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Surrender

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Sulorie
Posts: 7460

Re: Surrender

Post#51 » Wed Nov 02, 2022 6:58 pm

Throlla wrote: Wed Nov 02, 2022 5:08 pm Everytime im vs a premade as solo queue. the surrender option should be instant. Let premade play vs premades.
Form a premade and there will be a premade to match theirs.
How about you accept, that your team lost due to various reasons, which have nothing to do with premades.
Pug teams can dominate other pug teams just as fine.
Dying is no option.

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Akalukz
Posts: 1817

Re: Surrender

Post#52 » Wed Nov 02, 2022 10:16 pm

lemao wrote: Wed Nov 02, 2022 6:19 pm
Throlla wrote: Wed Nov 02, 2022 5:08 pm Everytime im vs a premade as solo queue. the surrender option should be instant. Let premade play vs premades.
Not enough premades, increase the rewards for them then.
There is, it's called ranked. Which there has been no match since when??? Anyone?
-= Agony =-

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Amakusa
Posts: 97

Re: Surrender

Post#53 » Thu Nov 03, 2022 1:15 am

Akalukz wrote: Wed Nov 02, 2022 10:16 pm
lemao wrote: Wed Nov 02, 2022 6:19 pm
Throlla wrote: Wed Nov 02, 2022 5:08 pm Everytime im vs a premade as solo queue. the surrender option should be instant. Let premade play vs premades.
Not enough premades, increase the rewards for them then.
There is, it's called ranked. Which there has been no match since when??? Anyone?
Farming pugs is the real endgame!
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normanis
Posts: 1459
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Re: Surrender

Post#54 » Thu Nov 03, 2022 7:17 am

make surrender awailable in city siege also. its just 1 big scenario so why not give surrender. after 5min? if pugs will understand that they cant do nothing vs premades.
"give wh and witch propper aoe like evrywone has it!"

Sofong
Posts: 554

Re: Surrender

Post#55 » Thu Nov 03, 2022 7:48 am

wanna993 wrote: Wed Nov 02, 2022 9:49 am
Minisynn wrote: Tue Nov 01, 2022 3:27 pm
Spoiler:
.surrender isn't the issue, it's the nature of RoR scenarios being more one-sided than any MMO I've ever played before in my life.

In WoW for example, no matter how badly you're getting clapped in a battleground, you'll pretty much always be able to pick up kills and at least feel like you've got some chance of a comeback. This is because of the nature of the map design, which is massive spread out areas and multiple objectives with tons of line of sight opportunities - so there are always opportunities for fights with out of position enemies without their entire team landing on top of you - as well as healing range being the same as any other casters range, rather than 2-3x longer like it is in RoR, and often covers the length of the entire active fighting area in any RoR scenario.

Compare this to RoR where the vast majority of scenarios primarily revolve around one objective or fighting area, have very little line of sight to play around, and even if there is LoS - there's so much passive healing and aoe healing that goes off through LoS that it often doesn't even matter. As well as this there's guard, which makes it massively harder to punish DPS out of position as a tank can eat pretty much all of the damage for them. All of this combined leads to RoR being the only MMO I've ever played where when solo queuing you'll regularly see matches where the score is along the lines of 50 kills to 0 before one team eventually gives up because they literally have zero chance of making a comeback or denting the enemy team whatsoever. It's a game that literally requires coordination to win more often than not, and the enormous skill gap between good and bad players and how impenetrable a good 2/2/2 premade is in this game only exacerbates this even more.

Not really sure what the solution is though, the mechanics of RoR facilitate one sided matches to the point where you'd need to redesign most of the scenarios in the game and change the mechanics of how particularly healing works in scenarios to stop it from being such a dominating factor in who wins when it comes to pug vs pug matches. And these mechanics, particularly the extremely active role of tanks in comparison to other MMOs, are also what makes RoR stand out as such a unique MMO, so that's not exactly an easy task. That lad who analyses the killboard stats did one for scenarios again recently, and it said that what, 70% of scenarios are a *complete* steamroll in one direction? So of course people are going to want to surrender more often in this game. Solo queuing for SCs in RoR is quite literally the least fun you can have in a MMO most of the time unless you're a good player on a healer, stealther, or high burst single target RDPS.

