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Lots of Numbers: Twilight's Tide Event Scenarios

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akisnaakkeli
Posts: 285

Re: Lots of Numbers: Twilight's Tide Event Scenarios

Post#51 » Wed Aug 07, 2024 6:08 am

Lumpi said everything truthfully. Ive been thinking for a few years that RoR does not want pugs/solo's even to exist and would rather that this server has 50-100 players online but all are in grps and voice chats than to have 500-1000 players online while those same 50-100 are in grps and voice chats...

This is just my opinion/feelings and probably are not true, but getting less sc pops and renown when you are not in a party(Literally ffs) kind of points to that direction.

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Speedyluck
Posts: 99

Re: Lots of Numbers: Twilight's Tide Event Scenarios

Post#52 » Wed Aug 07, 2024 7:38 am

barriers might be ok, but idle hand or quitter either one need to go, its nearly unplayable for lots of ppl.

calipso
Posts: 71

Re: Lots of Numbers: Twilight's Tide Event Scenarios

Post#53 » Wed Aug 07, 2024 7:49 am

Spoiler:
Rydiak wrote: Tue Aug 06, 2024 6:16 pm
Sulorie wrote: Tue Aug 06, 2024 5:03 pm 5. the opposite would be needed, removal of those barriers for anything but city siege or small sc spawns, where are can get hit from outside. The barriers remove all chances for a weaker team to get momentum back. When half your team dies, the few remaining survivors die too and can't be supported from spawn area in case the superior team does spawn camping. You can't force a premade to pull back my punting critical players into your own guards, in most sc the guards are totally useless too, wondering why they even exist. The latest sc changes with guards and barriers must be made by someone who wants to 100% dominate their opposition with no chance to fight back. Those are quite toxic changes and the opposite to increasing balance. The now extended spawn timers are fine but those where never the issue.
This!!! The SC barrier/guard change has easily been the most destructive change to SC health since the inception of this game. The ability to fight back from spawn has been all but completely removed, which has drastically increased the difficulty of fighting back from a "stomp" and thus has removed any incentive for players to fight after losing their first engagement. This change needs to be reverted as soon as humanly possible, with guards added back to spawns that have the ability to kill enemy players who get too close.
It has been said already, but seems there is no way this mess is going to be fixed. There is just a little light at the end of the tunnel, the rework of matchmaker. But who knows when it is going to happen. There is a thread full with amazing ideas on how to improve scenarios in RoR, which has been completed neglected judging by the last patches.
Scs have become mini rvr maps where the realm with advantage smash the other and flags are completely ignored, just full meat grinder.
I am wondering why scs have been subject of changes without taking matchmaking into consideration.

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agemennon675
Posts: 538

Re: Lots of Numbers: Twilight's Tide Event Scenarios

Post#54 » Wed Aug 07, 2024 8:45 am

calipso wrote: Wed Aug 07, 2024 7:49 am
Spoiler:
Rydiak wrote: Tue Aug 06, 2024 6:16 pm
Sulorie wrote: Tue Aug 06, 2024 5:03 pm 5. the opposite would be needed, removal of those barriers for anything but city siege or small sc spawns, where are can get hit from outside. The barriers remove all chances for a weaker team to get momentum back. When half your team dies, the few remaining survivors die too and can't be supported from spawn area in case the superior team does spawn camping. You can't force a premade to pull back my punting critical players into your own guards, in most sc the guards are totally useless too, wondering why they even exist. The latest sc changes with guards and barriers must be made by someone who wants to 100% dominate their opposition with no chance to fight back. Those are quite toxic changes and the opposite to increasing balance. The now extended spawn timers are fine but those where never the issue.
This!!! The SC barrier/guard change has easily been the most destructive change to SC health since the inception of this game. The ability to fight back from spawn has been all but completely removed, which has drastically increased the difficulty of fighting back from a "stomp" and thus has removed any incentive for players to fight after losing their first engagement. This change needs to be reverted as soon as humanly possible, with guards added back to spawns that have the ability to kill enemy players who get too close.
It has been said already, but seems there is no way this mess is going to be fixed. There is just a little light at the end of the tunnel, the rework of matchmaker. But who knows when it is going to happen. There is a thread full with amazing ideas on how to improve scenarios in RoR, which has been completed neglected judging by the last patches.
Scs have become mini rvr maps where the realm with advantage smash the other and flags are completely ignored, just full meat grinder.
I am wondering why scs have been subject of changes without taking matchmaking into consideration.
Now this is on the doom and gloom category, cm said a sc matchmaker rework is coming so lets wait for it and than start dooming
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normanis
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Re: Lots of Numbers: Twilight's Tide Event Scenarios

