Premade facerolling is a problem in SC

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Vri
Posts: 620

Re: Premade facerolling is a problem in SC

Post#61 » Sun Oct 10, 2021 4:57 am

OPs account did not last long.

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Meliannia
Posts: 276

Re: Premade facerolling is a problem in SC

Post#62 » Sun Oct 10, 2021 9:40 am

the PuG scen does pop at t4 most of time its 6 vs 6, but now and again it's 4 order pug players vs 6 destro 'strangely' from the same guild
but the Op's idea of changing all the scens to solo join only (not a good idea grps have the right to form grps) would not change one thing
you'd still have the same 18 destro players in their 3 premades of 6, who 'strangely' appear in the PuG scens in their premades for hours on end stomping PuGs while they farm the regular scens in the same 6man

abezverkhiy
Posts: 557

Re: Premade facerolling is a problem in SC

Post#63 » Sun Oct 10, 2021 11:00 am

Meliannia wrote: Sun Oct 10, 2021 9:40 am ... the Op's idea of changing all the scens to solo join only (not a good idea grps have the right to form grps) would not change one thing
you'd still have the same 18 destro players in their 3 premades of 6, who 'strangely' appear in the PuG scens in their premades for hours on end stomping PuGs while they farm the regular scens in the same 6man
Why do you think so? They would join solo so system should shuffle them into different scenarios. Except for the case when there are no more other players on Destro side queueing.

I think there should be a 2 stage queueing - you click the icon of scens and a window asks 'Solo only' or 'Solo+premade' queue. You choose between two segregated pools of players. Only then you hit Join All button. A great chunk of players simply hit Join All instead of scrolling to the PUG option when they actually want to be put against similar group of solo players. But system puts them against premades. Hence frustration.

Of course, there will be people saying - this will reduce already small pool of players. Well, I tell you this - the day this change gets implemented I will be playing scens again and playing them regularly. Right now I play them monthly, only in a premade and only to help my guild. And there are plenty of others who do not play scens for the same reason.

The game must treat everyone equally fair - both solos and premades. Otherwise solos won't participate. Regardless of the arguments you have in favour to keep solos and premades in one pool.
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DaWolf
Posts: 126

Re: Premade facerolling is a problem in SC

Post#64 » Sun Oct 10, 2021 11:50 am

What I don't understand is why all one or all the other?
Let's say there are ten scenarios in the pool, why not put 5 for PUGs and 5 for Premades/Groups?
Frankly I reroll a lot and often in PuG, because I don't always have time to wait to find a group. Well if I tag as PuG only, it doesn't pop. If I tag all sc, I get run over continuously. (Except if a premade is also on my side, but it's rare, like 2 - 3 games out of 10).

Half and half isn't too much to ask, is it?

When to lose does not make wasting time... Hmmm yes, but you also have time to enjoy all your levels to the fullest... It goes by very slowly. :D

punk7712
Posts: 25

Re: Premade facerolling is a problem in SC

Post#65 » Sun Oct 10, 2021 5:45 pm

penagos22 wrote: Sun Oct 10, 2021 4:38 am
Ekundu01 wrote: Thu Sep 23, 2021 3:10 pm ............
C- Losing does not mean wasting time, a principle that should govern sc.
I think that is an easy and relative quick fix to make things more tenable in the short term. For me personally, it just creates a huge amount of anxiety when I cant earn renown reliably. At that point it seems more like work than a game, and I stop playing. A modest renown bonus for completing a scenario seems fair to me. If they need to nerf renown per kill to keep things reasonable I would be OK with that. They could nerf renown per kill, give the winners a big renown bonus, and the losers a smaller renown bonus.

It would still suck to get stomped all the time, but encouraging more people to queue up might help on its own.

zacflemo6
Posts: 10

Re: Premade facerolling is a problem in SC

Post#66 » Mon Oct 11, 2021 10:51 am

It's also because shamans are ruining gameplay because of their God tier healing and im over it man

geezereur
Posts: 672

Re: Premade facerolling is a problem in SC

Post#67 » Mon Oct 11, 2021 12:44 pm

Omegus wrote: Sat Oct 09, 2021 8:34 pm
punk7712 wrote: Sat Oct 09, 2021 8:20 pmAnd don't talk to me about the 1 scenario out of 8 that is pug only. It doesnt pop.
If it's not popping, it means that there's not enough people who actually care about this to join the pug-only scenario. Surely that should tell you something?
Thats because there is only 1 pug sc to join.

