1. UI window for scenario numbers in queue like ranked showing for all tiers.
Let people know what archtypes are needed and some will swap accordingly.
2. No scenario pop without at least 1 healer on both sides. Even number of healers ONLY. Ignore other archtypes for minimum scenario pop requirements.
You can't stop healers from not taking the queue, but at least give it a chance. You can have some pretty wild battles even without one side having tanks.
3. Pug v Pug or 6 man v 6 man heavily weighted to start a scenario. If 6 man v pugs, give pugs a numbers advantage
9v12 anyone?
4. Matchmaker looks to start a scenario every 3-4 minutes instead of every 1 minute as is live.
Give it more time for numbers to rise to get better scenarios going.
5. Those in queue that did not get a pop at the 3-4 minute mark will be first in line for next MM scenario pop.
No more bad luck no pops for 20 minutes while others get constant action.
6. If too many DPS in queue(like 12+ both sides), dump them all in their own unique scenario deathmatch. First to 30 kills wins.
You know you all want to be in these scenarios.
Scenario Matchmaking Rework Megathread
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Re: Scenario Matchmaking Rework Megathread
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Re: Scenario Matchmaking Rework Megathread
If only people put as much effort in learning the game as they did in writing essays on forums.
What a world that would be
What a world that would be
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Re: Scenario Matchmaking Rework Megathread
agemennon675 wrote: Wed Mar 20, 2024 11:32 pmLots of points on what you want this game to be like but I think most of these design choices are big contributing factors to games downfall and population bleed happening in this gameOmegus wrote: Wed Mar 20, 2024 10:33 pm I don't have comments, just questions.
1) What composition will you be forcing onto scenarios, and why?
2) Why are you compensating for bad players who choose not to organise themselves?
3) What work are you putting into fixing the issues for people who want to group up but cannot get invited?
4) Have you considered putting more work into making it easier to form groups and coordinate instead, rather than resorting to spamming the LFG channel? No, I do not mean auto-groups.
5) How does this fit into the overall design ethos (at least under Mythic) that this is a realm war between order and destruction and is not supposed to be a fair and friendly fight?
6) In relation to #4, part of the original design goals was that all content fed into the campaign, including scenarios. The list of open scenarios was linked to what ORvR zones were open, and winning in scenarios contributed towards the campaign and progress to locking their respective zones. This game far more context to why they were more "unfair" and you were encouraged to find a way of winning as it not only benefitted you but the whole realm. Have you taken this into account when thinking about the new system?
7) How well do you feel cross-realm 6v6 team death-match fits into the design for scenarios (which were based on achieving objectives first and kills as a means of doing so), and do you think cross-realm 6v6 team death-match would ever have been signed off by Games Workshop? Yes, I know this is a very toxic question, but the entire existence of that mode and how it functions is to me at least a huge red flag regarding how the devs perceive what the soul of WAR is.
8) And the big question: in general, what is your vision for how player progression is supposed to function in this game? Originally (on Mythic) it was very much a case of rewarding team work, coordination and skill to progress at a much faster pace. With auto-grouping and MMR you seem to be encouraging success and progression without challenge. There is already progression to Invader level though PVE only, and match-made scenarios with MMR would now add another way progressing (this time all the way to BIS) while avoiding the sandbox.
9) Is this being prioritised over ORvR fixes/improvements and if so, why? RvR has devolved into kill farming (killboard has a big part to do with this) and the campaign is meaningless. Why focus on scenarios first?
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I know other games take a "me-first" attitude towards progression, but that is not what Mythic did with WAR and IMO was a big part of what made the game unique. Differences in player success, whether it was skill or gear or renown or whatever, typically were not compensated for. Did Mythic go too far with the differences? Absolutely. But this seems like too far the other way. Things like this just make progression and the overall design philosophy of the game - the realm war - feel more and more meaningless.
It's Realm vs Realm for glory and conquest, not Realm vs Realm in a fair sporting competition.
And before I get the "omg u just wan 2 smash n00bs" replies: on WAR I was terrible and at the bottom of the barrel and still loved the game, knowing full well that a lot of my issues were entirely of my own making. And on ROR I play a healer so "smashing n00bs" is something other people do. I just sit back and try to heal, whether I'm grouped or solo.
In before "you are terrible on ROR too". I see you typing it. Stop
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TLDR: encourage player organisation, embrace the sandbox nature of WAR rather than trying to fight it, **** PUGs.
Truth.
Re: Scenario Matchmaking Rework Megathread
ranked already have system about que(u can se eit when open ranked at minimap), no need make nothing new. solo que and grp que. problem is ppl whant easy matched not to sweat for weekly sc. that why ppl stopped ranked (and ppl need make special event for it with coockies and milk).
"give wh and witch propper aoe like evrywone has it!"
