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Scenario Matchmaking Rework Megathread

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ShadowWar
Posts: 199

Re: Scenario Matchmaking Rework Megathread

Post#171 » Fri Jul 19, 2024 3:03 pm

Matchmaking is brutally hard. Looking to other places for inspiration may help. I think DotA implemented a system where when you queue for x games as a less common role, and you get priority on the more commonly played roles (or similar, haven't played in two+ years).

It's not an easy translation over here, because we are locked into a class based system, but make it an account level mark, and remove any SCs a player votes yes to surrender on to help avoid abusing it.

Just spit-balling.

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Akalukz
Posts: 1817

Re: Scenario Matchmaking Rework Megathread

Post#172 » Fri Jul 19, 2024 4:56 pm

There is a simple solution honestly.

Put 6 man in the queue both sides, fill that queue with 6 man, if not enough 6 man groups, go to next step

take any 5 man groups and fill with a solo to create a 6 man - put in the above queue or start a new one, prioritize to fill the 5 man (or whatever) to be 2/2/2 So if they are missing a DPS< give them a dps. If they are missing a healer give them a healer, if they have 5 dps, give them a healer :)

Repeat.

Develop a ranked like window showing groups queued (6 man x / 5 man x / 4 man x / etc, then break down by archtype. for totals. 15 tanks, 12 healers, 500 dps, :) Only launch full queueus with full 6 man groups.

Queues should launch every 15 mins, if you miss out you miss out. Catch the next one. Could even weight the classes/characters. If not enough to be a valid queue, post a message, not enough .. healers to launch scenario, next queue in 15 mins.

Could incentives further by doing something similar to the PVE weekly, where you get an account bound token for completing scenarios weekly on a toon, good for 75 crests on any toon.
-= Agony =-

stronky
Posts: 1

Re: Scenario Matchmaking Rework Megathread

Post#173 » Sat Jul 20, 2024 10:21 pm

I am not going into a lengthy feedback and reponse..

Overall, I think there is a heavy YTYDBYD about premades in the current design and current (last week) sc changes. The vast majority of players are not interested in grouping for sc play. And those that do, do it to farm a far inferior opponent to get rewards fast. It's lower yield for both sides.

1. Premade vs pug is not fun for either side. At best, premade get 10 kills and pug get 0. There's no entertaining gameplay atm. Even as someone who do premade, i prefer the sc where no one has prems. The pugs are heavily objecting to being matches into premades by denying kills. It's what we see clear as day.

2. The changes you currently made are toxic to the issue and doesn't find the root cause. The last here at july forcing pugs to go out of spawn to be farmed even more. IF you care about twilight tide midtier you would not reduce drop chances, but fix queues to be pug vs pug, max 1 premade, or just remove premade prioritisation in queue. All of this would help new player experience more. Neither the sc nor twillight changes would be needed if T4 was more engaging that a typical midtier sc, i.e. had avg 30-60 kills.

You are not finding the root cause of why sc isn't currently working. Partly, because you believe sc should primarily be group play. If you made discordant for weekly only, you would see premade sc die altogether. While people who like premade should be catered to, there isn't a population to support premades. It is also a static variable, that cannot be changed. Whatever changes I can read you are making - with MMR, matching mastery builds and classes - you are removing randomness and increasing the static variable of the pug, but the pug will ALWAYS have an inferior team to the premade. If premade worked, ranked would have been a success. I don't think working on class matchmaking will work at all.

So I would either (1) make discordant weekly and see where it pushes people (2) make weekly sc also be doable on discordant (3) make weekly sc not having the win requirement or making more objectives where not all are needed (4) make personal mmr for premades, and queue an increasinly larger population of pugs against it. Point 1-3 will make it very clear whether my statement about YTYDBYD has any truth.

YTYDBYD : https://www.youtube.com/watch?v=0Wrw3c2NjeE
Last edited by stronky on Sat Jul 20, 2024 11:51 pm, edited 4 times in total.

Allonairre
Posts: 30

Re: Scenario Matchmaking Rework Megathread

Post#174 » Sat Jul 20, 2024 10:58 pm

@JohnnyWayne

Thank you for the reply.

