there is one more hidden change that make me uncomfortable and often decline sc pop if got pop at all.
Cos the wait time is not so low i roam some orvr. Before if u take pop out of BO/keep range when scen is over you got ported at the place you took the pop. Now that is changed and you got teleported at the wc. That somehow break my orvr rhythm and make me cancel some pops.
There are some positives from that change but me personally dont like it
SCs dying
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Re: SCs dying
If the problem occures outside of EU hours, maybe it's more of a population/culture problem then? ever thought about that before blaming system that obviously has improved things?joroth wrote: Fri Apr 17, 2026 10:11 pmsounds like you only play on the weekend warfront or during prime time. Anything outside of EU hours SC's fall off a cliff and if theres no weekend warfront its 1 sc per 1-2 hours as dps if your lucky.crystl32 wrote: Fri Apr 17, 2026 7:04 pm been having no issues with this.
its working fine.
weekend sc are popping all over the place.
and sc are less of a crap show now.
i think you are on your own with this one^^^.
Re: SCs dying
the big problem is when scene continue pump up new players after start
- kleinbuchstabe
- Posts: 165
Re: SCs dying
What SC system needs most is an incentive system - the so called "carrot".
Originial Reward for Scenarios were SC-token weapons, wich were BiS. So it was worth it to perma queue for scenario, to farm the tokens - to get a BiS weapon.
But since the token system was simplified / unified, and there were better weapons than Anathema implemented, the incentive to queue for SCs was completely lost for many players. You can clearly see that during weekend warfront, when more people queue in 2 days, than in the whole week before. Just because there is an incentive system.
If you want to revive Scenarios, bring back an incentive / a carrot again.
I think it was a good step to unify the tokens for RvR and armor sets, cause no one needed different tokens for each new set of armor. Same goes for the SC-tokens, because there were also many different ones for each new lvl of weapon, wich is totaly unneccessary.
But the fundamental existance of SC-tokens should have been untouched. They re-implemented them more or less as ranked-SC tokens. But ranked SC failed generaly, cause many people didnt like the system.
So maybe it would be a good step to re-implement SC tokens, for SC weapons like it was before.
Would also create the opportunity, to bring back the BiS weapons from PvE to PvP again.
Originial Reward for Scenarios were SC-token weapons, wich were BiS. So it was worth it to perma queue for scenario, to farm the tokens - to get a BiS weapon.
But since the token system was simplified / unified, and there were better weapons than Anathema implemented, the incentive to queue for SCs was completely lost for many players. You can clearly see that during weekend warfront, when more people queue in 2 days, than in the whole week before. Just because there is an incentive system.
If you want to revive Scenarios, bring back an incentive / a carrot again.
I think it was a good step to unify the tokens for RvR and armor sets, cause no one needed different tokens for each new set of armor. Same goes for the SC-tokens, because there were also many different ones for each new lvl of weapon, wich is totaly unneccessary.
But the fundamental existance of SC-tokens should have been untouched. They re-implemented them more or less as ranked-SC tokens. But ranked SC failed generaly, cause many people didnt like the system.
So maybe it would be a good step to re-implement SC tokens, for SC weapons like it was before.
Would also create the opportunity, to bring back the BiS weapons from PvE to PvP again.
Re: SCs dying
This!kleinbuchstabe wrote: Sat Apr 18, 2026 8:28 am What SC system needs most is an incentive system - the so called "carrot".
Originial Reward for Scenarios were SC-token weapons, wich were BiS. So it was worth it to perma queue for scenario, to farm the tokens - to get a BiS weapon.
But since the token system was simplified / unified, and there were better weapons than Anathema implemented, the incentive to queue for SCs was completely lost for many players. You can clearly see that during weekend warfront, when more people queue in 2 days, than in the whole week before. Just because there is an incentive system.
If you want to revive Scenarios, bring back an incentive / a carrot again.
I think it was a good step to unify the tokens for RvR and armor sets, cause no one needed different tokens for each new set of armor. Same goes for the SC-tokens,because there wer also 100 different ones for each lvl of weapon, wich is totaly unneccessary.
But the existance of SC-tokens should have been untouched. They re-implemented them more or less as ranked-SC tokens. But ranked SC failed generaly somehow.
So maybe it would be a good step to re-implement SC tokens, for SC weapons.
Would also create the opportunity, to bring back the BiS weapons from PvE to PvP again.
