Scenario Matchmaking Rework Megathread

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akisnaakkeli
Posts: 285

Re: Scenario Matchmaking Rework Megathread

Post#51 » Tue Mar 19, 2024 7:13 pm

Barriers away and Guards back! 2-3k renown from guard kill is enough to get rid of surrender. And also reward(if with nothing else RENOWN) if you are getting camped, manage to get away and get 3 solo kills, all those kills should be minimum 3k renown because all the odds are very against you in that situation already.

So if i ask to get PvP lvl(renown) for killing another players in Sc's why is this not obviously a good thing? And bring back WARCHEST(2500 war-crests) dropping from rr70+ and quite rarely.

And NOPE im not saying "Solo in Scs and do your own thing" im saying if there is guards + good renown from kills when its otherwise 500-50 loss but hey i got 8k renown anyway as a loosing side because i took the high risk high reward route and got some kills that i have little chance of getting.

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Dackjanielz
Posts: 333

Re: Scenario Matchmaking Rework Megathread

Post#52 » Tue Mar 19, 2024 7:27 pm

zumos2 wrote: Tue Mar 19, 2024 6:05 pm
“We are also hoping to improve the scenario grouping if for any reason a premade is put against a pick up group. Although we want to mainly not mix pugs and premades.”
This is a really big worry. The game should promote players for making premades, not potentially punish them. If this system punishes you for forming a group by just not giving you scenario pops, that would be terrible.

In general I think that no scenario should pop without every group having at least 1 tank and 1 healer. If a full premade enters the scenario you could increase that restriction to always having a 2-2-2, so there is a good fighting chance. A random 2-2-2 with good players can still beat a bad full premade in a 12v12+ scenario.

Of course if there are an equal amount of premades on both sides they can be matched against each other. But if the system forces it, additional rewards would be fair. In general I think the rewards of scenarios vs RvR are imbalanced at the moment. Only feels worth doing scenarios during the weekend event.

You shouldn't even be encouraging premades, if people don't want to do it - they wont do it.

Instead you should be rewarding people simply for joining AT all.

This goes for the entire game infact - RVR SCs City whatever right........Both sides should be rewarded nicely but the winner takes a bonus.

Constantly dogging the losers is NOT good game design, if you force people out of warcamps then they will simply stop joining, i know i would.

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zulnam
Posts: 806

Re: Scenario Matchmaking Rework Megathread

Post#53 » Tue Mar 19, 2024 7:56 pm

heavily reward losers that group up. getting stomped. well at least you're playing the game right.

ror suffers from two things:
- it is a highly complex team oriented game that is broken at it's core due to missing one of the pillars of massive faction based pvp game: it is missing a 3rd faction.
- population

since neither can be fixed in our lifetimes because ror has the budget of a potato farmer too shy to sell their work, i don't think any more major tweaks to scenarios are worth the effort.

hell, screw the scenarios. make the 3rd faction in lotD a playable faction that players from both faction can queue for.

models can be basic. no need to show gear. and its one race so you only need to create 4 classes.

actually screw the classes too. just let them keep their class. let order and destro play together in lotd. not a novel concept, it was done in ranked.

aoe slayers and choppas, together at last in death.
SW, Kotbs, IB, Slayer, WP, WL, SM, Mara, SH, BG

mekal
Posts: 208

Re: Scenario Matchmaking Rework Megathread

Post#54 » Tue Mar 19, 2024 8:31 pm

leave surrender in game but give people that vote yes quitter debuff getting back to back chain surrenders is worse than no sc pop at all

Garamore
Posts: 442

Re: Scenario Matchmaking Rework Megathread

Post#55 » Tue Mar 19, 2024 11:15 pm

Nameless wrote: Tue Mar 19, 2024 6:29 pm I play alot of scens myself here and back then on war. And unlike you I play both sweaty prems and soloing. All scens with guards gives much more opportunities for fights. It is still not equal but it is fight and pugs if good enough could make comeback. When barrier is there, you could get just farm fest for premade.
It is kinda sad that this is your preferred gameplay
Totally agree with this. In scens like battle for praag you could at least use the guards to kill 1-2 and make some kind of comeback. With the barriers its just wipe and afk till surrender. Live version of guards was far far better than RoR. If you are so sweaty getting killed hurts you so much then dont go near guards.
Garamore - Chosen Garamar - Marauder Garachop - Choppa Garamor - Slayer

