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Temporary Matchmaking Test

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nat3s
Posts: 511

Re: Temporary Matchmaking Test

Post#11 » Mon Dec 29, 2025 4:23 pm

SkallyZ wrote: Mon Dec 29, 2025 2:27 pm Epic stuff!

Also, we can see a Dungeon tab in the queue window.... WIP?

Good spot! That would be a HUGE quality of life improvement if implemented, fingers crossed!!
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Ninjagon
Posts: 565

Re: Temporary Matchmaking Test

Post#12 » Mon Dec 29, 2025 4:34 pm

Great news!
- If you click “Give me a minute”, you’ll be automatically teleported in when the timer ends.
Will this happen, even while in combat in RvR ?
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Posts: 32

Re: Temporary Matchmaking Test

Post#13 » Mon Dec 29, 2025 4:44 pm

georgehabadasher wrote: Mon Dec 29, 2025 1:11 pm 1) What is the purpose of starting a scenario two minutes early and making people wait up to two minutes until it fills? Why not just wait for the requisite number of people to enter the queue and start everyone at the same time?
Because it can take up to 2 minutes after you get a pop before you join if you run the timer down then click "Give me a minute".

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gersy
Posts: 263

Re: Temporary Matchmaking Test

Post#14 » Mon Dec 29, 2025 4:57 pm

MaxHayman wrote: Mon Dec 29, 2025 12:46 pm
We understand that players sometimes prefer different scenarios or game modes and would prefer to play them less frequently. Therefore we have added a scenario blacklisting system.
Blacklisted scenarios will be selected less frequently when searching.



Instead of separate queues per scenario map, there's now a single random scenario queue, which will improve queue speed and map variety. We're just testing this single queue on PTS, and behind-the-scenes we're discussing how best to handle Weekend Warfronts and other Scenario types, which we'll share more on later.



Please heavily consider reimplementing weekend events as well as individual map queueing.

One of the best parts of good multiplayer pvp games was always a server browser or ability to specific queue maps that players grow to love and want to play often (think how many players choose to play mostly de_dust2 on counter-strike or blood gulch in halo).

Especially in this game, where many of the maps are poorly designed or disliked by the community (twisted tower, bright wizard college, ironclad, etc.). Please don't say "we'll rework the maps down the line to make them more fun/balanced". Because I can guarantee most players don't want to wait another 2-5 years for twisted tower to be reworked in to something less abominable, while spending those years being forced to play it at random.

I think it’s rather important to maintain the ability to choose what maps you’re playing. Disallowing it or removing weekend events that target a specific SC and funnel players in to that SC while giving bonus rewards is a step backwards. Else you are going to see a lot of ppl having quitter debuff when they get twisted tower and decide to just go back to roaming in orvr instead.

The blacklist feature is clearly made to alleviate this concern, right? In theory it seems like that is the case but due to it being listed here that: "Blacklisted scenarios will be selected less frequently", I believe that the current blacklist won't do enough. It should not make them occur LESS frequently, it should block them entirely if you choose to blacklist a map. That's what a blacklist is after all.
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JohnnyWayne
Posts: 60

Re: Temporary Matchmaking Test

Post#15 » Mon Dec 29, 2025 5:03 pm

The matching based on a point system is what I also had suggested about 2 years back. Sounds awesome. Really interested how your calculation formula looks like. What aspects are considered.

Looking forward to seeing the the performance improvements. Does this utilize a bucket approach that kicks off SCs every x seconds?

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KhanSuReaper
Posts: 8

Re: Temporary Matchmaking Test

Post#16 » Mon Dec 29, 2025 5:42 pm

Super excited for this to be implemented. I hope all goes to plan and we can see it permanently. Great work, guys!

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Culexus
Posts: 293

Re: Temporary Matchmaking Test

Post#17 » Mon Dec 29, 2025 6:23 pm

Looking good.

Nice to see a dungeon finder added to the game as well. It would be great if this were expanded to include a group-forming feature for forming premades for all content. Then the group finder could be a one-stop shop for all group content. The current /5 system is too old school, even for this game.

MaxHayman wrote: Mon Dec 29, 2025 12:46 pm We welcome feedback on how the matchmaker is performing, including how balanced matches feel.

I know it's probably too late to add now, but adding a unique identification number given to players at the end of the scenario and asking players to provide the number when giving feedback may help you compare the feedback against the actual data. Some players tend to think balance is "the enemy puts up a good fight against me until I win". Also, as all groups are now 2-2-2, it will be tough for solo querers to determine if the enemy they are facing is a premade or not. I expect lots of "Solos are still being put against premades!" in the feedback every time 2 players hit the same target. A unique identification number to help you track down the specific scenario will help determine if this is true. This will be especially useful for the test, as I'd imagine a lot of vets who know how to assist will be queuing solo, making it seem like there are a lot more premades in the queue to other solo queuers than there actually are.
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Alubert
Posts: 649

Re: Temporary Matchmaking Test

Post#18 » Mon Dec 29, 2025 7:10 pm

Great news!
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illumius
Posts: 73

Re: Temporary Matchmaking Test

Post#19 » Mon Dec 29, 2025 8:02 pm

Is it possible to add a cumulative queue priority to an account? For example, I choose an unpopular healer archetype for 2-3 matches, but then I get to the front of the queue if I switch to a DPS
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Akalukz
Posts: 1868

Re: Temporary Matchmaking Test

Post#20 » Mon Dec 29, 2025 8:12 pm

illumius wrote: Mon Dec 29, 2025 8:02 pm Is it possible to add a cumulative queue priority to an account? For example, I choose an unpopular healer archetype for 2-3 matches, but then I get to the front of the queue if I switch to a DPS
This would be good, cuz swapping to "needed" classes, just slows down the class I really wanted to play.
-= Agony =-

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