+ I would like to see much more eq/items to be able to buy for SC-tokens only. When it were Dominator, Opressor sets, that were a good times for scenarios.
Maybe som new sets + some unique trophies would be great too.
I have an idea for some unique appearance (skin) items. For example you can buy some special items like Head, or Shoulders with no stats!, but you can place it as your new appearance item. These items would be so special that you realy need to grind tokens for it. Like 1000 SC-tokens or so (it is just an example).
- amputationsaw
- Posts: 682
Re: SCs dying
blame the players who don't wanna roll heal or tank and rather just wanna pew pew with zero effort
plus its obvsly a Population problem. this server is already dying and more and more players leave so how is this sc system gonna ever satisfy anyone? guess what it won't
plus its obvsly a Population problem. this server is already dying and more and more players leave so how is this sc system gonna ever satisfy anyone? guess what it won't
keep it green
Re: SCs dying
I disagree with OP.
The queue is now after the fine tuning working really well. The match-ups and rounds are better than before.
I like that they have soften the 2/2/2 requirements and that there are now pops with like 1 tank, 4 dps and 1 healer possible. Since the other side is getting the same setup it is pretty fair!
I've noticed that there are mostly destro tanks missing in the queue to get a pop. Kinda interesting because there are a lot of destro tanks. I guess they prefer orvr during prime hours.
Id say the only way to get more people to play scenarios is more carrots to get them there.
Id like to see two changes:
- Please revert the surrender time from 7:30 back to 11:00 or at least something in between. 7:30 is just too long of a wait.
- Please add a bit more of a renown bonus. Finishing rounds with like 2-3k renown is really bad. One solo kill in orvr gives more. Ive played a lot of scenarios and my renown bar barely moved.
- Third: we have requested it already serveral times: It would be better to have guards at starting points so when one side starts to overextend or camp these points there are at least ways to gain back momentum by e.g. punting them into guards.
The queue is now after the fine tuning working really well. The match-ups and rounds are better than before.
I like that they have soften the 2/2/2 requirements and that there are now pops with like 1 tank, 4 dps and 1 healer possible. Since the other side is getting the same setup it is pretty fair!
I've noticed that there are mostly destro tanks missing in the queue to get a pop. Kinda interesting because there are a lot of destro tanks. I guess they prefer orvr during prime hours.
Id say the only way to get more people to play scenarios is more carrots to get them there.
Id like to see two changes:
- Please revert the surrender time from 7:30 back to 11:00 or at least something in between. 7:30 is just too long of a wait.
- Please add a bit more of a renown bonus. Finishing rounds with like 2-3k renown is really bad. One solo kill in orvr gives more. Ive played a lot of scenarios and my renown bar barely moved.
- Third: we have requested it already serveral times: It would be better to have guards at starting points so when one side starts to overextend or camp these points there are at least ways to gain back momentum by e.g. punting them into guards.
Re: SCs dying
Another idea to make scenarios a bit more interesting for the underdog:
I always liked the temple of isha mechanic where you could take the damage orb when the flag is capped by the other side. This gives the underdog a bit of an advantage to gain momentum again.
How about spawning one of these orbs at the underdog spawn point when there are certain conditions met? In every scenario.
Usually when two groups fight each other and one group is clearly better then this results in 6 kills on one side and 0-2 kills on the other side in the first minutes.
So Id implement it like that: starting with minute 12 the system checks every minute if one side has 0 kills or equal or less than 1/3 kills of the others. Then grant one orb that gives a bonus to the one player who picks it up. When the player dies it appears at spawn again. As soon the kills are equal the orb disappears. Something like that.
I always liked the temple of isha mechanic where you could take the damage orb when the flag is capped by the other side. This gives the underdog a bit of an advantage to gain momentum again.
How about spawning one of these orbs at the underdog spawn point when there are certain conditions met? In every scenario.
Usually when two groups fight each other and one group is clearly better then this results in 6 kills on one side and 0-2 kills on the other side in the first minutes.
So Id implement it like that: starting with minute 12 the system checks every minute if one side has 0 kills or equal or less than 1/3 kills of the others. Then grant one orb that gives a bonus to the one player who picks it up. When the player dies it appears at spawn again. As soon the kills are equal the orb disappears. Something like that.
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Re: SCs dying
Population was killed before scenarios changed for the better.
The previous version was so abusive they managed to kill one of the most successful game modes of warhammer online.
The previous version was so abusive they managed to kill one of the most successful game modes of warhammer online.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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