Hello, Recent changes with both adding new barriers and the Idle Hands buff seems to be trying to solve a problem by going around it the wrong way.
The problem as we all know is that once you enter an SC either as a solo/pug or with a premade after the first fight in 9/10 sc's you know who will win or lose(sometimes even before this if say you have no healer on your side).
This makes it so that the losing side sees no hope in a comeback and they quit playing/feeding, and now stand in spawn waiting for the surrender option.
The soloution to this is to have some matchmaking, and we dont need to make this into ranked matchmaking with perfect 2/2/2 and inc healdebuffs etc.
The matchmaker only has to try and make the teams somewhat even, taking into account queue times.
So for an example if destro has say 2 healers 2 tanks and 8 dps the matchmaker then should not allow order to enter with 11 dps 1 tank, because the outcome is all but certain even before the sc begins.
But it could start it with 2 heals 1 tank 9 dps on order or something similair, what I mean is the matchmaker does not have to be all to picky, but some loose matchmaking is needed to not just give free crests to one side in 70% of the games.
I also think that the current SC matchmaking or lack of matchmaking is the single biggest reason new players quit the game and the new changes does not at all help this but rather make even more players quit.
Scenarios
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Re: Scenarios
matchmaking was never implemented in the past 10 years and i believe will never see the light. most players simply roll dps because wish to see big numbers on screen. The % of healers/tanks per faction is insufficient. forcing a 2-2-2, while i like the idea, will discourage even more player joining scenarios.Baaldr wrote: ↑Sat Jul 27, 2024 6:41 am Hello, Recent changes with both adding new barriers and the Idle Hands buff seems to be trying to solve a problem by going around it the wrong way.
The problem as we all know is that once you enter an SC either as a solo/pug or with a premade after the first fight in 9/10 sc's you know who will win or lose(sometimes even before this if say you have no healer on your side).
This makes it so that the losing side sees no hope in a comeback and they quit playing/feeding, and now stand in spawn waiting for the surrender option.
The soloution to this is to have some matchmaking, and we dont need to make this into ranked matchmaking with perfect 2/2/2 and inc healdebuffs etc.
The matchmaker only has to try and make the teams somewhat even, taking into account queue times.
So for an example if destro has say 2 healers 2 tanks and 8 dps the matchmaker then should not allow order to enter with 11 dps 1 tank, because the outcome is all but certain even before the sc begins.
But it could start it with 2 heals 1 tank 9 dps on order or something similair, what I mean is the matchmaker does not have to be all to picky, but some loose matchmaking is needed to not just give free crests to one side in 70% of the games.
I also think that the current SC matchmaking or lack of matchmaking is the single biggest reason new players quit the game and the new changes does not at all help this but rather make even more players quit.
Re: Scenarios
Thats what I said, not to try and force a 2/2/2 just to try and balance the teams somewhat.Lion1986 wrote: ↑Sat Jul 27, 2024 6:59 ammatchmaking was never implemented in the past 10 years and i believe will never see the light. most players simply roll dps because wish to see big numbers on screen. The % of healers/tanks per faction is insufficient. forcing a 2-2-2, while i like the idea, will discourage even more player joining scenarios.Baaldr wrote: ↑Sat Jul 27, 2024 6:41 am Hello, Recent changes with both adding new barriers and the Idle Hands buff seems to be trying to solve a problem by going around it the wrong way.
The problem as we all know is that once you enter an SC either as a solo/pug or with a premade after the first fight in 9/10 sc's you know who will win or lose(sometimes even before this if say you have no healer on your side).
This makes it so that the losing side sees no hope in a comeback and they quit playing/feeding, and now stand in spawn waiting for the surrender option.
The soloution to this is to have some matchmaking, and we dont need to make this into ranked matchmaking with perfect 2/2/2 and inc healdebuffs etc.
The matchmaker only has to try and make the teams somewhat even, taking into account queue times.
So for an example if destro has say 2 healers 2 tanks and 8 dps the matchmaker then should not allow order to enter with 11 dps 1 tank, because the outcome is all but certain even before the sc begins.
