I exaggerated when i said "exact, literal", apologies. Something very similar to this was attempted previously. I hope this time it will fare better.MaxHayman wrote: Thu Feb 12, 2026 9:31 pmzulnam wrote: Thu Feb 12, 2026 7:20 pmScurtmcgirt wrote: Thu Feb 12, 2026 7:07 pm
Yea am I missing something here? I can only queue for solo skirmish now and not queue for all scenarios like before. Also since this change I have noticed a change from 5 minute queue times as a healer to 20-30 minute queues.We've been here before, but here we are yet again. Trying to make matches more "balanced" in terms of comps for a game where the average playerbase is so small as in RoR will inevitably lead to longer queues.- Matches now balance Archetypes, so both teams have similar amounts of healers, tanks, and DPS
This exact, literal, solution was tried before 3-4 years ago. And it has the exact same effect. Longer queues for a majority of players; sometimes even Healers or tanks, when the other utility archetype was missing.
Just to clarify. Something like what we have now was not tested 3-4 years ago. It was feasible to implement something like that in our old system. It does not require 2-2-2. It has a wide range of "acceptable" compositions for teams and will try and make that. Backfill now also tries to "grow" the player composition evenly, which was not possible in the old system. When backfilling the old system didn't do much to try and balance teams. However, our new system uses the same logic for backfilling and creating matches. I urge you to give it a try. All scenario matchmaking code was completely removed and redesigned using OpenMatch as a foundation which is used by big commercial games.
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