Sulorie
Posts: 7461

Re: Premade facerolling is a problem in SC

Post#68 » Mon Oct 11, 2021 1:19 pm

zacflemo6 wrote: Mon Oct 11, 2021 10:51 am It's also because shamans are ruining gameplay because of their God tier healing and im over it man
We must have perfect balance, because each day another class is called op, without even patching anything.
Dying is no option.

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Everdin
Posts: 742

Re: Premade facerolling is a problem in SC

Post#69 » Mon Oct 11, 2021 1:20 pm

Sulorie wrote: Mon Oct 11, 2021 1:19 pm
zacflemo6 wrote: Mon Oct 11, 2021 10:51 am It's also because shamans are ruining gameplay because of their God tier healing and im over it man
We must have perfect balance, because each day another class is called op, without even patching anything.
I would like to upvote this :D
#AllClassesMatter

“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”

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Wraithedge
Posts: 135

Re: Premade facerolling is a problem in SC

Post#70 » Mon Oct 11, 2021 2:58 pm

In the last few days I have seen three new people get so fed up with the SC situation that they left for other games.

Now that's not that big a deal, I suppose. Its not like this generates revenue from a player base. Its not like there is any vested interest in keeping a certain amount of players or any of them really.

But in the spirit of offering suggestions:

In the final SC screen, I notice that there is a column for a matchmaking value (that is always 0). What is that? Is it perhaps meant to match people and groups in relation to their apparent skill levels? Was such a thing ever considered as a solution to the current abysmal state of SC affairs?

Consider:

We hijack the matchmaking pipeline to implement an accruing bonus. Lets call it “Determination”. Determination only affects SCs.

Every time you lose a SC your determination goes up (by some amount).

Determination is a numerical (or percentage) bonus to your everything. The higher your determination, the more powerful you are relative to others in the SC with lower values. You hit harder, get more crits, block more, disrupt more, heal for more, more determination results in a more heroic character.

Determination drops to 0 after winning an SC.

Pros:

Instead of receiving an endless beating that promises to never change, now the player can work towards something. Now they can absorb the defeats as the progress toward a victory. Indeed victory can be earned through persistence in the SC system.

More people will play SCs resulting in lower queue times

Premades will still win most of the time. The experience of the premade will not significantly change. They will spend most of their time at determination 0, but their natural dominance against pugs will (in general) still result is the easy victories to which they have become accustomed.

Players will get a chance to feel powerful (occasionally) and they will like that a great deal. Poetically, premades will fuel this portion, pushing the determination of their opponents higher and higher. The resulting fly-wheel action will add volatility to the win-loss rate without altering its overall arc more than a few points.

Enormous loss streaks will be broken resulting in fewer legitimate complaints about a useless system unfriendly to most players.

It will push back the idea that premades simply monopolize a public system and punish anyone else for using it.

It will alleviate some of the impetus for the devs to provide some method for getting to 16 that doesn’t feel like dragging your face through crushed safety glass. More people accelerating through the 1-16 bracket of an already non-existant t1 just allows players to enter the real game more efficiently without requiring the devs to actually address t1.

Determination cannot be maintained or stored at a certain level. A single victory returns it to 0.

Losing streaks become more positive as they build determination.

The architecture for an SC related persistent yet volatile stat already exists (as an unused matchmaking value) and can be leveraged into a more useful function.

It does not further divide the player base by segregating certain groups against each other but separate from others. Groups can still interact freely and en mass with each other through SCs.

Cons:

The devs would actually have to build the system

I suppose the idea that a premade might meet a group made powerful by determination occasionally might be considered a con, but it seems a small price to pay for a solution to a problem that has thus far totally and entirely stumped the devs.

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