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[scenarios] barriers

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Bozzax
Posts: 2688

Re: [scenarios] barriers

Post#31 » Sun Nov 30, 2025 3:13 pm

Let me rephrase
The direction of sc development last decade has been made from the perspective of a small minority of wrong ppl

The result speaks for itself
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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calipso
Posts: 79

Re: [scenarios] barriers

Post#32 » Sun Nov 30, 2025 3:26 pm

agemennon675 wrote: Sun Nov 30, 2025 12:42 pm
Bozzax wrote: Sun Nov 30, 2025 10:53 am In short sc direction and development has been spearheaded by people not playing scenarios for 10 years
Quite the opposite, it was made by/with suggestions from the people who spammed scenarios mostly with a 6 man party at the time
Are you referring to ranked or normal scenarios?
I doubt there is proof where 6 man proposed to add barriers and move guards on regular scenarios, on the contrary, they have been very vocal on how bad normal scenarios are working nowadays.
And, in case they were promoting normal scenarios to be a slaughter, change made by Dev was really bad. Since scenario had room for every single style of game play, solo, duo, 3m and so on, change, again, was implemented without any thought, for obvious reasons.

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agemennon675
Posts: 556

Re: [scenarios] barriers

Post#33 » Sun Nov 30, 2025 3:36 pm

calipso wrote: Sun Nov 30, 2025 3:26 pm
agemennon675 wrote: Sun Nov 30, 2025 12:42 pm
Bozzax wrote: Sun Nov 30, 2025 10:53 am In short sc direction and development has been spearheaded by people not playing scenarios for 10 years
Quite the opposite, it was made by/with suggestions from the people who spammed scenarios mostly with a 6 man party at the time
Are you referring to ranked or normal scenarios?
I doubt there is proof where 6 man proposed to add barriers and move guards on regular scenarios, on the contrary, they have been very vocal on how bad normal scenarios are working nowadays.
And, in case they were promoting normal scenarios to be a slaughter, change made by Dev was really bad. Since scenario had room for every single style of game play, solo, duo, 3m and so on, change, again, was implemented without any thought, for obvious reasons.
Yes we see a lot of feedback about the scenarios in the forums lately I am just trying to explain why these changes made months ago I am referring to the changes to scenario matchmaker/adding barriers and kicking players that wait in spawn etc. they were all made by player suggestions I am sure you can find videos of it from streamers channels when these changes were made
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calipso
Posts: 79

Re: [scenarios] barriers

Post#34 » Sun Nov 30, 2025 4:01 pm

agemennon675 wrote: Sun Nov 30, 2025 3:36 pm
calipso wrote: Sun Nov 30, 2025 3:26 pm
agemennon675 wrote: Sun Nov 30, 2025 12:42 pm

Quite the opposite, it was made by/with suggestions from the people who spammed scenarios mostly with a 6 man party at the time
Are you referring to ranked or normal scenarios?
I doubt there is proof where 6 man proposed to add barriers and move guards on regular scenarios, on the contrary, they have been very vocal on how bad normal scenarios are working nowadays.
And, in case they were promoting normal scenarios to be a slaughter, change made by Dev was really bad. Since scenario had room for every single style of game play, solo, duo, 3m and so on, change, again, was implemented without any thought, for obvious reasons.
Yes we see a lot of feedback about the scenarios in the forums lately I am just trying to explain why these changes made months ago I am referring to the changes to scenario matchmaker/adding barriers and kicking players that wait in spawn etc. they were all made by player suggestions I am sure you can find videos of it from streamers channels when these changes were made
It is very interesting you mentioned streamers, beacuse there was ONLY one who talked about those changes to be implemented, straight to a well known person, a year ago (we know who). That weekend barriers were added.
Everything kept on his stream video.
I won’t be redundant over the matter, but proof was given to Team, for them to see why such patch was up and running, since many voices raised over the forum against change. That video was removed next day, yet was part of his video collection for weeks.
Coincidence? I think not.
After that, Devs made a thread asking “how to improve scenarios”, which i mentioned in another post.
Before this, you can’t find any post nor other streams crying out loud for barriers to be added, non of that.
Funny thing is, same guy asking for that change ain’t playing anymore. Perhaps he ended up so many times slaughtered, decided to stop. Bit of own medicine can be overwhelming.
So im going to toss you same task, check for streamers or proof that 6m preamde allegedly called for such patch.
Last edited by calipso on Sun Nov 30, 2025 4:16 pm, edited 1 time in total.

