubbish, cit Blast :D
-GMs --> dosent matter what they say not, they get offend by colors so watch out plebs! :D

Arthem
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Posts: 74

Re: How scenario works - Feedback

Post#28 » Tue Aug 27, 2019 12:05 pm

There was already more incentive to play the objective before last weeks changes. If you ignore the objective and farm players you'll lose on points to backcapping, you will earn less renown and less rewards. I don't know why we are pretending there was no incentive to do flags.

Hienzwar wrote:
Tue Aug 27, 2019 11:30 am
From a T4 perspective SC's are in a far better place with the recent changes, yes you have the premades who will roll the majority of pugs but the domination mechanic means that the wc farm is lessened and more people are joining meaning mores sc's.

While a solo q'er or as a 3 man if you come across a 6man who can assist then you are pretty much done, not a question of being better or getting good. If you want a chance of winning set up a team, talk and assist.

When you say "set up a team" and assist you realize thats counter intuitive to winning the scenario right? That will result in scenarios ending in domination for you. Since no matter what happens, whether you spawn camp or focus purely on the objective, if you succeed in combat you'll be kicked out.

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Akalukz
Posts: 596

Re: How scenario works - Feedback

Post#29 » Tue Aug 27, 2019 12:36 pm

Just disable group queueing all together. See how that goes for a while.
-= Agony =-

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abodam
Posts: 122

Re: How scenario works - Feedback

Post#30 » Tue Aug 27, 2019 2:06 pm

Akalukz wrote:
Tue Aug 27, 2019 12:36 pm
Just disable group queueing all together. See how that goes for a while.
Oh yes, take out the social aspect of playing MMORPG. Might aswell go play Skyrim at that point.
Magus / BG

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