The developers didn't just abandon duo scirmish for no reason. Back then, teams of 2-3 pairs could easily farm solo players, just like they do in regular scenes today.
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The main problem with this project is its low online traffic, and all the global changes over the past 4 years have led to a decrease in traffic.
Simple solutions for developers that will increase online traffic to 2-3k by winter:
1) To radically strengthen the side of order. This will bring back the casuals for order and the athletes for destruction, who will finally feel challenged again. (Those who don't believe that the balance is skewed in favor of destruction can check the score for capitals and lands of the dead on the killboard)
2) Split the T4 queue into scenarios between solo players and groups. Connect the ranked interface and matchmaking to regular scenes (but without mixing sides). Dramatically increase the rewards for scenarios. (For example, add a new currency that can be used to purchase morale potions.) Increase the rewards for solo players in the first month, and then for groups.
3) Reduce the rewards for kills and locks in RVR, but increase the rewards for capturing a fort. Make the warbands play more aggressively instead of running in circles for 8 hours in Praag. Add new mechanics for sieges, and a zerg containment system based on the number of players on each side online at the moment. But do not punish those who have been able to create a tactical advantage in a specific zone, even if the overall online count is equal.
4) Change classes. Add/return variety to gameplay. Return assist squads for order, return magnet squads for both sides. Significantly weaken defensive specs. Add guild/alliance mechanics
Remove solo queue from Scenarions
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Re: Remove solo queue from Scenarions
AM, BW, SL, SM, WL, Engi, RP, WP, Kotbs - all 80+ and BIS.
BO and WE for easy game on mid tier sc.
BO and WE for easy game on mid tier sc.
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Re: Remove solo queue from Scenarions
I stopped reading after your first point.illumius wrote: Tue Oct 07, 2025 12:58 pm The developers didn't just abandon duo scirmish for no reason. Back then, teams of 2-3 pairs could easily farm solo players, just like they do in regular scenes today.
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The main problem with this project is its low online traffic, and all the global changes over the past 4 years have led to a decrease in traffic.
Simple solutions for developers that will increase online traffic to 2-3k by winter:
1) To radically strengthen the side of order. This will bring back the casuals for order and the athletes for destruction, who will finally feel challenged again. (Those who don't believe that the balance is skewed in favor of destruction can check the score for capitals and lands of the dead on the killboard)
2) Split the T4 queue into scenarios between solo players and groups. Connect the ranked interface and matchmaking to regular scenes (but without mixing sides). Dramatically increase the rewards for scenarios. (For example, add a new currency that can be used to purchase morale potions.) Increase the rewards for solo players in the first month, and then for groups.
3) Reduce the rewards for kills and locks in RVR, but increase the rewards for capturing a fort. Make the warbands play more aggressively instead of running in circles for 8 hours in Praag. Add new mechanics for sieges, and a zerg containment system based on the number of players on each side online at the moment. But do not punish those who have been able to create a tactical advantage in a specific zone, even if the overall online count is equal.
4) Change classes. Add/return variety to gameplay. Return assist squads for order, return magnet squads for both sides. Significantly weaken defensive specs. Add guild/alliance mechanics
- kleinbuchstabe
- Posts: 115
Re: Remove solo queue from Scenarions
I give up.
What else can we do but recommending: You should build or join a group by yourself, cause it will fix your problems. Everyone would profit, above all the solo quers themselfes, who complain about geting stomped because of being solo and in bad groups created by bad matchmaking... It is far more easy than waiting for the devs to create a better matchmaker, or waiting for a groupfinder wich has to be created and implemented. You could be the solution of your own problem. Very easy. But what to do when the solo pug fraction really dont want to play in groups? They still want to que solo, no matter what. Even a group finder tool wouldnt help them.
Ok then. Keep going. Suffer. Get stomped by other random pug people who are just able to build groups by themselves. Maybe its some kind of human evolution proces going on here. Adapt or die. Or just stop que, i dont care anymore. Im tired of people who dont want any help and expect that the world should change around their special needs...
