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[PVP]Scenario balance suggestion

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Annaise16
Posts: 341

Re: [PVP]Scenario balance suggestion

Post#101 » Sat Feb 13, 2016 5:53 pm

I originally posted this in a different thread but it is probably a better fit here.

Torquemadra wrote:
"The matchmaker cannot and never will, be able to take players into account and as such will rarely be completely balanced. Just got to deal with it."


Actually, you can design a scen-balancing system to take players' skill into account. You use a dynamic balancing system that responds to difference in scen kill counts by giving the trailing team a percentage buff to damage and healing.

An example might be, when the kill count difference is in excess of 5, the team trailing on kills gets a percentage bonus to damage/healing equal to (kill count difference - 5), up to some maximum value of about 20-25%. So if the kill count in a scen was 17-7 to Destro, then the Order toons in the scen would receive a (10 - 5) = 5% buff to all damage and healing.

If the scen ran indefinitely and if there was no maximum limit to the buff, it would eventually reach a stage where the scen was balanced. However, scens don't run indefinitely and the buff should probably be capped. So the system, while not delivering perfect balance, would increase balance as the scen progresses.

The buff should continuously update throughout the duration of the scen to reflect the changing difference in kill count. So, if a scen starts off imbalanced because of a population imbalance, and then the balance of power swings the other way as the scen fills, a reversal in the kill count would see a reversal in the buff.

The idea behind this system is to give the trailing side encouragement to leave their spawn: "So we just got wiped in the opening fight. That means the kill count is 12-0 and that gives us an extra 7% to damage and healing. So we should do better next time. And if we get wiped again, we'll have a 19% bonus." The system would also provide the stronger side with a fight that becomes more challenging as the scen progresses. Hopefully, they would embrace this challenge. (It would also provide a nice quantitative measure of the difference between the two sides. This could be a good thing or a bad thing, depending on how people respond to it.)

The system would reward the stronger side by giving them a renown bonus of, say, double the damage/healing buff percentage for each kill that they make. The system would also give bonuses to scen-score points earned from each kill that the leading side gets. The accelerated points gain would make imbalanced scens finish quickly. (You could implement this point score buff even if you don't want any of the other buffs.)

The buff should probably be capped to prevent people from trying to exploit the system in stupid ways such as by allowing themselves to be farmed just so that they can see some big numbers. The cap would probably also be necessary to discourage WH/WE or other dps on the trailing side from skulking outside of the opposition's spawn looking to exploit a very large damage buff to get some easy solo kills.

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Scrilian
Posts: 1570

Re: [PVP]Scenario balance suggestion

Post#102 » Sat Feb 13, 2016 6:49 pm

The idea if you are not a fan of being farmed in spawn/warcamp - make a group, minmax it and try your hardest. Not another bullshit %this and %that system to do stuff for you, ffs. Equality, competitiveness and other notions gone too far as it is. Would not have replied to this wall of nonsense if it wasn't a repost here and there.
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
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ex-Greenfire/Invasion RvR leader
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Scrilian
Posts: 1570

Re: [PVP]Scenario balance suggestion

Post#103 » Sat Feb 13, 2016 6:57 pm

And for example, if one premade fights somewhat equally with another premade between two objectives in reiklands factory and other pugs from each side go at each other on the central objective. Why one premade should get a buff there, if pugs of one side win against the other pugs?
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos ;)

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Xodiack
Posts: 2

Re: [PVP]Scenario balance suggestion

Post#104 » Sat Feb 13, 2016 7:08 pm

Current T2 Scenario balance is quite unfair.
Been playing ca 23 Battle of Praag and lost each and everyone today. Won only two scenarios today.
Last edited by Xodiack on Sat Feb 13, 2016 7:33 pm, edited 1 time in total.
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TenTonHammer
Posts: 3806

Re: [PVP]Scenario balance suggestion

Post#105 » Sat Feb 13, 2016 7:17 pm

yeah t2 scs are **** but thats nothing new, been like that since t3 was released
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peterthepan3
Posts: 6509

Re: [PVP]Scenario balance suggestion

Post#106 » Mon Feb 15, 2016 3:43 pm

Annaise16 wrote:I originally posted this in a different thread but it is probably a better fit here.

Torquemadra wrote:
"The matchmaker cannot and never will, be able to take players into account and as such will rarely be completely balanced. Just got to deal with it."


