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Change city queue system; group of 6 as bare minimum to enter queue

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dirnsterer
Posts: 178

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#21 » Thu Dec 31, 2020 6:07 pm

Nosun wrote: Thu Dec 31, 2020 5:25 pm The timing of this post is pretty hilarious as i guess you have not heard that they are going in the total opposite direction and making city more pug friendly at least as a test.
Pre-emptive whine thread? Proper 4d chess playing now

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kmark101
Posts: 482

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#22 » Thu Dec 31, 2020 6:26 pm

I think it's possible to make everyone happy (both premade and solo que'rs), just split the scenario join to two options for the first 10 minutes of the que time, one for full wb's, other for only solos and give a bit more reward (both crest and rr) for the full wb que as they put in a lot more effort. Then, before the que ends, let everyone else join in any way they want for the remainder, any 6mans, 12mans, etc.. just like they do now.
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Jeliel80
Posts: 121

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#23 » Thu Dec 31, 2020 7:22 pm

GamesBond wrote: Thu Dec 31, 2020 4:25 pm We will be testing a new queueing system. It does not really align with this specific feedback but it will allow us to gather information and update the queueing system furthermore in the future.
Doesn't really align? Yeah, that's one way to put it, I guess. :D
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mathousalix6
Posts: 66

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#24 » Thu Dec 31, 2020 7:50 pm

Aurandilaz wrote: Thu Dec 31, 2020 12:55 pm what title says

Too often one side spends 10-30mins advance in Discord, assigning spots, signing up people, ensuring a 8-8-8 roster with people speccing for rights specs, deciding in advance who is bomb MA, who is ST train MA, who is calling challenge/bellows rotations, who is initial rezzer, which tank is assigned on healer protection duty, who is running which auras... only to realize that by the time you enter city, the enemy has given zero fücks about even trying to form any kind of group that might offer a fight, but have only queued to get their loot from endgame PVP content with zero efforts given to any kind of organization, then expecting to still get their daily pity loot of 1-2 royals for showing up at the right time to lose.
(there is a systematic and now less funny joke of getting into city instance 1 with fast queueing, and having the other side filled with 20 dps, 3 heals and 1 tank combo)

Think about it, after the campaign has been through the woodlands of Ostland where your comrades gave hell to the enemy boxrunners, bleeding dry with your allies on the slopes of High Pass and watch the white snow turn blood red, organizing gorilla warfare ambushes in the backalleys of the ruined city of Praag and doing your best to hinder enemy process, then fighting again and again with your allies through half a dozen zones and suffering the braindamage that you get from joining and surviving through forts - you finally get to fight at the city.

Do you;
A) walk in alone, YOLO, Sigmar take the wheel
B) remain grouped with your comrades, make calls in /5 to organize, join guild warbands, join alliance warbands, make ad-hoc new warband and invite people to your Discord so you have somewhat decent chances of winning and gaining access to loot (giving loot to losing side was a mistake from the start)

No more solo queueing for the epic endgame content from which players are granted access to the best gear available in the game.

Players can now only queue for the city siege if they are in a group of 6, or higher. Hopefully as 12man or 18man or preferrebly as full 24man wb who should take queue priority over any other group trying to get in. The remaining 12+6mans will get mixed in eventually, and if some group is running 7 or 15 or 21 people, then that would mean some spots will be left open.
To prevent these open spots, would recommend increasing city start timer from 10 to 15 mins so people have time to plot their 24man compositions and prepare their bladders and specs for the city siege.
Then, further increase city time to queue from 30 to 40 min, to ensure there is some extra time to organize just in case it is needed, 15-20mins is enough to form a group of 6 (doesnt have to be perfect), or even better groups of 12 or 18.

To encourage grouping further and ensure that winning does matter, would maybe even recommend enabling Stage 3 goldbags to contain pieces of Sov/Warlord gears again. Atm losing side gets less royals (ok) and less bags (ok) - but to ensure that everyone has the incentive to group up in a Massive Multiplayer Online Game and not try to be "im too cool for groups"-guy, there should be extra carrot to have players remain competitive in the final phase of the city siege.
This change should have been done months ago, to have both sides get their shaite together and form somewhat coherent groups for city fights to ensure actual PVP happens to ensure loot happens.
And what is going to happen with the players that are playing non-meta characters? They will never get sov? :P

scatterthewinds
Posts: 181
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Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#25 » Thu Dec 31, 2020 8:17 pm

Personally I wouldn't allow solo queue at all, or remove all rewards and bags for losing.

I have no sympathy for order puggers. For pve they'll run 2-2-2 meta builds but for end game rvr they can't be bothered? If someone cant make the bare minimal effort to group up for city why do they deserve any rewards at all.

