I know RoR's current Scenario queue system is a wee bit borked and allows for uneven numbers on each side (and I'm sure this will be addressed by the excellent dev team in due course) but on occasion I've enjoyed a unintentional side effect of this more flexible queue system which is seeing one side reinforced with extra numbers after a bad start and break free from the spawncamp to sway the course of battle, with both sides ending up with plenty of kills to their name.
No-one likes an unbalanced scenario. Unbalanced numbers per side is not exactly desirable of course but even in old WAR unbalanced scenarios were a major killer, funwise. Whether you were getting camped or on the winning side a scenario with one side in obvious ascendency and camping the spawn was far less enjoyable than even fight with lots of fights and deaths on both sides.
So, to my idea. Fix RoR's Scenario queue to balance the numbers when a Sc begins but as well as this allow a side that is obviously losing to be joined by additional players, reinforcements. A check could be made on the deaths score of both sides after, say, 5-7 minutes of a Scenario. If one side is deemed to be losing sufficiently badly they could be joined by extra players from the queue.
This could be beneficial for both sides. A dominant premade, for example, would already have earned some kills and RP, and could then test their mettle against superior numbers. The inferior side would get a chance to earn some kills and at least come out of the Sc with some RP to show for it.
Spawncaming is bad, it's no fun for either side, but was very common with old WAR's scenarios. If something can be done to address this in RoR I think it would be fantastic for the game.
[IDEA] Scenario Balance & Reinforcements
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[IDEA] Scenario Balance & Reinforcements
Deadlakes (Marauder)
Shoreditch (Zealot)
Vhannos (Chosen)
Shoreditch (Zealot)
Vhannos (Chosen)
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Re: [IDEA] Scenario Balance & Reinforcements
Spawncamping always had an easy fix but never was implemented. Just make respawn point a different unaccesable location with 3 portals to choose to teleport to the SC map. No more guards, teleport camping instead)
- amputationsaw
- Posts: 629
Re: [IDEA] Scenario Balance & Reinforcements
Just like in the eternal citadel SC. was quite a good small and merciless fight. To avoid spawncamping the solution lays by the players themselves. Just don't spawncamp! If you beat your enemy back to their wc then fall back and let them regroup. I did it too at the beginning but no more. Its ridiculous seeing players infront of a wc waiting like horny creatures for a little bit of renown dropping off their cliffs. Its not worth it
Re: [IDEA] Scenario Balance & Reinforcements
I'd love to see multiple respawn locations or teleports at the respawn point. They'd add some great options for more tactical gameplay and a way for players to secure flags or cap objectives. But I'm not sure whether or not they would address the root cause of spawncamping which is unbalanced sides.
If one side is just simply better skilled/organised/geared than the other they will rack up kills whilst the other side won't. Reinforcements would help with this.
Another option could be to allow the NPC guards to be a bit more dynamic, "sent out" to fight for example, or used as bodyguards.
If one side is just simply better skilled/organised/geared than the other they will rack up kills whilst the other side won't. Reinforcements would help with this.
Another option could be to allow the NPC guards to be a bit more dynamic, "sent out" to fight for example, or used as bodyguards.
Deadlakes (Marauder)
Shoreditch (Zealot)
Vhannos (Chosen)
Shoreditch (Zealot)
Vhannos (Chosen)
Re: [IDEA] Scenario Balance & Reinforcements
indeed i realy like this, it put some of the oRvR in the sc and i like that, premade always ruin sc fight on both side, put up no interesting fight and leave you no option to stick to wc guardsVaul wrote:I know RoR's current Scenario queue system is a wee bit borked and allows for uneven numbers on each side (and I'm sure this will be addressed by the excellent dev team in due course) but on occasion I've enjoyed a unintentional side effect of this more flexible queue system which is seeing one side reinforced with extra numbers after a bad start and break free from the spawncamp to sway the course of battle, with both sides ending up with plenty of kills to their name.
No-one likes an unbalanced scenario. Unbalanced numbers per side is not exactly desirable of course but even in old WAR unbalanced scenarios were a major killer, funwise. Whether you were getting camped or on the winning side a scenario with one side in obvious ascendency and camping the spawn was far less enjoyable than even fight with lots of fights and deaths on both sides.
So, to my idea. Fix RoR's Scenario queue to balance the numbers when a Sc begins but as well as this allow a side that is obviously losing to be joined by additional players, reinforcements. A check could be made on the deaths score of both sides after, say, 5-7 minutes of a Scenario. If one side is deemed to be losing sufficiently badly they could be joined by extra players from the queue.
This could be beneficial for both sides. A dominant premade, for example, would already have earned some kills and RP, and could then test their mettle against superior numbers. The inferior side would get a chance to earn some kills and at least come out of the Sc with some RP to show for it.
Spawncaming is bad, it's no fun for either side, but was very common with old WAR's scenarios. If something can be done to address this in RoR I think it would be fantastic for the game.
-to those who suggest to remove sc guard i said no... their number should be double indeed half should be put as not champ 55 so that you could push a little in wc but not until a certain point, also all champ 55 should prevent ranged to attack ppl inside, so guards need to be reallocated ( look at you nordland sc)
-about the suggestion from eternal citadel, that is totaly wrong, once 1 side is winning, it almost impossible for the other to land to other side of the portal and of course counter attack.
-if something new must be put on wc it has to be maybe some barrier but i found the "balance the unbalance sc with numbers" a good and orky solution i like.
-also being able to get inside wc in sc like murkain temple , serpent passage etc to escape or having high wc where you have to jump down is what let you re-organize