There's also the other elephant in the room that has changed the way players, premades, and guilds all play this game, possibly more than any change I've ever seen in RoR before, and that's the killboard. I love the idea of having more info available to us, and particularly love the recording of SC stats and city stats - but making character and guild KDAs publically available has created an alt + f4, don't want to die in SCs, don't want to fight in the lakes meta like I've never seen before. I also think it's one of the biggest factors in the absolute state of RvR these days, with half of destros leaders now being on a feckin joint discord network to coordinate because everyone is so afraid of losing fights now because their guild stats are publically available and they're afraid of looking weak/bad more than they care about just having fun in the game. It has also given people a fantastic tool for harassment and bullying which was already rife on this server and has only gotten worse. And myself nor my guild are absolutely not immune to it either, the killboard has absolutely changed the way I play and care about my stats in this game in a way I never thought it would, to the point where I literally don't do any content solo anymore, I don't invite my alts to my guild until they're out of T1 where they're less inclined to rack up deaths, the list goes on, even though I know it makes absolutely no sense - it's just like logging in WoW was for me. And I know that this attitude is insanely pervasive in all of the high level guilds and groups in this game. I'd honestly bet my life on it being one of the main factors of the new attitude that has completely taken over this server
I'm actually surprised many people would use the Killboard since it's just a useless **** measuring contest with 0 meaning. I get using an in game scoreboard during rvr/sc's but that's about it.
The only thing the killboard should be good for is the scenario tab to track win rates and shady things like discordant abuse or wintrading.
killboard idea was good, but in fact, seeing 10, 20 even 100:1 200:1 kd rate is the most ridiculous and imbalance thing i have seen.

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rilor
Posts: 25

Re: Surrender

Post#56 » Thu Nov 03, 2022 8:15 am

The killboard is useful for Solo Roamers to track their solo kills. So it is a valuable tool thats chronicles your adventures.

wanna993
Posts: 102

Re: Surrender

Post#57 » Thu Nov 03, 2022 10:03 am

But then you might as well just use Deathblow if you're just tracking it for yourself.

As for the 100:1 ratio cases, it's still a meaningless stat. I can only play in premades/full geared warbands using discord and ofc it's going to be super skewed.
And besides those classes are mostly gonna be choppas/slayers/aoe wl because they cleave everything. Case in point the top classes with very skewed stats are those 3 (and a sorc and one we for the weekly).

Anyway the topic isn't about the killboard specifically.

Sofong
Posts: 554

Re: Surrender

Post#58 » Thu Nov 03, 2022 10:39 am

thing is, u want balance, all defendsive stats, guard, renowns, healing, all regen absorb self heal crap, all support type in general, should be toned down heavily, 2-3 casusal players, with good efforts, should be able to kill 1 "starplayer", even if they are in 6s, that way pugs would be more willing to trade 2:1 with premades, instead of knowing they have 0 chance of getting 1 kill so go afk and surrender.

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zulnam
Posts: 805

Re: Surrender

Post#59 » Thu Nov 03, 2022 1:57 pm

Ok, here's how we fix it.
Spoiler:
Image
At the start of every scenario, on every side,someone at random gets picked as "Surrender Captain". This player can at any time in the scenario call for a surrender vote. even in the prep phase. Meanwhile, any other player can still call for a surrender vote but only 8 minutes into the fight.

At the same time, on every side, 2 players are picked as the Impostors. These players can't call for a surrender vote but when they vote their vote counts as 2.

These player's objective is to use scenario chat to demoralise the other players into a surrender. If the team loses by surrender these people get rewarded as if they won the match.

Meanwhile, if a losing team doesn't surrender, at the end all the players can vote on who they believe were the impostors. If they get it right, they get 50% of the scenario rewards.

I guess the other team can play the game. lol
Spoiler:
Image
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Throlla
Posts: 68

Re: Surrender

Post#60 » Thu Nov 03, 2022 4:11 pm

lemao wrote: Wed Nov 02, 2022 6:19 pm
Throlla wrote: Wed Nov 02, 2022 5:08 pm Everytime im vs a premade as solo queue. the surrender option should be instant. Let premade play vs premades.
Not enough premades, increase the rewards for them then.
Fine by me. Better than beeing mindless farmed over again and again... and again.. and again...

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