But it could start it with 2 heals 1 tank 9 dps on order or something similair, what I mean is the matchmaker does not have to be all to picky, but some loose matchmaking is needed to not just give free crests to one side in 70% of the games.
I also think that the current SC matchmaking or lack of matchmaking is the single biggest reason new players quit the game and the new changes does not at all help this but rather make even more players quit.
Re: Scenarios
is a argument negativng itself. how you expect to balance if, for example, destro is in queue with 10dps and 2 heals while order got 6 heal 2 tanks and 2 dps?
Game killed himself not because of ror devs, but because it utterly fails to attract new players to test it. (just check out reddit of ror ti give you an idea)
most newcomers simply quit due to pathetic class mechanics compared to other mmorpgs where pvp is more "dynamic" and self reliant. (example: newbie rolls sorc/bw and notice that class kills itself just by casting. Being forced to rely on pocket healer , and good luck getting one in all scenarios/rvr pugs, simply quit and looks for something better)I also think that the current SC matchmaking or lack of matchmaking is the single biggest reason new players quit the game and the new changes does not at all help this but rather make even more players quit.
Game killed himself not because of ror devs, but because it utterly fails to attract new players to test it. (just check out reddit of ror ti give you an idea)
Re: Scenarios
Matchmaking would indeed resolve most scenario issues, which is something that the staff is actively working on AFAIK.
I think the barriers and Idle Hands could be okay alongside something like a permanent warcamp buff at spawns, siege weapons that can actually be fired from outside the barrier (KEK?) and some better combat improvements, such as mobility and survival tools for classes that lack them (I think Lion1986 was also hinting at this above). The current scenario changes do nothing to solve a pug stomp and are pointless in almost every balanced scenario, so I think the goal post was missed here.
10 seconds of -75% damage is certainly useful but that's not even enough time for a Slayer/Choppa to hit Red. I have played over 100 scenarios since the introduction of this system and I can safely say that I have seen it have an impact during a spawncamp exactly 0 times.
In Summary, these changes are more or less not needed with better matchmaking and they are quite ineffective in situations where they should be useful.
My 2 cents, Thanks,
Uchoo
I think the barriers and Idle Hands could be okay alongside something like a permanent warcamp buff at spawns, siege weapons that can actually be fired from outside the barrier (KEK?) and some better combat improvements, such as mobility and survival tools for classes that lack them (I think Lion1986 was also hinting at this above). The current scenario changes do nothing to solve a pug stomp and are pointless in almost every balanced scenario, so I think the goal post was missed here.
10 seconds of -75% damage is certainly useful but that's not even enough time for a Slayer/Choppa to hit Red. I have played over 100 scenarios since the introduction of this system and I can safely say that I have seen it have an impact during a spawncamp exactly 0 times.
In Summary, these changes are more or less not needed with better matchmaking and they are quite ineffective in situations where they should be useful.
My 2 cents, Thanks,
Uchoo
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Re: Scenarios
exactly my point. Some classes are just left to rot in the dust in pug scenarios; this discourage pop sticking as you are basically a free kill for enemy team and nothing more. not that much fun =(Uchoo wrote: ↑Sat Jul 27, 2024 8:01 am Matchmaking would indeed resolve most scenario issues, which is something that the staff is actively working on AFAIK.
I think the barriers and Idle Hands could be okay alongside something like a permanent warcamp buff at spawns, siege weapons that can actually be fired from outside the barrier (KEK?) and some better combat improvements, such as mobility and survival tools for classes that lack them (I think Lion1986 was also hinting at this above).
Re: Scenarios
Correct me if i'm wrong, isnt matchmaking working already on Ranked sc? And if so, why hasn’t be implemented on a regular sc by now to balance fights? Double premades vs pugs constantly happening no matter the realm you are on, instead to match 1-1 at least to get some balance.Lion1986 wrote: ↑Sat Jul 27, 2024 6:59 ammatchmaking was never implemented in the past 10 years and i believe will never see the light. most players simply roll dps because wish to see big numbers on screen. The % of healers/tanks per faction is insufficient. forcing a 2-2-2, while i like the idea, will discourage even more player joining scenarios.Baaldr wrote: ↑Sat Jul 27, 2024 6:41 am Hello, Recent changes with both adding new barriers and the Idle Hands buff seems to be trying to solve a problem by going around it the wrong way.
