First and foremost, I want to recognize the difficulty of achieving fair matchmaking based on the time of day. It's a complex issue, and I genuinely appreciate efforts to tackle it. However, there are certain scenarios that leave me feeling dissatisfied:
Imagine this: you have your own premade group, but you're matched against two other premades along with complete PuGs in your second group. These PuGs are neither balanced nor typically prepared to face premades. Depending on the timezone you play, certain classes struggle to survive on their own. In these situations, the two premades often overpower the PuGs swiftly, essentially leaving you to face two premades with just one. I don't mean to sound elitist, but as a veteran player, I've noticed a recurring pattern. Inexperienced players tend to focus solely on objectives to win the scenario, while veterans prioritize minimizing losses, eliminating as many enemies as possible, or showcasing their prowess against opposing premades. It's not openly discussed, but it's a reality: many premades from established guilds usually play one side to avoid the burden of "carrying" PuGs or the risk of defeat (yes, unfortunately, statistics still matter in this game). This aligns with the sentiments expressed previously. While statistics drive some players—probably the only positive aspect—it can also demotivate others. This is particularly evident in city fights nowadays. Players simply leave the battlefield immediately if they feel that continuing to play won't benefit them statistically. However, it's also not uncommon for players to warreport out of a scenario if things aren't going well, even while having an own premade.
On the other hand, solo players are encountering challenges in finding safe retreat points. While this game isn't primarily designed for solo gaming, it should still be enjoyable for all players, including those who prefer playing alone. For instance, Discordant doesn't cover weekend event scenarios, exacerbating the issue where PuGs essentially become easy targets for premades in scenarios.
Scenario Matchmaking Rework Megathread
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Re: Scenario Matchmaking Rework Megathread
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Scenario redesign
As we all know, the current scenario design has many flaws:
1. After the scenario starts and everyone is moved to the map, do not show a summary window displaying the enemies.
2. Thirty seconds before the scenario starts, shuffle characters from groups 1-3 into optimized groups, ensuring each group has at least 1 tank, 1 healer, and 1 DPS. This would function similarly to the Autoband addon, which reorganizes groups with the click of a button. Leave groups 4-6 out of this process to allow premades to avoid being mixed with the rest of the scenario groups.
End the scenario in one of three possible ways:
- Solo queuers avoid fighting against premades.
- Premades prefer fighting against weaker groups.
- Weaker groups disband after a few defeats.
- Most scenarios end up with players waiting to surrender instead of continuing the fight.
1. After the scenario starts and everyone is moved to the map, do not show a summary window displaying the enemies.
2. Thirty seconds before the scenario starts, shuffle characters from groups 1-3 into optimized groups, ensuring each group has at least 1 tank, 1 healer, and 1 DPS. This would function similarly to the Autoband addon, which reorganizes groups with the click of a button. Leave groups 4-6 out of this process to allow premades to avoid being mixed with the rest of the scenario groups.
End the scenario in one of three possible ways:
- Achieve a score of 500 by completing objectives or gathering kills, same as now.
- Implement a surrender vote, the same as it is now.
- Automatically end the scenario when there is a 10-kill difference between sides.
- Increased willingness to leave the start area and actually play the game, at least for the initial part.
- No automatic quitting after seeing a premade on the other side through the summary window.
- SpacefishPrime
- Posts: 22
Re: Scenario Matchmaking Rework Megathread
I haven't thought through all the implications of this and have no ranked experience yet, just theorycrafting here, but what if in unranked scenarios Guard and Healing were toned down based on the relative ratio of tanks and healers on a team? Sort of like how LOTD works with population disparity. That way, you perserve all the long pull resources (players in queue), not trying to force a balanced comp by excluding anyone.
I say this as a healer main that spends most of my time in scenarios getting dogpiled, and not trying to be a beggar to my own demise, but part (perharps crux) of the problem in pugs is the gap between defensive tools due to class distributions.
Even 2/2/2 vs 2/2/2 premade vs premade in a casual scenario is frustrating because defenses are tuned for ORvR and nothing dies outside of RanaldNG procs or operatically executed coordination that belongs in a ranked gamemode.
I say this as a healer main that spends most of my time in scenarios getting dogpiled, and not trying to be a beggar to my own demise, but part (perharps crux) of the problem in pugs is the gap between defensive tools due to class distributions.
Even 2/2/2 vs 2/2/2 premade vs premade in a casual scenario is frustrating because defenses are tuned for ORvR and nothing dies outside of RanaldNG procs or operatically executed coordination that belongs in a ranked gamemode.
Matchmaking
Can the devs pease for the sake of everything make a matchmaking for sc? there is no point of playing if the enemy team has healers for days and your team has 1-2. I'm more than happy to wait longer times for a sc to pop if there is a fair chance of winning for both teams not just one rolling over the other.
thats the default the last few days:

thats the default the last few days:

Re: Scenario Matchmaking Rework Megathread
trh382 wrote: ↑Mon Mar 18, 2024 12:17 am I would divide the issue into three cases:
1. Medium-High Population times where 2 or more scenarios are firing.
During these times more weight should be put on match balancing and composition so that the games are more fun.
2. Low Population times when 1 scenario is firing
During these times you want to ensure that people can continue to play the game. I recommend adding an interface identical to the rank queue tracker which shows how many of each class are in queue on each side. Have this run for t1, mid tier, and t4 in the same window.
By examining what is going on with the queue, players can coordinate to make sure at least one of the queues are popping and they can play the game.
3. Very Low Population times when zero scenarios are firing
I suggest that you implement cross faction discordant queue, similar to the solo ranked queue during the dead times late NA etc when players simply cannot get a scenario pop at all. Same interface as above as well, so that everyone can see what is queued in t1/mid tier/t4 and relog as appropriate to get games.
For the mixed discordant pops, I would require at least 1 tank and 1 healer per 12 players in all games for the scenario to fire - otherwise the game is basically unplayable.
That would be really nice and it will fix a lot of scenario problems!!!
Kaktos The Sorcerer
War Never Ends!!!




War Never Ends!!!
Re: Scenario Matchmaking Rework Megathread
Simply force roles in scenario by 2-2-2 setups. Most scenarios are 90%dps 1 tank and 1 heal
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Re: Scenario Matchmaking Rework Megathread
- Default 2/2/2 setup,
- autosort (autoband function) at the 20s before scenario start (only groups 1-3, groups 4-6 are for premades and exluded from sorting),
- add Scenario Tracker with UI showing which archetypes are currently in queue and how many scenarios are ongoing,
- remove surrender command,
- add instead autoresolve scenario when there is 10+ kills difference between sides.
Option for lower tiers - balance XP and RP gains for a lost scenario, currently there is huge XP u get for a lost sc, but very small amount of RP. In a result, people that learning game and dont play fully to their potential are punished with getting more XP then RPs and forced to reach rank 40 with low RR number.
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- Posts: 300
Re: Scenario Matchmaking Rework Megathread
The fact you basically get no reward for playing the objectives is odd. Not only is it boring to sit for 30s to cap some objective, where you MIGHT get an extra crest or two after your team wins 5-10mins later.
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