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[Suggestions] QoL improvments to 6v6 scenarios

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Natherul
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Re: [Suggestions] QoL improvments to 6v6 scenarios

Post#11 » Sat Feb 16, 2019 6:52 pm

blakokami wrote: Sat Feb 16, 2019 6:10 pm 4.) Remove 5 min wait for sc that was just added ( makes sense to have no wait for 6v6 cause the groups are already full and optimized. Aka make 6v6 sc insta pop again if there are teams queued for it.
Thats not how it works...
its similar to the respawn in SCs just that the timer is 5 minutes. As in each 5 minutes the server checks if enough players are in queue to make a SC and then take people to best fit balanced games.

Aka it can be 1 sec wait or 5 minutes until the next check happens.

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Tom
Posts: 128

Re: [Suggestions] QoL improvments to 6v6 scenarios

Post#12 » Sat Feb 16, 2019 7:03 pm

Cant wait for the release of the 'Premade' 1v1 scenarios!
:)

zwerrie
Posts: 92

Re: [Suggestions] QoL improvments to 6v6 scenarios

Post#13 » Sun Feb 17, 2019 3:05 am

ive been spawnkilled in isha by Iconic when there were no guards and they were exploiting terrain. no counterplay possible. Bad idea to remove the guards.

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Valarion
Posts: 390

Re: [Suggestions] QoL improvments to 6v6 scenarios

Post#14 » Sun Feb 17, 2019 3:16 am

zwerrie wrote: Sun Feb 17, 2019 3:05 am ive been spawnkilled in isha by Iconic when there were no guards and they were exploiting terrain. no counterplay possible. Bad idea to remove the guards.

Nice try, but you are wrong. We werent exploiting terrain and have a ZERO tolerance for that kind of asshatery.

Source? I was there and ironically so was Torq and spoke to our leader. If there had been any exploiting, there would have been insta bans.
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blakokami
Posts: 137

Re: [Suggestions] QoL improvments to 6v6 scenarios

Post#15 » Sun Feb 17, 2019 3:49 am

Natherul wrote: Sat Feb 16, 2019 6:52 pm
blakokami wrote: Sat Feb 16, 2019 6:10 pm 4.) Remove 5 min wait for sc that was just added ( makes sense to have no wait for 6v6 cause the groups are already full and optimized. Aka make 6v6 sc insta pop again if there are teams queued for it.
Thats not how it works...
its similar to the respawn in SCs just that the timer is 5 minutes. As in each 5 minutes the server checks if enough players are in queue to make a SC and then take people to best fit balanced games.

Aka it can be 1 sec wait or 5 minutes until the next check happens.
Are you saying if 2 teams decide to queue isha at same time it will still be insta pop? or that all sc's are tied to the same 5 min cycle wait.
Old School / Lords of the Locker Room

zwerrie
Posts: 92

Re: [Suggestions] QoL improvments to 6v6 scenarios

Post#16 » Sun Feb 17, 2019 4:00 am

@lolspec, i am not talking about recent events.
I am talking about being spawnkilled like 2months ago
Dont talk before you know the facts. /done

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wargrimnir
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Re: [Suggestions] QoL improvments to 6v6 scenarios

Post#17 » Sun Feb 17, 2019 5:40 am

blakokami wrote: Sun Feb 17, 2019 3:49 am
Natherul wrote: Sat Feb 16, 2019 6:52 pm
blakokami wrote: Sat Feb 16, 2019 6:10 pm 4.) Remove 5 min wait for sc that was just added ( makes sense to have no wait for 6v6 cause the groups are already full and optimized. Aka make 6v6 sc insta pop again if there are teams queued for it.
Thats not how it works...
its similar to the respawn in SCs just that the timer is 5 minutes. As in each 5 minutes the server checks if enough players are in queue to make a SC and then take people to best fit balanced games.

Aka it can be 1 sec wait or 5 minutes until the next check happens.
Are you saying if 2 teams decide to queue isha at same time it will still be insta pop? or that all sc's are tied to the same 5 min cycle wait.
The scenario manager runs every 5 minutes.
It checks who is queued for what. Makes balanced teams. Then starts scenarios. Once it's done, it goes to sleep for 5 minutes.
If two groups are queued for Isha when it runs, it will pop at higher priority than other scens.
While the scen manager is sleeping, the scenario backfill runs every 30 seconds. It checks scenarios that are missing players, and gives pops to players that are queued up.