Post#55 » Wed Aug 07, 2024 10:34 am

T4 Event SCs - career kill damage of total damage (percentage):
1.SQUIG_HERDER: 56.34
3.SHADOW_WARRIOR: 36.57
who said there, buff squigs. offc st sw also hit hard(i get hitid 3k fester arrow)
p.s matchmaking patch should be before such events where drop bis rings for very long time, not after when all are finished.
"give wh and witch propper aoe like evrywone has it!"

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Brizio
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Posts: 149

Re: Lots of Numbers: Twilight's Tide Event Scenarios

Post#56 » Wed Aug 07, 2024 12:04 pm

agemennon675 wrote: Wed Aug 07, 2024 8:45 am
calipso wrote: Wed Aug 07, 2024 7:49 am
Spoiler:
Rydiak wrote: Tue Aug 06, 2024 6:16 pm

This!!! The SC barrier/guard change has easily been the most destructive change to SC health since the inception of this game. The ability to fight back from spawn has been all but completely removed, which has drastically increased the difficulty of fighting back from a "stomp" and thus has removed any incentive for players to fight after losing their first engagement. This change needs to be reverted as soon as humanly possible, with guards added back to spawns that have the ability to kill enemy players who get too close.
It has been said already, but seems there is no way this mess is going to be fixed. There is just a little light at the end of the tunnel, the rework of matchmaker. But who knows when it is going to happen. There is a thread full with amazing ideas on how to improve scenarios in RoR, which has been completed neglected judging by the last patches.
Scs have become mini rvr maps where the realm with advantage smash the other and flags are completely ignored, just full meat grinder.
I am wondering why scs have been subject of changes without taking matchmaking into consideration.
Now this is on the doom and gloom category, cm said a sc matchmaker rework is coming so lets wait for it and than start dooming


The SC matchmaker rework is even older the Lost Vale.

It has been said too many times. Instead of working on the core issue they install barriers, which is one silly idea that wont fix the core issue.

Stop trying to force players to do what you want and let they choose. "Go get farmed or get a quitter debuff" is so small minded. The person who thought about that should be ashamed.

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Mordecaieth
Posts: 142
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Re: Lots of Numbers: Twilight's Tide Event Scenarios

Post#57 » Wed Aug 07, 2024 12:12 pm

To OP

This is an extremely important thread, and in my over zealous opinion it should top the active threads and absolutely needs attention from the powers that be.

Take this information seriously people, this type of scenario imbalance/matchmaking has been going on for years, noticed- but nothing major has been applied to sort it out.

Well, here you have cold hard facts on your screen. An 80%/20% win rate should never be a desirable metric in any sort of video game.

Seriously can't thank OP enough for compiling all of this information. You put most of our frustrations into figures and in a neat format. Cheers.

Sulorie
Posts: 7457

Re: Lots of Numbers: Twilight's Tide Event Scenarios

Post#58 » Wed Aug 07, 2024 12:21 pm

lumpi33 wrote: Wed Aug 07, 2024 4:31 am
Sulorie wrote: Tue Aug 06, 2024 11:10 pm Pug sc added, not enough, event sc in pug sc pool, not enough.
An incomplete solution is incomplete and wont work well. A car without wheels is incomplete as well and wont drive well either.

What they have added was not what people requested.
- When you queue for discordant you cannot choose what you want you play.
- Up till now you couldn't play event scs in discordant and you still cannot select that you want to play event scs in discordant.
- The normal group scenarios are pulling people away from the discordant mode because a) in discord you couldn't do event scs (till now) and cannot select event scenarios specifically and b) they are popping slowly because of a) since people want to do the event tasks for rewards. Of course there are not enough people for discordant than. No solo would EVER queue for grouped scenarios if they could avoid them and play what they want to.
- Nothing has been done to counter the queue abusing by queuing at the same time or queuing as group. They know about this issue since many years. The meat grinder goes on.
- Nothing has been done to counter pops without tanks or healers on one side which are pretty much unplayable and instant loss.
- Nothing has been done to the groups creating new instances and the enemy side being filled up with pugs.

