Scenario changes

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Darosh
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Posts: 1197

Re: Scenario changes

Post#31 » Thu May 10, 2018 10:46 pm

Luuca wrote: Thu May 10, 2018 10:43 pm
Darosh wrote: Thu May 10, 2018 10:17 pm
Spoiler:
Spoiler:
Luuca wrote: Thu May 10, 2018 9:33 pm Just need a few hundred NA players more each night.
I'd argue that even with a more strict archetype control in the machmaking and a population to be funnel'd into it, you'd still face the very same, giant issue: player mentality ~ even in scenarios in which every archetype is successfully been covered for, most players simply strictly refuse to fix parties (or organize/work with the cards they've been dealt via communication; e.g.: pure dps stack, no heal, no tank = assist, at the very **** least).

There is little point in enforcing anything but the very minimum, if players are left with the possibility to mindlessly (i.e.: entirely brainafk) stack tanks/healers/dps in one party or another... to strictly refuse to assist, heal, guard or deploy some basic trigger discipline in regards to CC and AoE, play the objective or muster the very minimum of purposeful communication.
A 'perfect' matchmaking system would still - ultimately - be a cosmetic change, take the player's reluctance to work around the current matchmaking 'issues' by forming groups as evidence for it ~ i.e.: you can't fix (pug) SCs with - at best - superficial means.
Spoiler:
In german there is an idiom that's implications should be considered... "In der Not frisst der Teufel Fliegen" (if you were to google it, mind you "beggars can't be choosers" can't really be considered equivalent for that it does not touch on the 'will' of dealing with a given situation with the means at hand or the necessity of the latter).
If players make no attempt of solving the issue (in spite of having all the means to solve it and yet regardless of whether or not they have access to these means), no system put in place will ever be able to change that (= help players to tackle the issue/in whatever dimensions you could envision a system possibly helping the situation) or alleviate the troubles as such (unless, of course, the very thing is just made to vanish as a whole - no SCs = no opportunity to showcase just how brainafk one is...).

I'd argue, in that sense, that it'd be far more frustrating to see people refuse to fix groups (as is the case right now 24/7) even if perfect - or atleast reasonable - compositions were made possible by the matchmaking more frequently.

Abbd.:
"It's any port in a storm." > "Beggars can't be choosers.", in terms of equivalency/implication.

Note: In regards to toggle functions... they aren't meant to tell the system what spec you are running, but what you could swap to if need be. A system checking all your gear in the inventory and such would be too extensive and likely hardly work. Hence WoW and other MMOs offering a way to tell the system: 'I am tank, but could in theory swap to heal/dps spec if need be. I have the gear/experience necessary.'.
^ not relevant to the OP/topic of fixing general scenario layouts/mechanics and such.
Oh ya, by all means, remove all the guards. that'll fix it. Make flags and points go faster, sure. great thinking.
Uh, that's not my line of thinking. I am torn as it comes to the OP's suggestions, in the 6v6 scens it might be reasonable... in everything pug/remotely touching things that involve pugs (mixed scenarios) it'd probably backfire badly and turn the whole thing into dumbfire hotjoins, moreso than is already the case.

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