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Re: Scenario Matchmaking Rework Megathread
At this point in my life I want to be able to log on and play 2-3 scenarios an hour. Would having a larger pool of PUG only scenarios alleviate that? I know on weekends the events can be a PITA because of how many premades run. In the past I would have been one of the try hards running in those groups but would like a more casual approach this time around.

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Re: Scenario Matchmaking Rework Megathread
My humble personal feedback, as a solo casual player, most often playing support classes.
I would like to see more balanced groups with at least 1 healer and 1 tank.
The most fun scs to play are the ones with objectives, that's why I don't like ranked so much (that and the absence of normalized gear).
And obviously, weekends are a nightmare, knowing that discordand sc rarely pops, solo player who want to do sc are forced to Q event sc, it would be up to me I would remove the weekend event and slightly increase the base rewards.
The idea of dps only scenarios can be nice, without the healer dps specs for obvious reasons.
Finally, if you could find a solution to prevent the scenario from starting when players are missing, that would be great.
Thanks for your time and for trying to improve the game experience.
I would like to see more balanced groups with at least 1 healer and 1 tank.
The most fun scs to play are the ones with objectives, that's why I don't like ranked so much (that and the absence of normalized gear).
And obviously, weekends are a nightmare, knowing that discordand sc rarely pops, solo player who want to do sc are forced to Q event sc, it would be up to me I would remove the weekend event and slightly increase the base rewards.
The idea of dps only scenarios can be nice, without the healer dps specs for obvious reasons.
Finally, if you could find a solution to prevent the scenario from starting when players are missing, that would be great.
Thanks for your time and for trying to improve the game experience.
Re: Scenario Matchmaking Rework Megathread
discordant should be cross faction to alleviate que times and since people dont want to group they wont care about class synergy anyways
normal sc should remain the same
since a lot of people want a ranked like system to see what careers are in que sure though i dont really see that helping because people like to play hybrids
never never implement a mmr system this server simply doesnt have the pop for it that is why rank failed
normal sc should remain the same
since a lot of people want a ranked like system to see what careers are in que sure though i dont really see that helping because people like to play hybrids
never never implement a mmr system this server simply doesnt have the pop for it that is why rank failed
Re: Scenario Matchmaking Rework Megathread
I'm pretty sure alot of casual players are more into lore than the typical ranked crowd. Personally, I have zero interest in participating in any cross faction content.mekal wrote: Thu Mar 21, 2024 2:22 pm discordant should be cross faction to alleviate que times and since people dont want to group they wont care about class synergy anyways
normal sc should remain the same
since a lot of people want a ranked like system to see what careers are in que sure though i dont really see that helping because people like to play hybrids
never never implement a mmr system this server simply doesnt have the pop for it that is why rank failed
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Re: Scenario Matchmaking Rework Megathread
you may be right but i personally cant see another way to manage this rage vs premades when discordant already existsNekkma wrote: Thu Mar 21, 2024 2:28 pmI'm pretty sure alot of casual players are more into lore than the typical ranked crowd. Personally, I have zero interest in participating in any cross faction content.mekal wrote: Thu Mar 21, 2024 2:22 pm discordant should be cross faction to alleviate que times and since people dont want to group they wont care about class synergy anyways
normal sc should remain the same
since a lot of people want a ranked like system to see what careers are in que sure though i dont really see that helping because people like to play hybrids
never never implement a mmr system this server simply doesnt have the pop for it that is why rank failed
people complain it never pops but maybe because people dont want/que for it
cross faction would hopefully get them a little more sc pops
Re: Scenario Matchmaking Rework Megathread
I read through the entire topic since yesterday, tried to sift through the BS to come away with some reasonable takeaways to sum everything up I've seen and thought. I've just started playing again recently, so my recent experience in this game is not as thick as some others', but I've seen enough examples elsewhere to suggest some things that RoR is well-equipped for.
Separate premades from pugs (with an asterisk).
Allow numerically imbalanced teams to play, based on player value.
Have scenarios separated based on style of play.
Display player activity in scenarios, differentiate rewards.
Implement "vanilla" mode.
Add more preparation time, don't allow team build-up once underway, punish quitters.
Do NOT disable Surrender option
Apply barriers/guards to specific types of scenarios.
Separate premades from pugs (with an asterisk).
Spoiler:
Allow numerically imbalanced teams to play, based on player value.
Spoiler:
Have scenarios separated based on style of play.
Spoiler:
Display player activity in scenarios, differentiate rewards.
Spoiler:
Implement "vanilla" mode.
Spoiler:
Add more preparation time, don't allow team build-up once underway, punish quitters.
Spoiler:
Do NOT disable Surrender option
Spoiler:
Apply barriers/guards to specific types of scenarios.
Spoiler:
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