This as a whole is far from a complete and working solution. It's not working, not for the premade players because they are being bored by the pug enemies and not by the pug players because they are being stomped and stand no chance. How could anybody think that this is a working solution?

Solos were forced to join the normal scenarios just to do the event tasks. Now they can do it in discordant but they cannot choose that they want to play event scs and will again queue for normal event scenarios just to get the tasks done. That is probably the evil plan behind this. The design pulls solos into the group meat grinder. That's the reason there are not enough discordant pops. It's awful. This design clearly throws new/casuals/pugs towards farming groups.
Sulorie wrote: Tue Aug 06, 2024 11:10 pm The event sc tasks itself are not difficult to complete within the whole event duration, even without a premade.
Right, lol. Just because you are having groups to do them doesn't mean it is easy for casuals/pugs who queue up.
You can't select specific discordant sc, because this would fracture the sc pool even more.
We had once no pug sc at all. Then we had a rotating pug sc, which became quite boring after a while and already draw people away from regular sc pool. The next best solution was making them random. You still funnel the few players who want only pug sc in that queue.
When there is no weekend or event the pug queue doesn't pop any faster, you overestimate the numbers of people who can't be bothered to queue all sc.

Most pug players win because they have a premade on their side, which happen to be stronger than the enemy premade. It goes both ways. In many cases people are being rewarded for just being there.
It's time of day and luck who has the stronger players/teams in queue, you can rush through the event tasks as solo player or keep losing the whole evening, it happens. Only one side can win, it's a PVP game. It can be frustrating, this is normal.
I don't want to miss out on SC pops, because either side has only one healer against several healers or too few tanks, since with good other random players you can beat the enemy with one healer. In rare cases with no healer at all.
With such a archetype requirement those sc won't happen and you sit longer in queue than you play games.
Dying is no option.

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Sulorie
Posts: 7457

Re: Lots of Numbers: Twilight's Tide Event Scenarios

Post#59 » Wed Aug 07, 2024 12:27 pm

Mordecaieth wrote: Wed Aug 07, 2024 12:12 pm To OP

This is an extremely important thread, and in my over zealous opinion it should top the active threads and absolutely needs attention from the powers that be.

Take this information seriously people, this type of scenario imbalance/matchmaking has been going on for years, noticed- but nothing major has been applied to sort it out.

Well, here you have cold hard facts on your screen. An 80%/20% win rate should never be a desirable metric in any sort of video game.

Seriously can't thank OP enough for compiling all of this information. You put most of our frustrations into figures and in a neat format. Cheers.
In a game where kills quickly lead to some snowball effect of additional kills in rapid order, total domination of either side is the expected result.
You only have similar killing numbers, if both teams basically take turns in killing their opponents or 2 premades farm the other teams pugs and avoid each other. This isn't normal in any sense.
Even when playing pug vs pug, the individual player strength will lead to one sided matches and one side farming the other. Quit the thinking of close matches.

Most "close" games happen, when one side does objective and the other team farms kills.
Dying is no option.

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Mordecaieth
Posts: 142
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Re: Lots of Numbers: Twilight's Tide Event Scenarios

Post#60 » Wed Aug 07, 2024 12:36 pm

Sulorie wrote: Wed Aug 07, 2024 12:27 pm
Mordecaieth wrote: Wed Aug 07, 2024 12:12 pm To OP

This is an extremely important thread, and in my over zealous opinion it should top the active threads and absolutely needs attention from the powers that be.

Take this information seriously people, this type of scenario imbalance/matchmaking has been going on for years, noticed- but nothing major has been applied to sort it out.

Well, here you have cold hard facts on your screen. An 80%/20% win rate should never be a desirable metric in any sort of video game.

Seriously can't thank OP enough for compiling all of this information. You put most of our frustrations into figures and in a neat format. Cheers.
In a game where kills quickly lead to some snowball effect of additional kills in rapid order, total domination of either side is the expected result.
You only have similar killing numbers, if both teams basically take turns in killing their opponents or 2 premades farm the other teams pugs and avoid each other. This isn't normal in any sense.
Even when playing pug vs pug, the individual player strength will lead to one sided matches and one side farming the other. Quit the thinking of close matches.

Most "close" games happen, when one side does objective and the other team farms kills.
I do enjoy how you almost always quote me and go "yeah no this is wrong because I said so."

Your opinion is noted.

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