The problem as we all know is that once you enter an SC either as a solo/pug or with a premade after the first fight in 9/10 sc's you know who will win or lose(sometimes even before this if say you have no healer on your side).
This makes it so that the losing side sees no hope in a comeback and they quit playing/feeding, and now stand in spawn waiting for the surrender option.
The soloution to this is to have some matchmaking, and we dont need to make this into ranked matchmaking with perfect 2/2/2 and inc healdebuffs etc.
The matchmaker only has to try and make the teams somewhat even, taking into account queue times.
So for an example if destro has say 2 healers 2 tanks and 8 dps the matchmaker then should not allow order to enter with 11 dps 1 tank, because the outcome is all but certain even before the sc begins.
But it could start it with 2 heals 1 tank 9 dps on order or something similair, what I mean is the matchmaker does not have to be all to picky, but some loose matchmaking is needed to not just give free crests to one side in 70% of the games.
I also think that the current SC matchmaking or lack of matchmaking is the single biggest reason new players quit the game and the new changes does not at all help this but rather make even more players quit.
Barriers are just another make up to full fill somebody’s dream under the excuse of ppl going afk. Encourage game play instead, bring back champs and remove barriers for the underdog to get a chance of come back and punish the meatball grind.
New buff is useless, ive been doing hundred scs after implementation yet i haven’t seen any use of it at all, 0 come backs nor really doing any kind of impact.
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- Posts: 99
Re: Scenarios
if theres a matchmaker it is to make sure its packed with fresh meat for the premades, and with the series of recent changes i think the message is clear: get lost or get farmed.
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Re: Scenarios
Being driven up on the barriers by premades with nowhere to run means you are basically in an octogon in every scenario... yea this won't just drive new players away but old dedicated players as well who do not have the time to form up 6 man in comms every time they want to play the game. More and more often I am just logging to other games now as well after a couple of polarized SC matches, and i love warhammer online more than most.
If the hardcore gamer is the only person this server wishes to cater to.. it is a death sentence. And ironically it removes any sense of achievement for those hardcore players as well as all they get to do is run over a disorganized pug opponent 99% of the time. I can vouch that this is no fun to do and when i have been in premades we all get bored after a couple rounds.
At the current server population you're actually better off just disabling premade at all for anything but ranked, and forcing balanced roles for all. The system is already in place for solo ranked, it is an easy change to implement. Premades can still roam and do ranked SC if they want optimized gameplay.
If the hardcore gamer is the only person this server wishes to cater to.. it is a death sentence. And ironically it removes any sense of achievement for those hardcore players as well as all they get to do is run over a disorganized pug opponent 99% of the time. I can vouch that this is no fun to do and when i have been in premades we all get bored after a couple rounds.
At the current server population you're actually better off just disabling premade at all for anything but ranked, and forcing balanced roles for all. The system is already in place for solo ranked, it is an easy change to implement. Premades can still roam and do ranked SC if they want optimized gameplay.
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Re: Scenarios
You can't put all groups in a 6v6 ranked setup, getting bored writing it over and over again so here is my post from the last "premade are the root of all evil" thread:Wyzard wrote: ↑Sat Jul 27, 2024 11:40 am Being driven up on the barriers by premades with nowhere to run means you are basically in an octogon in every scenario... yea this won't just drive new players away but old dedicated players as well who do not have the time to form up 6 man in comms every time they want to play the game. More and more often I am just logging to other games now as well after a couple of polarized SC matches, and i love warhammer online more than most.
If the hardcore gamer is the only person this server wishes to cater to.. it is a death sentence. And ironically it removes any sense of achievement for those hardcore players as well as all they get to do is run over a disorganized pug opponent 99% of the time. I can vouch that this is no fun to do and when i have been in premades we all get bored after a couple rounds.
At the current server population you're actually better off just disabling premade at all for anything but ranked, and forcing balanced roles for all. The system is already in place for solo ranked, it is an easy change to implement. Premades can still roam and do ranked SC if they want optimized gameplay.
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