Im out
What else can we do but recommending: You should build or join a group by yourself, cause it will fix your problems. Everyone would profit, above all the solo quers themselfes, who complain about geting stomped because of being solo and in bad groups created by bad matchmaking... It is far more easy than waiting for the devs to create a better matchmaker, or waiting for a groupfinder wich has to be created and implemented. You could be the solution of your own problem. Very easy. But what to do when the solo pug fraction really dont want to play in groups? They still want to que solo, no matter what. Even a group finder tool wouldnt help them.
Ok then. Keep going. Suffer. Get stomped by other random pug people who are just able to build groups by themselves. Maybe its some kind of human evolution proces going on here. Adapt or die. Or just stop que, i dont care anymore. Im tired of people who dont want any help and expect that the world should change around their special needs...
Im out
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- Posts: 16
Re: Remove solo queue from Scenarions
Saying that people "have to" group up in other MMOs in today's gamescape is simply not true.
I think we should accept the reality of RoR simply not being popular enough for the masses and it's aim at the core hardcore audiences.
It's basically just a stroke of luck whenever a new player without "nostalgia glasses" joins the game and stays for the long run (in this regard I appreciate the changes done to new player experience, mostly in information provided to player and PvE revamp).
If you want to do something about Scenarios, then remove the "soloQ option" and create a matchmaking that actually does try to match balanced scenarios (while the wait time might be higher, a GUI like the one for ranked matches could help people accepting that).
Games, not just the ones Today but even in the past, always had a meaningful options for a solo player experience. If anything then just because you don't get to play with your mates all the time. It's better to a have solo player hooked than having him waiting for others to come online, not contributing anything.
I think we should accept the reality of RoR simply not being popular enough for the masses and it's aim at the core hardcore audiences.
It's basically just a stroke of luck whenever a new player without "nostalgia glasses" joins the game and stays for the long run (in this regard I appreciate the changes done to new player experience, mostly in information provided to player and PvE revamp).
If you want to do something about Scenarios, then remove the "soloQ option" and create a matchmaking that actually does try to match balanced scenarios (while the wait time might be higher, a GUI like the one for ranked matches could help people accepting that).
Games, not just the ones Today but even in the past, always had a meaningful options for a solo player experience. If anything then just because you don't get to play with your mates all the time. It's better to a have solo player hooked than having him waiting for others to come online, not contributing anything.
Last edited by Hellfireuzu on Tue Oct 07, 2025 3:07 pm, edited 1 time in total.
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- Posts: 34
Re: Remove solo queue from Scenarions
Be advised that this version of Warhammer Online has been the most supportive of Casual gamers since its inception...
I blame WoW for a lot of these perspective based arguements and the reason why Carebears will always find something to "discuss" about in Warhammer Online.
I blame WoW for a lot of these perspective based arguements and the reason why Carebears will always find something to "discuss" about in Warhammer Online.
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- Posts: 16
Re: Remove solo queue from Scenarions
I completely agree that the game is nowadays much more inviting and supportive of solo player.. As a person who started on his own back in 2023 or so, I can clearly tell that whatever purgatory it was back then, is hardly comparable to the experience players have Today.
Then on a second note, for whatever reason scenarios felt much more active back then (No data to back this up).
Not sure what about "perspective based arguments". I think people are trying to be factual. And facts are that scenarios are not at their peak.
Then on a second note, for whatever reason scenarios felt much more active back then (No data to back this up).
Not sure what about "perspective based arguments". I think people are trying to be factual. And facts are that scenarios are not at their peak.