I am not asking for anything to fix low population but if a match maker cannot deal with low pop well it will not help.

I think the only solution when pop is low is cross realm with archetypes split evenly and trainers.

This is important to me because I play in Aussie (NZ) time zone and pop is not healthy :).

Even when the pops are very fast it’s basically the same players every time which suggests to me that there is only 1 SCs worth of population Qing in n each side… so not really optimisable.

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Ninjagon
Posts: 537

Re: Scenario Matchmaking Rework Megathread

Post#175 » Thu Aug 08, 2024 12:39 pm

Barrier system and "scenario kick system" are both very bad ideas.

Suggestions:
Cancel all barriers and add some new type of guards - strong ones but doing like 7k damage, not 30k.
Add some renown kill bonus for defenders while in the starting area.
And there will be fun again, even pugs vs premades.
Ninjamag - The Sorcerer. RETRIBUTION / DEVASTATION guild.
Order: Velmires WP, Carnow Knight, Ninjagon BW, Ninjab WL
Destro: Ninjamar mara, Khaininja DoK, Ninjaguard chosen, Ninjamag sorc
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Emissary
Community Manager
Posts: 469

Re: Scenario Matchmaking Rework Megathread

Post#176 » Thu Aug 08, 2024 1:07 pm

Ninjagon wrote: Thu Aug 08, 2024 12:39 pm Barrier system and "scenario kick system" are both very bad ideas.

Suggestions:
Cancel all barriers and add some new type of guards - strong ones but doing like 7k damage, not 30k.
Add some renown kill bonus for defenders while in the starting area.
And there will be fun again, even pugs vs premades.
The guards not working was a bug, I have fixed that and it should be pushed next patch.
"Courage, Honor, Loyalty, Sacrifice. You're braver than you think."

Watch me on Twitch!!!


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Brizio
Suspended
Posts: 149

Re: Scenario Matchmaking Rework Megathread

Post#177 » Thu Aug 08, 2024 1:09 pm

stronky wrote: Sat Jul 20, 2024 10:21 pm I am not going into a lengthy feedback and reponse..

Overall, I think there is a heavy YTYDBYD about premades in the current design and current (last week) sc changes. The vast majority of players are not interested in grouping for sc play. And those that do, do it to farm a far inferior opponent to get rewards fast. It's lower yield for both sides.

1. Premade vs pug is not fun for either side. At best, premade get 10 kills and pug get 0. There's no entertaining gameplay atm. Even as someone who do premade, i prefer the sc where no one has prems. The pugs are heavily objecting to being matches into premades by denying kills. It's what we see clear as day.

2. The changes you currently made are toxic to the issue and doesn't find the root cause. The last here at july forcing pugs to go out of spawn to be farmed even more. IF you care about twilight tide midtier you would not reduce drop chances, but fix queues to be pug vs pug, max 1 premade, or just remove premade prioritisation in queue. All of this would help new player experience more. Neither the sc nor twillight changes would be needed if T4 was more engaging that a typical midtier sc, i.e. had avg 30-60 kills.

You are not finding the root cause of why sc isn't currently working. Partly, because you believe sc should primarily be group play. If you made discordant for weekly only, you would see premade sc die altogether. While people who like premade should be catered to, there isn't a population to support premades. It is also a static variable, that cannot be changed. Whatever changes I can read you are making - with MMR, matching mastery builds and classes - you are removing randomness and increasing the static variable of the pug, but the pug will ALWAYS have an inferior team to the premade. If premade worked, ranked would have been a success. I don't think working on class matchmaking will work at all.

So I would either (1) make discordant weekly and see where it pushes people (2) make weekly sc also be doable on discordant (3) make weekly sc not having the win requirement or making more objectives where not all are needed (4) make personal mmr for premades, and queue an increasinly larger population of pugs against it. Point 1-3 will make it very clear whether my statement about YTYDBYD has any truth.

YTYDBYD : https://www.youtube.com/watch?v=0Wrw3c2NjeE

Wow, i like this guy. Agreed.

Speedyluck
Posts: 103

Re: Scenario Matchmaking Rework Megathread

Post#178 » Thu Aug 08, 2024 1:27 pm

idle hand or quitter, one must go.

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