Actually, you can design a scen-balancing system to take players' skill into account. You use a dynamic balancing system that responds to difference in scen kill counts by giving the trailing team a percentage buff to damage and healing.

An example might be, when the kill count difference is in excess of 5, the team trailing on kills gets a percentage bonus to damage/healing equal to (kill count difference - 5), up to some maximum value of about 20-25%. So if the kill count in a scen was 17-7 to Destro, then the Order toons in the scen would receive a (10 - 5) = 5% buff to all damage and healing.

If the scen ran indefinitely and if there was no maximum limit to the buff, it would eventually reach a stage where the scen was balanced. However, scens don't run indefinitely and the buff should probably be capped. So the system, while not delivering perfect balance, would increase balance as the scen progresses.

The buff should continuously update throughout the duration of the scen to reflect the changing difference in kill count. So, if a scen starts off imbalanced because of a population imbalance, and then the balance of power swings the other way as the scen fills, a reversal in the kill count would see a reversal in the buff.

The idea behind this system is to give the trailing side encouragement to leave their spawn: "So we just got wiped in the opening fight. That means the kill count is 12-0 and that gives us an extra 7% to damage and healing. So we should do better next time. And if we get wiped again, we'll have a 19% bonus." The system would also provide the stronger side with a fight that becomes more challenging as the scen progresses. Hopefully, they would embrace this challenge. (It would also provide a nice quantitative measure of the difference between the two sides. This could be a good thing or a bad thing, depending on how people respond to it.)

The system would reward the stronger side by giving them a renown bonus of, say, double the damage/healing buff percentage for each kill that they make. The system would also give bonuses to scen-score points earned from each kill that the leading side gets. The accelerated points gain would make imbalanced scens finish quickly. (You could implement this point score buff even if you don't want any of the other buffs.)

The buff should probably be capped to prevent people from trying to exploit the system in stupid ways such as by allowing themselves to be farmed just so that they can see some big numbers. The cap would probably also be necessary to discourage WH/WE or other dps on the trailing side from skulking outside of the opposition's spawn looking to exploit a very large damage buff to get some easy solo kills.
...so people who are winning a scenario due to good synergy, class composition and a generally thorough understanding of how to play their respective class should be penalised, and their enemies giving a damage buff/heal buff while losing? If that isn't spoon feeding to the 10th degree, I don't know what it is. People want an easy alternative for everything.

No offence, but if a player can't play their class well then that's their issue!
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roadkillrobin
Posts: 2773

Re: [PVP]Scenario balance suggestion

Post#107 » Mon Feb 15, 2016 4:54 pm

I really don't like giving players who don't put any effort into making premdes or learning their class properly any bonuses. However i think when close to your own spawn point you should get a massive dmg healing and dmg reduction bonus to avoid spawn camping. And also any objectives that you can pick up that generates points should start counting downwards if you bring it into this zone.
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Tiggo
Former Staff
Posts: 1948

Re: [PVP]Scenario balance suggestion

Post#108 » Mon Feb 15, 2016 5:10 pm

roadkillrobin wrote:I really don't like giving players who don't put any effort into making premdes or learning their class properly any bonuses. However i think when close to your own spawn point you should get a massive dmg healing and dmg reduction bonus to avoid spawn camping. And also any objectives that you can pick up that generates points should start counting downwards if you bring it into this zone.

though most sc there are multiple exits of spawn points and there are guards, so spawn camping isnt actually happening.

(actually the meaning of spawn camping is that the enemy kills you WHILE you spawn and cant defend yourself. this is NOT possible in warhammer).
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Krku
Posts: 11

Re: [PVP]Scenario balance suggestion

Post#109 » Mon Feb 15, 2016 5:23 pm

Premades are premades, they should rock. If you can't stand being farmed make one. May be make onesided scenarios finish faster. For example if score difference is more than 5 times and the winning side has more then 250 points -> instantly multiply scores to get to 500 and finish the scenario.
Example score 250 : 30, multiplication => 500 : 60.

lilsabin
Posts: 619

Re: [PVP]Scenario balance suggestion

Post#110 » Mon Feb 15, 2016 5:47 pm

i wonder what are the ror devs experience in coding and how capable are they able to go far in making changes in this game :)

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