So if both groups are queued 2s before the scenario manager starts its cycle, you will have a 2s pop.
If both groups are queued 2s after it starts it's cycle, you will have 4m58s until it pops.
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Manatikik
Posts: 1249

Re: [Suggestions] QoL improvments to 6v6 scenarios

Post#18 » Sun Feb 17, 2019 5:41 am

wargrimnir wrote: Sun Feb 17, 2019 5:40 am
blakokami wrote: Sun Feb 17, 2019 3:49 am
Natherul wrote: Sat Feb 16, 2019 6:52 pm

Thats not how it works...
its similar to the respawn in SCs just that the timer is 5 minutes. As in each 5 minutes the server checks if enough players are in queue to make a SC and then take people to best fit balanced games.

Aka it can be 1 sec wait or 5 minutes until the next check happens.
Are you saying if 2 teams decide to queue isha at same time it will still be insta pop? or that all sc's are tied to the same 5 min cycle wait.
The scenario manager runs every 5 minutes.
It checks who is queued for what. Makes balanced teams. Then starts scenarios. Once it's done, it goes to sleep for 5 minutes.
If two groups are queued for Isha when it runs, it will pop at higher priority than other scens.
While the scen manager is sleeping, the scenario backfill runs every 30 seconds. It checks scenarios that are missing players, and gives pops to players that are queued up.

So if both groups are queued 2s before the scenario manager starts its cycle, you will have a 2s pop.
If both groups are queued 2s after it starts it's cycle, you will have 4m58s until it pops.
Is there a limit for concurrently running SCs from one cycle?
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wargrimnir
Head Game Master
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Re: [Suggestions] QoL improvments to 6v6 scenarios

Post#19 » Sun Feb 17, 2019 5:52 am

Manatikik wrote: Sun Feb 17, 2019 5:41 am
wargrimnir wrote: Sun Feb 17, 2019 5:40 am
blakokami wrote: Sun Feb 17, 2019 3:49 am
Are you saying if 2 teams decide to queue isha at same time it will still be insta pop? or that all sc's are tied to the same 5 min cycle wait.
The scenario manager runs every 5 minutes.
It checks who is queued for what. Makes balanced teams. Then starts scenarios. Once it's done, it goes to sleep for 5 minutes.
If two groups are queued for Isha when it runs, it will pop at higher priority than other scens.
While the scen manager is sleeping, the scenario backfill runs every 30 seconds. It checks scenarios that are missing players, and gives pops to players that are queued up.

So if both groups are queued 2s before the scenario manager starts its cycle, you will have a 2s pop.
If both groups are queued 2s after it starts it's cycle, you will have 4m58s until it pops.
Is there a limit for concurrently running SCs from one cycle?
Nope. It will try to fill as many as people are queued for. if there's 12 people queued for all, it'll pick a random one and put all 12 people in. if there's 60 people queued for pug, it will fill 5 pug scenarios with 12 each, more balanced ones first. it should only stop when there's less than 6 people left (on each realm ofc, you need enemies). That's the minimum it needs to start a scen.
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[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

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Urdeg
Posts: 127

Re: [Suggestions] QoL improvments to 6v6 scenarios

Post#20 » Sun Feb 17, 2019 11:26 am

Caffeine wrote: Sat Feb 16, 2019 4:13 pm
Urdeg wrote: Sat Feb 16, 2019 3:53 pm I don't see how removing guard will put melee characters at any less of a disadvantage when it comes to being kited, but you seem veey convinced. Would you mind explaining that thread of logic?
Guards essentially provide a safespace for RDPS to freecast from without any possibility for counterplay. If a Bright Wizard is hugging the warcamp a marauder can use Flames of Fate on him but it's pointless because attempting to hit the BW would result in the whole group wiping to guards. You can't stagger+champ said BW for the same reason.
It seems to me like a much quicker and easier fix would be to stay away from right outside the enemy spawn and fight around the battlefield objectives, well away from any invincible BW.
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