Warband leader for Hand of Blood

https://www.twitch.tv/therealgaramore

Dackjanielz
Posts: 333

Re: Scenario Matchmaking Rework Megathread

Post#56 » Tue Mar 19, 2024 11:37 pm

Garamore wrote: Tue Mar 19, 2024 11:15 pm
Nameless wrote: Tue Mar 19, 2024 6:29 pm I play alot of scens myself here and back then on war. And unlike you I play both sweaty prems and soloing. All scens with guards gives much more opportunities for fights. It is still not equal but it is fight and pugs if good enough could make comeback. When barrier is there, you could get just farm fest for premade.
It is kinda sad that this is your preferred gameplay
Totally agree with this. In scens like battle for praag you could at least use the guards to kill 1-2 and make some kind of comeback. With the barriers its just wipe and afk till surrender. Live version of guards was far far better than RoR. If you are so sweaty getting killed hurts you so much then dont go near guards.

I have never experienced this Guard system but if it rewards the losers then i'm all for it!

Constantly punishing the side that's not winning is NOT the way.

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Phantasm
Posts: 739

Re: Scenario Matchmaking Rework Megathread

Post#57 » Wed Mar 20, 2024 12:49 am

The Guards fetish has got an other side of coin, there are kite groups that dont fight in a middle if they are facing equal premade, they kite back to guards and bait a mistake, then they press on opponent. Is it better then bariers we have right now? Only time will tell and how a topic will be aproach with balance team.

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Bozzax
Posts: 2628

Re: Scenario Matchmaking Rework Megathread

Post#58 » Wed Mar 20, 2024 6:32 am

Surrender is a perfect example

On a personal level I can end scs that are uneven early rewarding the loosing side and winning side faster rewards then playing actual scs. (Remember you always have the option to leave by booking out so there is already an “I won’t have this” option for individuals)

On a queue level strong comps on average end up playing shorter matches >>>> more matches >>>> higher % of uneven matches overall in RoR

Good, bad? The key question would be does the effects of surrender support overarching goals of the server or scs?
Last edited by Bozzax on Wed Mar 20, 2024 11:51 am, edited 2 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Bozzax
Posts: 2628

Re: Scenario Matchmaking Rework Megathread

Post#59 » Wed Mar 20, 2024 6:50 am

Maybe look into why high rr/geared players switch realm or drop queue when they sense one side being weaker or queue discordant only

Quite telling tbh
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

akisnaakkeli
Posts: 285

Re: Scenario Matchmaking Rework Megathread

Post#60 » Wed Mar 20, 2024 8:19 am

JohnnyWayne wrote: Wed Mar 20, 2024 7:38 am
Phantasm wrote: Wed Mar 20, 2024 12:49 am The Guards fetish has got an other side of coin, there are kite groups that dont fight in a middle if they are facing equal premade, they kite back to guards and bait a mistake, then they press on opponent. Is it better then bariers we have right now? Only time will tell and how a topic will be aproach with balance team.
It is predominantly destro players calling for guards over barriers for exactly that reason. ST range on destro is considerably stronger than on order. From my experience barriers do not push enemies away from the spawn but the SC is lost anyway at that point. Guards on the otherhand entice toxic behaviour like range premades kiting and hiding in spawns to get free farm or dominating enemies even pushing spawns for more kills, which happens on a regular basis.
OMFG! Did you just say that its DESTRO PLAYERS who want GUARDS and not Barriers? I mean if this is the quality of players.. Im dumbfounded how you can even think this way : D " It's a realm thing dem guards " ffs im gona stop now because im getting so sad and mad that i will be banned if i say what i want to say. SO JUST BEHAVE=)

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