Re: Remove solo queue from Scenarions
I dont see why we need to talk all about this each week. Most proposals are easy to implement just bring them up for 2 weeks to test and we will see what works and what not
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
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- Posts: 19
Re: Remove solo queue from Scenarions
my guess is dev time as they want to focus on other things, but ye some of it sounds like it could be easy to fix like disable solo queue for a couple weeks and see what happens. But for whatever reason it doesn't happen, I don't know if it is cos the code is so broken that it would require a huge effort to even disable solo queue without breaking things, or because they are scared of big changes making people quit, but if nothing is done eventually the player base will bleed off like it did with live, as scenarios are nigh unplayable unless you join a premade anyway, and RvR is deadlocks for hours at a time.Nameless wrote: Tue Oct 07, 2025 3:20 pm I dont see why we need to talk all about this each week. Most proposals are easy to implement just bring them up for 2 weeks to test and we will see what works and what not
I can't be the only 1 who plays for a month or 2 before finally getting bored of the dead locks and not being able to even play scenarios as even if you make a premade you could end up with half your side being pugs which still ruins the experience.
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Re: Remove solo queue from Scenarions
“I play a tank. I don’t work with my party by mitigating their damage to help them survive.”
“I play a healer. I don’t work with my party by healing and rezzing to keep them alive.”
“ I play a DPS. I don’t work with my party by focusing my damage with them to get them kills.”
Two of the above are universally considered bad form and not playing their class correctly, and that it’s selfish gameplay that disregards what the other members of the party need to function and enjoy the game.
One of them however is not only extremely common, it’s so common that it has become the accepted way to play the role, and the only way that role is played by a large portion of the playerbase, if not the majority. Not only that, but we’re encouraging and supporting the continuation of that play with the request of a scenario and matchmaking system to further support it, while expecting the other two roles to play correctly.
Every single person who has ever played a scenario knows exactly which of the above is which.
Now let’s flip it:
“I play a tank. I work with my party by mitigating their damage to help them survive.”
“I play a healer. I work with my party by healing and rezzing to keep them alive.”
“ I play a DPS. I work with my party by focusing my damage with them to get them kills.”
There really is a choice here. The former playstyles can be promoted, or the latter. But the latter can only be done by having players learn how to work together as a group. The latter would produce better, healthier, and more enjoyable gameplay for everyone in all content of the game. If we continue to promote and facilitate the former however, the skill gap of the playerbase will continue to degrade even further, and the players that wish to play that way will leave anyway as they’ll eventually get sick of getting killed by those that don’t.
Also, seems from this thread and the many others on the topic that many players don’t understand what grouping is, and this is where the myth of the “80+ full sov discord premade” comes from. If you ever actually joined a /5 group, you’ll realize that most of these premades are just random players that are not in comms or talking much in party chat, but are rather a bunch of randoms that set themselves up in a 2/2/2 before queueing and decided on a main assist. That’s really all there is to it. Players join and leave all the time, so you’re not locked into playing for more time than you have. The only thing that’s expected is that you play as a cohesive group. But if you’re not willing to do that, you’re not going to do it in a solo queue either, and I’m sorry to say this as I know it will sound harsh, but you’re nothing but a burden to the players in your party and a free renown tick for the enemy. But the best thing is, if you adapt, you’ll thrive and find an enjoyment in this game that you didn't even know could be have.
EDIT: Just want to clarify that I'm not necessarily against a matchmaker if it's done correctly in a way that promotes proper group play, as many good posts have been made as to why it's a good idea. But a group finder has the added benefit of being a universal hub for grouping for all group content in the game, and can also remove player fears of joining a group once it becomes the standard way to queue for PvP and PvE content. It will also presumably be easier to implement than a complicated matchmaking system that will inevitably still leave players unsatisfied. With a group finder, the onus is on the players to make proper setups rather than the devs.
“I play a healer. I don’t work with my party by healing and rezzing to keep them alive.”
“ I play a DPS. I don’t work with my party by focusing my damage with them to get them kills.”
Two of the above are universally considered bad form and not playing their class correctly, and that it’s selfish gameplay that disregards what the other members of the party need to function and enjoy the game.
One of them however is not only extremely common, it’s so common that it has become the accepted way to play the role, and the only way that role is played by a large portion of the playerbase, if not the majority. Not only that, but we’re encouraging and supporting the continuation of that play with the request of a scenario and matchmaking system to further support it, while expecting the other two roles to play correctly.
