It is not practical to split players in any scenario, but if only the joining mechanisms themselves were improved it could do wonders to the sc population, fairness and fun, just take a look at modern popular session-based skirmish games and take their good ideas.
If you're a dev working on SC queueing/joining, you need to ask yourself not whether solos and groups should be split, but these questions:
• Why SC can start with imbalanced sides in the first place and why winning in clear advantage (two more people) is not punished at all? I saw the situation where one team is clearly missing players from start a lot of times. The SC should not start unless there are equal amount of players on each side, if someone leaves in the first minute leaving the teams unbalanced, the SC should give 50% less exp and renown to the bigger team AND leaver should be punished.
• Why people keep coming in and out to SC while it's running? You start with 2 parties 6v6 and it is very fun, but then people start just filling both teams randomly with random timings completely randomly tipping the scales of battle, and to the end of the game, there are 30 ppl who joined mid-SC. How come this is adequate or how on earth you can ever balance this? SCs should start with fixed people, and end with fixed people. Why new SCs couldn't be created for new people who want to play, and instead they join an existing one at 486vs30 points only to loose in 30 seconds?
• Why people are not punished for being AFK in SC? I know this is a workaround to not feed the other team because SCs are most of the time unbalanced, but I never saw a game which created a case which would encourage people intentionally going AFK (not playing the game). Better implement auto-surrender if >30% of the team is just AFK for 10 minutes on the base in SC, or give 1 SC point/10 sec to the winning team for each enemy player staying of their base for longer than 10 seconds.
If theese are addressed, I believe SCs could be a modern and fun activity. Right now they are strange and unbalanced mammoth
[Poll] Should solo players and organized groups be split in distinct scenario queues ?
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Re: [Poll] Should solo players and organized groups be split in distinct scenario queues ?
There is no external solution that can help solo players.
Any proposed solution can be bypassed by premade players.
Separate queues for solo and premade? If premades do not have scenes, they will split up, remaining in one discord, and will join the queue by countdown. There are not so many players and most of the premades will join one match.
Separate players by guild tag? Premades will join different guilds.
Launch matchmaking and the wait for premades will again be too long? Premades will dilute their roster with an experienced, but low-ranked player.
There is no solution to make solo players comfortable playing without efforts from these same solo players.
There will always be an abuse of the system.
The only solution is to create your own premades. Increase your own skill level. Make sure your personal impact on the match is enough to turn the tide of the match.
After all, RoR is a team game, with core mechanics for the team. And frankly, it's pretty stupid to just expect that because you don't want to play the mechanics of RoR, those mechanics will change.
Any proposed solution can be bypassed by premade players.
Separate queues for solo and premade? If premades do not have scenes, they will split up, remaining in one discord, and will join the queue by countdown. There are not so many players and most of the premades will join one match.
Separate players by guild tag? Premades will join different guilds.
Launch matchmaking and the wait for premades will again be too long? Premades will dilute their roster with an experienced, but low-ranked player.
There is no solution to make solo players comfortable playing without efforts from these same solo players.
There will always be an abuse of the system.
The only solution is to create your own premades. Increase your own skill level. Make sure your personal impact on the match is enough to turn the tide of the match.
After all, RoR is a team game, with core mechanics for the team. And frankly, it's pretty stupid to just expect that because you don't want to play the mechanics of RoR, those mechanics will change.
Re: [Poll] Should solo players and organized groups be split in distinct scenario queues ?
The main disadvantage of conducting a survey on the forum is that it does not take into account the thousands of players who left the project due to the terrible selection of matches in t4.
There's a solo skirmish in the game right now that has problems:
1) Weekend tasks cannot be completed.
2) Does not add players to the current match if someone has left it.
3) If the card is in the usual list of scenarios and in the skirmish, then people are added according to the rules of the usual queue, including an organized group.
4) You don't know how long to wait for the next match. There is no information about who is missing to launch it
Key problems for organized groups with separate queues:
1) There are few groups on the order side due to the poor balance of the factions. The destruction side has more CC, more synergies between classes. Smart players know this and prefer not to risk playing for the side of order on the weekend.
2) Premades from rvr guild are very often weak and lose even against the pug. In the case of a separate queue, they will lose in the first times. But then they will raise their quality of play.
3) We need mechanics that take into account that teams of 2-5 people will be registered.
There is a common problem for all scenario modes. The reward is too small. You can spend all 15 minutes fighting premade vs premade and get 1,500 renown points. At this time, any idiot who captures empty zones will receive 15k+ renown points and a good number of war crests.
There's a solo skirmish in the game right now that has problems:
1) Weekend tasks cannot be completed.
2) Does not add players to the current match if someone has left it.
3) If the card is in the usual list of scenarios and in the skirmish, then people are added according to the rules of the usual queue, including an organized group.
4) You don't know how long to wait for the next match. There is no information about who is missing to launch it
Key problems for organized groups with separate queues:
1) There are few groups on the order side due to the poor balance of the factions. The destruction side has more CC, more synergies between classes. Smart players know this and prefer not to risk playing for the side of order on the weekend.
2) Premades from rvr guild are very often weak and lose even against the pug. In the case of a separate queue, they will lose in the first times. But then they will raise their quality of play.
3) We need mechanics that take into account that teams of 2-5 people will be registered.
There is a common problem for all scenario modes. The reward is too small. You can spend all 15 minutes fighting premade vs premade and get 1,500 renown points. At this time, any idiot who captures empty zones will receive 15k+ renown points and a good number of war crests.
AM, BW, SL, SM, WL, Engi, RP, WP - 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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