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SC queueing is working as intended and driving players away?

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BluIzLucky
Posts: 771

Re: SC queueing is working as intended and driving players away?

Post#71 » Thu Oct 20, 2022 1:27 pm

Lime wrote: Thu Oct 20, 2022 7:29 am
....

A SoV 40/80 with consumeables is easily 300% more powerful than a 40/45 conq geared character without consumeables. So the winner of t4 scenarios is often the side with the highest overall gearscore.

In the recent past vanquisher gear was only 30-35% more powerful than conq gear, in terms of gear points. Now the gap has widened Sov being 110% more powerful than conq gear atleast by using the power level chart viewtopic.php?t=49367
....
Hi, thanks for the reference, but for what you are comparing it's probably better to look at the Total Tier Power chart which, which only had a ~25% increase from Conq to Sov.
The Set Power chart assumes you are naked with no stats besides the set itself.
Made some edits to clarify.

There's obviously a lot of factors that exacerbate the 25% gap, some I mentioned in the link, and maybe that takes it to +100%, but not purely based on Set Power chart.


Anyway.. my advice for this topic?
If you lose more than once in a row, do something else, orvr, pvp, xrealm, you too can be carried by the AtroGloom dreamteam :)
SM - Arhalien +80 | AM - Shaheena +80
ZL - Wildera +70 | BG - Blackcrow +70

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Sofong
Posts: 554

Re: SC queueing is broken and driving players away

Post#72 » Wed Oct 26, 2022 3:55 pm

agemennon675 wrote: Mon Oct 17, 2022 4:02 pm
Sofong wrote: Mon Oct 17, 2022 2:33 pm should make premade only scen instead of pug only.
We already have it, its called group ranked. I wonder why premades dont queue for it ?
:roll:

Monteaux
Posts: 28

Re: SC queueing is broken and driving players away

Post#73 » Fri Oct 28, 2022 7:01 am

agemennon675 wrote: Mon Oct 17, 2022 4:02 pm
Sofong wrote: Mon Oct 17, 2022 2:33 pm should make premade only scen instead of pug only.
We already have it, its called group ranked. I wonder why premades dont queue for it ?
Wondering? Answer: lazy kills are faster as hard work against skilled grps. the mankind always uses fastest way to reach the goal. That's why the premades mostly won't play ranked, they use theire "big balls" to gank the "low"/underequped victim's to feel like unreal playing kid in godmode.

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Tesq
Posts: 5713

Re: SC queueing is broken and driving players away

Post#74 » Fri Oct 28, 2022 9:47 am

Sofong wrote: Wed Oct 26, 2022 3:55 pm
agemennon675 wrote: Mon Oct 17, 2022 4:02 pm
Sofong wrote: Mon Oct 17, 2022 2:33 pm should make premade only scen instead of pug only.
We already have it, its called group ranked. I wonder why premades dont queue for it ?
:roll:
that is the point, ranked by my angle of view degraded; at the beginning with gear reward you got ppl that was only there for 6vs 6 good game; then you got both of the word and soon ppl didnt like it... then it became a moba.....with no faction anymore....

the very first itieration was better imo. But the sc really need is have a complete rework; something like this:

t1: 1-16 -> everyone buff to 16

t2-16-rr59 -> everyone buff to rank 40 rr 59

t3-rr60 -> no buff (ex ranked)
t3-rr60 group -> no buff (ex ranked)

ranked solo: no reward , maybe ap/heal pot jsut to let ppl play.
ranked group: no reward, maybe ap/heal pot jsut to let ppl play.

ex ranked should be considerated a bracket based on level and not something alternative; the alternative is the group queue or solo queue for no reward sc for good fight only.
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ravezaar
Posts: 582

Re: SC queueing is working as intended and driving players away?

Post#75 » Fri Oct 28, 2022 10:19 am

Solo players keep MMO's alive, face it or keep u head in the ground if u want to but wont change the Fact. RoR Devs may talk a diffrent game but that dont change anything.

https://www.youtube.com/watch?v=pFowzZlDK3A&t=2s
GAME OVER MAN, GAME OVER
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dalen
Developer
Posts: 636

Re: SC queueing is working as intended and driving players away?

Post#76 » Fri Oct 28, 2022 12:53 pm

Lime wrote: Thu Oct 20, 2022 7:29 am Gear/renown Disparity is main issue with t4 scenarios that I see. You can usually tell the outcome of a scenario just by inspecting people. If you don't see near Sov level of gear and people potted around you, expect a quick loss, regardless of player skill levels/coordination.