VindicoAtrum
Posts: 130

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#26 » Thu Dec 31, 2020 9:12 pm

TreefAM wrote: Thu Dec 31, 2020 2:49 pm A great suggestion. Honestly I don't understand why solo players are pandered to this much, their presence and contribution is close to none in every single aspect of the game.
Solo aren't pandered to at all :lol: :lol:

Queue solo on order you get shitstomped into the ground, 450 kills to 20 by a perfect 2/2/2 of rr75+ (you can see them building it in /5 on destro, go look)

Queue solo on destro you don't get an instance, the end.
Nosun wrote: Thu Dec 31, 2020 5:25 pm The timing of this post is pretty hilarious as i guess you have not heard that they are going in the total opposite direction and making city more pug friendly at least as a test.
The right thing to do period. You hardcores might not realise this, but the overwhelming majority of warbands are "hit L click open warband in your zone". Forts might get two organised alliance wbs in primetime. Rest of them? "hit L click open warband in your zone".

The sooner the "make it harder!!!!! tell them to git gud!!!!" crowd realise that games die when they cater to the niche hardcore crowd the better.

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GamesBond
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Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#27 » Thu Dec 31, 2020 9:19 pm

Jeliel80 wrote: Thu Dec 31, 2020 7:22 pm Doesn't really align? Yeah, that's one way to put it, I guess. :D
The change was already done a week before this post was created. So yeah it doesn't align with it, but it opens up a path that has been requested already. It does not align as in solo queuers are still a thing.

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agemennon675
Posts: 506

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#28 » Thu Dec 31, 2020 9:39 pm

mathousalix6 wrote: Thu Dec 31, 2020 7:50 pm
Aurandilaz wrote: Thu Dec 31, 2020 12:55 pm what title says

Too often one side spends 10-30mins advance in Discord, assigning spots, signing up people, ensuring a 8-8-8 roster with people speccing for rights specs, deciding in advance who is bomb MA, who is ST train MA, who is calling challenge/bellows rotations, who is initial rezzer, which tank is assigned on healer protection duty, who is running which auras... only to realize that by the time you enter city, the enemy has given zero fücks about even trying to form any kind of group that might offer a fight, but have only queued to get their loot from endgame PVP content with zero efforts given to any kind of organization, then expecting to still get their daily pity loot of 1-2 royals for showing up at the right time to lose.
(there is a systematic and now less funny joke of getting into city instance 1 with fast queueing, and having the other side filled with 20 dps, 3 heals and 1 tank combo)

Think about it, after the campaign has been through the woodlands of Ostland where your comrades gave hell to the enemy boxrunners, bleeding dry with your allies on the slopes of High Pass and watch the white snow turn blood red, organizing gorilla warfare ambushes in the backalleys of the ruined city of Praag and doing your best to hinder enemy process, then fighting again and again with your allies through half a dozen zones and suffering the braindamage that you get from joining and surviving through forts - you finally get to fight at the city.

Do you;
A) walk in alone, YOLO, Sigmar take the wheel
B) remain grouped with your comrades, make calls in /5 to organize, join guild warbands, join alliance warbands, make ad-hoc new warband and invite people to your Discord so you have somewhat decent chances of winning and gaining access to loot (giving loot to losing side was a mistake from the start)

No more solo queueing for the epic endgame content from which players are granted access to the best gear available in the game.

Players can now only queue for the city siege if they are in a group of 6, or higher. Hopefully as 12man or 18man or preferrebly as full 24man wb who should take queue priority over any other group trying to get in. The remaining 12+6mans will get mixed in eventually, and if some group is running 7 or 15 or 21 people, then that would mean some spots will be left open.
To prevent these open spots, would recommend increasing city start timer from 10 to 15 mins so people have time to plot their 24man compositions and prepare their bladders and specs for the city siege.
Then, further increase city time to queue from 30 to 40 min, to ensure there is some extra time to organize just in case it is needed, 15-20mins is enough to form a group of 6 (doesnt have to be perfect), or even better groups of 12 or 18.

To encourage grouping further and ensure that winning does matter, would maybe even recommend enabling Stage 3 goldbags to contain pieces of Sov/Warlord gears again. Atm losing side gets less royals (ok) and less bags (ok) - but to ensure that everyone has the incentive to group up in a Massive Multiplayer Online Game and not try to be "im too cool for groups"-guy, there should be extra carrot to have players remain competitive in the final phase of the city siege.
This change should have been done months ago, to have both sides get their shaite together and form somewhat coherent groups for city fights to ensure actual PVP happens to ensure loot happens.
And what is going to happen with the players that are playing non-meta characters? They will never get sov? :P
Thats what OP wants I guess lol.
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Jeliel80
Posts: 121

Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#29 » Thu Dec 31, 2020 9:43 pm

No, I meant it doesn't align, obviously, cause it's the exact opposite.

Grouping up and/or using comms isn't "hardcore", it's just the basic 101 of mmorpg.
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RuffRyder
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Re: Change city queue system; group of 6 as bare minimum to enter queue

Post#30 » Thu Dec 31, 2020 9:45 pm

Maybe a bit too late but I already wrote a proposal a few months ago to make Royal Crests account- and not character-bound. This would avoid the non-meta classes being an ‘issue’ and open up the possibility for people to bring the class their team needs rather than what class they want to gear.
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