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Aethilmar
Posts: 788

Re: [scenarios] barriers

Post#35 » Sun Nov 30, 2025 4:12 pm

Bozzax wrote: Sun Nov 30, 2025 9:51 am Ps quitter should be taken out as well as it actually increases the frequency of **** lineups and gives strong sides to high crest earnings. Let scs end by playing the objectives instead of teaching players objectives are secondary
Calling this out in general because it is super important. This and the .surrender option was added to "fix" a problem of the devs own making and all it did, in the end, was teach people to to surrender instead of learning how to play in a SC. Even groups sometimes need some time to figure out how to deal with the other team and forcing people out into a meat grinder is just a miserable gaming experience.
Aethilmar 8x SM
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JohnnyWayne
Posts: 46

Re: [scenarios] barriers

Post#36 » Sun Nov 30, 2025 6:40 pm

saupreusse wrote: Sat Nov 29, 2025 1:05 pm
JohnnyWayne wrote: Sat Nov 29, 2025 11:58 am
Alubert wrote: Sat Nov 29, 2025 11:05 am Before the changes related to SC matchmaking come into effect, you can quickly deal with prem farming pugs.

Yes and you had range premades withdrawing into guards or warcamps to farm enemies. And no, you could not just "let them be" that is not something you can do against a range premade that consantly harrases you. Until a better solution is found, this is certainly the better of the two bad ones that currently exist.

One idea is making the barriers passable again after like 30 seconds once you passed them.
Are you sure this is real and not pretend? It's a non issue if you get farmed near the enemy warcamp. What are you even doing there? Spawncamping? If so you should be punished for it and it's good the enemy sniped you. I can't think of one scenario where the spawn is so close to an objective that it would matter. Please explainand give an example of a scenario where this matters (excluding 6v6 ranked).
That is something people don't grasp. There is a thing called momentum. You usually don't just roll over the enemy, but you build up momentum. Usually it ends at the WC and when you retreat to the BO you can't as long as you get harrased from range dps. Trust me, I've been on both ends of that spectrum, harassing and being harrased by range dps. I think you should be able to return to the spawn to have a save zone after you've left it for a while so you cant pop in and out. For example, serpents passage used to be a range premade heaven without the protective walls. Even when they lost they could kill enemies from the spawn and once they retreated, instantly follow them to snack kills. There is no retreating form a spawn where range dps can snack easy kills and gain momentum for free.

Alubert wrote: Sat Nov 29, 2025 2:46 pm So what?
If they don't want to, they don't have to attack the WC.
The point is that the opponent shouldn't be able to get a free kill just because you crossed the barrier.

Especially since we all know how mele train vs Rdps ends.

Rdps has to kite, and if there's nowhere to go, i.e. the WC, it equals a dead Rdps.

To those who don't see the problem.
Imagine that the devs come up with a wonderful idea (like they did with barriers in SC) and surround the entire ORVR with a barrier, including the WC. Once you leave, you can't come back.

I see that there are those who still don't see what is obvious to others. Like back when some defend SL broken Rampage.

That is where you are wrong. They HAVE to attack the warcamp to use the momentum they've built. To reform, people who get dominated should be able to get back into the spawn, after a while at least. If the enemy sticks too long o the WC however, they should get the debuff that mirrors the buff once you leave the spawn.
Aethilmar wrote: Sun Nov 30, 2025 1:50 am And why shouldn't there be SCs where ranged dominate?
Why shouldn't rampage be broken? There, you got your answer. Some people man....

calipso
Posts: 79

Re: [scenarios] barriers

Post#37 » Sun Nov 30, 2025 7:30 pm

Spoiler:
JohnnyWayne wrote: Sun Nov 30, 2025 6:40 pm
saupreusse wrote: Sat Nov 29, 2025 1:05 pm
JohnnyWayne wrote: Sat Nov 29, 2025 11:58 am


Yes and you had range premades withdrawing into guards or warcamps to farm enemies. And no, you could not just "let them be" that is not something you can do against a range premade that consantly harrases you. Until a better solution is found, this is certainly the better of the two bad ones that currently exist.

