Unbalanced numers in scenarios?

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Tiggo
Former Staff
Posts: 1948

Re: Unbalanced numers in scenarios?

Post#11 » Wed Apr 05, 2017 4:55 pm

me personally thinks the scenario should just not start untill it has balanced numbers on both teams.
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Daknallbomb
Posts: 1781

Re: Unbalanced numers in scenarios?

Post#12 » Wed Apr 05, 2017 5:03 pm

Tiggo wrote:me personally thinks the scenario should just not start untill it has balanced numbers on both teams.
That dont will solve The problem ppl still can Stay afk or leave or get dc since loading screen and so on
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Tiggo
Former Staff
Posts: 1948

Re: Unbalanced numers in scenarios?

Post#13 » Wed Apr 05, 2017 5:08 pm

Daknallbomb wrote:
Tiggo wrote:me personally thinks the scenario should just not start untill it has balanced numbers on both teams.
That dont will solve The problem ppl still can Stay afk or leave or get dc since loading screen and so on

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)

Daknallbomb
Posts: 1781

Re: Unbalanced numers in scenarios?

Post#14 » Wed Apr 05, 2017 5:20 pm

Jep no other chance
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

dansari
Posts: 2524

Re: Unbalanced numers in scenarios?

Post#15 » Wed Apr 05, 2017 5:51 pm

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.
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Asherdoom
Posts: 661

Re: Unbalanced numers in scenarios?

Post#16 » Thu Apr 06, 2017 5:52 pm

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.
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Lydiaa
Posts: 5

Re: Unbalanced numers in scenarios?

Post#17 » Sun Apr 16, 2017 11:59 am

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
After the feedback here, I have been paying close attention to this the last two weeks.
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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