Unbalanced numers in scenarios?
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Re: Unbalanced numers in scenarios?
me personally thinks the scenario should just not start untill it has balanced numbers on both teams.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
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Re: Unbalanced numers in scenarios?
That dont will solve The problem ppl still can Stay afk or leave or get dc since loading screen and so onTiggo wrote:me personally thinks the scenario should just not start untill it has balanced numbers on both teams.
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy
Re: Unbalanced numers in scenarios?
Daknallbomb wrote:That dont will solve The problem ppl still can Stay afk or leave or get dc since loading screen and so onTiggo wrote:me personally thinks the scenario should just not start untill it has balanced numbers on both teams.
yes, but as grimnir said: we cant fix people... as soon as a sc started with balanced numbers its up to them imho.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
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- Posts: 1781
Re: Unbalanced numers in scenarios?
Jep no other chance
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy
Re: Unbalanced numers in scenarios?
Of course you can only try to fix what you can control... You're never going to stop people from leaving or going afk. The quitter debuff was a good implementation. I think the idea of adding a 15sec "ready" button (make it however long you want) or something of the like would actually improve the scenario balance quite a bit. You would only start when the same number of people have readied. If someone that's queued doesn't ready in that time period, you have the system cancel the scenario and look again for players. I think you would want to decrease the quitter debuff for those people that are queued but are currently in combat and miss that window, but it sounds like an improvement for the scenario balance.
<Salt Factory>
Re: Unbalanced numers in scenarios?
why not implement a buff that increse stats and power of the team with lesser members? for example, like a AAO if a team got 5 ppl and the opposite 10 increase the power of the 5 mans to make as strong as they were 10 ppl and decrease such buff till vanishes once numbers are flat.

Re: Unbalanced numers in scenarios?
After the feedback here, I have been paying close attention to this the last two weeks.Lancez wrote:they are asking for many screen shots from different SC's that demonstrate the imbalance of 2 that you claim is consistent. if it really is happening all the time like you say then this should be extremely easy to do
I even took a number of screenshots.
Providing 50 screenshots with a number difference of two, will unfortunately prove nothing at all.
To "prove" a problem, I would have to show that a significant percentage of the scenarios I have been in are off by two persons.
And that can not be done in screenshots.
And you are right, I do not have access to the code, so I do not know how things are working exactly.
That was why I was asking here.
From my point of view, it seems like the scenario manager is setting up imbalanced teams up to a number of "two".
I can see how filling up the scenarios one by one, could take too long.
But after that the biggest difference in team size should be one, unless someone leaves.
Also I do not think common scenarios should start with numbers as low as 5.
11vs12 is somewhat ok.
5vs7 is pretty bad for the 5 man team.
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