Every single person who has ever played a scenario knows exactly which of the above is which.
Now let’s flip it:
“I play a tank. I work with my party by mitigating their damage to help them survive.”
“I play a healer. I work with my party by healing and rezzing to keep them alive.”
“ I play a DPS. I work with my party by focusing my damage with them to get them kills.”
There really is a choice here. The former playstyles can be promoted, or the latter. But the latter can only be done by having players learn how to work together as a group. The latter would produce better, healthier, and more enjoyable gameplay for everyone in all content of the game. If we continue to promote and facilitate the former however, the skill gap of the playerbase will continue to degrade even further, and the players that wish to play that way will leave anyway as they’ll eventually get sick of getting killed by those that don’t.
Also, seems from this thread and the many others on the topic that many players don’t understand what grouping is, and this is where the myth of the “80+ full sov discord premade” comes from. If you ever actually joined a /5 group, you’ll realize that most of these premades are just random players that are not in comms or talking much in party chat, but are rather a bunch of randoms that set themselves up in a 2/2/2 before queueing and decided on a main assist. That’s really all there is to it. Players join and leave all the time, so you’re not locked into playing for more time than you have. The only thing that’s expected is that you play as a cohesive group. But if you’re not willing to do that, you’re not going to do it in a solo queue either, and I’m sorry to say this as I know it will sound harsh, but you’re nothing but a burden to the players in your party and a free renown tick for the enemy. But the best thing is, if you adapt, you’ll thrive and find an enjoyment in this game that you didn't even know could be have.
EDIT: Just want to clarify that I'm not necessarily against a matchmaker if it's done correctly in a way that promotes proper group play, as many good posts have been made as to why it's a good idea. But a group finder has the added benefit of being a universal hub for grouping for all group content in the game, and can also remove player fears of joining a group once it becomes the standard way to queue for PvP and PvE content. It will also presumably be easier to implement than a complicated matchmaking system that will inevitably still leave players unsatisfied. With a group finder, the onus is on the players to make proper setups rather than the devs.
Bigun - 86 Black Orc
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran
Re: Remove solo queue from Scenarions
I do not know why it is hard to understand. It has been said clearly over and over and over. At least half, no no ... the MAJORITY of players prefer solo que scenarios. Yes it is a group game. And scenarios force everyone into a 6 man. Problem solved. Except there is no balancing. And pugs are forced to play against pro 6 man groups.
And for the record, forming a 6 man before joining with five other random players is the exact same thing as solo queing a scenario. You still have pugs vs pro groups. So forming a six man M A K E S N O D I F F E R E N C E !!! The ONLY bonus to forming a six man group before joining is that you will have two DPS, two TANKS, and two HEALERS guaranteed. And that is not enough against pro groups or double premades.
The problem is the groups of players who are top gear, top renown, and play for six or more hours a day together. And when twelve of them join as a double premade ... it is lights out for the pug six man.
Balance groups. Do not start/open a new scenario unless there are two healers and one tank min for each group. And ignore all the crying of long que times.
or
Just put all solo queing players in scenarios with other solo queing players and premades, pro or pug into scenarios against other premades.
And for the record, forming a 6 man before joining with five other random players is the exact same thing as solo queing a scenario. You still have pugs vs pro groups. So forming a six man M A K E S N O D I F F E R E N C E !!! The ONLY bonus to forming a six man group before joining is that you will have two DPS, two TANKS, and two HEALERS guaranteed. And that is not enough against pro groups or double premades.
The problem is the groups of players who are top gear, top renown, and play for six or more hours a day together. And when twelve of them join as a double premade ... it is lights out for the pug six man.
Balance groups. Do not start/open a new scenario unless there are two healers and one tank min for each group. And ignore all the crying of long que times.
or
Just put all solo queing players in scenarios with other solo queing players and premades, pro or pug into scenarios against other premades.
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