One idea is making the barriers passable again after like 30 seconds once you passed them.
Are you sure this is real and not pretend? It's a non issue if you get farmed near the enemy warcamp. What are you even doing there? Spawncamping? If so you should be punished for it and it's good the enemy sniped you. I can't think of one scenario where the spawn is so close to an objective that it would matter. Please explainand give an example of a scenario where this matters (excluding 6v6 ranked).
That is something people don't grasp. There is a thing called momentum. You usually don't just roll over the enemy, but you build up momentum. Usually it ends at the WC and when you retreat to the BO you can't as long as you get harrased from range dps. Trust me, I've been on both ends of that spectrum, harassing and being harrased by range dps. I think you should be able to return to the spawn to have a save zone after you've left it for a while so you cant pop in and out. For example, serpents passage used to be a range premade heaven without the protective walls. Even when they lost they could kill enemies from the spawn and once they retreated, instantly follow them to snack kills. There is no retreating form a spawn where range dps can snack easy kills and gain momentum for free.

Alubert wrote: Sat Nov 29, 2025 2:46 pm So what?
If they don't want to, they don't have to attack the WC.
The point is that the opponent shouldn't be able to get a free kill just because you crossed the barrier.

Especially since we all know how mele train vs Rdps ends.

Rdps has to kite, and if there's nowhere to go, i.e. the WC, it equals a dead Rdps.

To those who don't see the problem.
Imagine that the devs come up with a wonderful idea (like they did with barriers in SC) and surround the entire ORVR with a barrier, including the WC. Once you leave, you can't come back.

I see that there are those who still don't see what is obvious to others. Like back when some defend SL broken Rampage.

That is where you are wrong. They HAVE to attack the warcamp to use the momentum they've built. To reform, people who get dominated should be able to get back into the spawn, after a while at least. If the enemy sticks too long o the WC however, they should get the debuff that mirrors the buff once you leave the spawn.
Aethilmar wrote: Sun Nov 30, 2025 1:50 am And why shouldn't there be SCs where ranged dominate?
Why shouldn't rampage be broken? There, you got your answer. Some people man....
I understand your point of view but, as others, i also got mine.
When patch was released, it didn’t mentioned such thing like we added barriers so rdps can’t kite inside.
Ive also been in both sides, pushing or being pushed, and if you couldn’t get back to BO it was more a matter of your kitting. I assume you were able to push having tanks, same tanks can hold the line and keep rdps in their place meantime you are kitting back. This scenario not only happens in mini maps, we see this every day in orvr. And let’s remind ourselves scenarios were designed based on orvr, some of them having the possibility to get back to starting point and others don’t. And those which don’t, they implemented guards and give to the underdog the chance of comeback.
Failure was made after that changed, making scenarios nothing but a slaughter game.
I still think if you totally change a game mode based on a class, then we got 2 different ways: either rdps has balanced problems or is a lf git good.
There are no changes in rvr based on a class.
Now, im a bit confused with your statement:
“—I think you should be able to return to the spawn to have a save zone after you've left it for a while —“

Im here with you there

“—-so you cant pop in and out.—“

This looks like a contradiction just straight away in same sentence.

Then you continued:

“— Even when they lost they could kill enemies from the spawn—“

Because enemy was still standing there, trying I don’t know what other than harass the underdog?
The heaven, as you described, were guards doing their job, protecting respawn, like his big brother rvr, so scenario wouldn’t be a slaughter.

About the buff introduced: I regularly play as part of a premade and i have never seen this buff being useful. Underdog never recover.
Tbh it feels like a carrot to a beaten horse, a rotten one.

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