The issues that exist in t4 scenarios do not really exist in 1-39 scenarios due to gear gap being relatively less of an issue. I don't think I have ever seen a 1-39 scenario as terribly lopsided as the t4 scenario geared stomps have become and skill seems to be more important than gear in this bracket. Anni vs duelist gear is not that big of a difference and with a bolster being under leveled is not a huge issue.

A SoV 40/80 with consumeables is easily 300% more powerful than a 40/45 conq geared character without consumeables. So the winner of t4 scenarios is often the side with the highest overall gearscore.

In the recent past vanquisher gear was only 30-35% more powerful than conq gear, in terms of gear points. Now the gap has widened Sov being 110% more powerful than conq gear atleast by using the power level chart viewtopic.php?t=49367 . I made the mistake of trying out a fresh 40 the other day in t4 and it was honestly one of the worst experiences in gaming I have had in a while with little ability to defend myself or make an impact in the scenario whatsoever. How many new players will be willing to get stomped by established players while they spend months gearing up?

The gear desparity easily allows a few established players to crush the newer players and snowball a scenario and made me feel like queing my fresh 40 as causing my side to auto lose.
The chart you reference is saying that total power for Conq is 3794, and total power for Sov is 4796. That is +26%, not +300%. No idea where you got that number from.
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Sinisterror
Posts: 1096

Re: SC queueing is working as intended and driving players away?

Post#77 » Fri Oct 28, 2022 5:40 pm

ravezaar wrote: Fri Oct 28, 2022 10:19 am Solo players keep MMO's alive, face it or keep u head in the ground if u want to but wont change the Fact. RoR Devs may talk a diffrent game but that dont change anything.

https://www.youtube.com/watch?v=pFowzZlDK3A&t=2s
Truth. Also when player is r40 rr40 bolster them to lvl 41. And make conq/domi + vanq/opp usable at rr40 & rr50. When dinging rr 50 remove lvl 41 bolster but give them 60 renown points to use. When ding rr 60 then just leave it be, you still get 1 mastery point. And pls just remove +2 mastery point from HIGHEST gear in the game and make sets not copy paste pls. +2 mastery point bonuses used to only be in Anni/Ruin/Merce and it was 5 piece bonus and 5% Crit was 4 piece bonus. This should be reversed back Crit bonus being 4th bonus and +2 Mastery Points would be 5th bonus.

And its insane how much RoR has taken Crit away. No shoulder talismans with 3-4 crit, changing all gear pieces that had 3% crit to 1% .No 7% crit staff in Bastion Stair anymore, but there still is Futile Strikes. Cap this at 10% max 15% reduced chance to be crit. Change it to only having 2 lvls first one reducing chance to be crit by 5% and costs 5-rr points. Second costs 10-rr points would decrease chance to be crit by additional 7% = 12% - To be crit and costing 15-rr points. This way classes that have Crit dmg tactic BUT no crit increase of any kind can actually crit someone=)
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

Engineparades1
Posts: 2

Re: SC queueing is working as intended and driving players away?

Post#78 » Sun Oct 30, 2022 3:58 pm

When the scenario starts without balanced numbers at healers at least...There is not point to talk about anything else.
There are scenarios that pop and there are 5-7 healers vs 0. Start with the basics....With the basic numbers 1-10 at least.
Basic is each side to have same number of healers . Start with that, then we will talk about the tanks and the dps....
Having 20 pop of scenarios and at 15 of them join with 3-5-7 less healers than other side is waste not only of time but patience also.
People that understand simple mathematics don't have the patience to follow most of the content you implement and thats how it will always work .
People that understand advanced mathematics already left the community-game and they will keep leaving .In the past developement didnt care about
scenarios , the last 1-2 years we see the development connecting everything with the scenarios but the care for the matching is obvious BAD....
So someone of the development started to care about scenarios and left the basics outside...Keep it simple ,keep it equal.

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Sinisterror
Posts: 1096

Re: SC queueing is working as intended and driving players away?

Post#79 » Sun Oct 30, 2022 4:38 pm

At this point Solo que Sc's should be cross realm to create new possibilities how to fight. And to avoid any coordination in discord or anywhere,When Sc pops and fight is about to start, 15 sec before it will take 1 heal 1 tank 1 mdps 1 rdps from both sides(and both parties when 12v12) and switch them to other team.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Nameless
Posts: 1389

Re: SC queueing is working as intended and driving players away?

Post#80 » Sun Oct 30, 2022 4:56 pm

Not a fan of xrealm whatsoever. Not to mention that it can occure massive disbalanced cos that game is not balanced on that manner
Mostly harmless

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