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SC system needs a change

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Aethilmar
Posts: 823

Re: SC system needs a change

Post#51 » Mon May 25, 2026 10:10 pm

The switch to objective based SCs has been pretty good from my PoV. The rewards for winning and losing (at least on the event SCs) both now feel substantial enough that it is worth my time to enter the mode.

From a behavior perspective, I saw a lot less camping and complaining than I had previously experienced and people seemed generally motivated to take two or three shots at the objective instead of giving up on first wipe.

Anyway, it seems to be far more in line with how I want SCs to play out where people try and even if they lose the game respects their time for at least providing the winners with someone to fight.
Aethilmar 8x SM
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Demonito
Posts: 108

Re: SC system needs a change

Post#52 » Tue May 26, 2026 1:19 am

Would be great if dev could fix this bug please :

https://bugs.returnofreckoning.com/view.php?id=25329

Party starts to glitch everytime someone leaves SC (or city s.)

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Ruin
Posts: 354

Re: SC system needs a change

Post#53 » Tue May 26, 2026 6:43 am

Aethilmar wrote: Mon May 25, 2026 10:10 pm The switch to objective based SCs has been pretty good from my PoV. The rewards for winning and losing (at least on the event SCs) both now feel substantial enough that it is worth my time to enter the mode.

From a behavior perspective, I saw a lot less camping and complaining than I had previously experienced and people seemed generally motivated to take two or three shots at the objective instead of giving up on first wipe.

Anyway, it seems to be far more in line with how I want SCs to play out where people try and even if they lose the game respects their time for at least providing the winners with someone to fight.
Don’t you think the rewards are TO high? A SC where you get 0 points rewards you with 3-5k RR, free stuff it does not improve the gameplay/skill of players.
And many players just afk on "flag" waiting for free reward and not trying at all.
No1 is interested in cooperating, assisting they just do fluff stuff.

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Banjomissen
Posts: 143

Re: SC system needs a change

Post#54 » Tue May 26, 2026 7:46 am

Ruin wrote: Tue May 26, 2026 6:43 am Don’t you think the rewards are TO high? A SC where you get 0 points rewards you with 3-5k RR, free stuff it does not improve the gameplay/skill of players.
And many players just afk on "flag" waiting for free reward and not trying at all.
No1 is interested in cooperating, assisting they just do fluff stuff.
It's not my experience that ppl have stopped trying or cooperating. Even a small effort in a given loss rewards you and the more you try the more you'll potentially be rewarded. I've only seen more participation and less spawn camping.

nocturnalguest
Posts: 913

Re: SC system needs a change

Post#55 » Tue May 26, 2026 8:04 am

Banjomissen wrote: Tue May 26, 2026 7:46 am
Ruin wrote: Tue May 26, 2026 6:43 am Don’t you think the rewards are TO high? A SC where you get 0 points rewards you with 3-5k RR, free stuff it does not improve the gameplay/skill of players.
And many players just afk on "flag" waiting for free reward and not trying at all.
No1 is interested in cooperating, assisting they just do fluff stuff.
It's not my experience that ppl have stopped trying or cooperating. Even a small effort in a given loss rewards you and the more you try the more you'll potentially be rewarded. I've only seen more participation and less spawn camping.
He is speaking about completely different issue, not "small effort"&"the more you try more you are rewarded" but gameplay and skills. Promoting AI-style of play then you press W, get rekt and then press W again after respawn is huge degradation (however its what we asked for, make it as rewarding as oRvR lmao). This should be avoided and should be least rewarded if even rewarded at all (e.g. count in scoreboard data, if 0 dmg, 0 heal, 0 prot, then sorry here is your 0 rr). Ruin raised another very important question too, "fluff stuff", at the moment its possible to mask yourself as "trying" and thats very bad. Quality drop should be avoided.

Also issue is definition of "trying". For some it means just going out of spawnspot, for some it means assisting, doing their job, sweating.

Some complex system would be great, taking into account scoreboard data. For example, tryhard match where premade vs premade happens, low amount of kills/deaths, lots of data for dmg/heal/protection should be most rewarding. Problem is maps like Isha or something of a kind, where one team may get the flag and then turning tides objective wise in close match is just plain impossible. However i guess it still could be solved with math manipulating scoreboard data

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Banjomissen
Posts: 143

Re: SC system needs a change

Post#56 » Tue May 26, 2026 8:17 am

nocturnalguest wrote: Tue May 26, 2026 8:04 am
He is speaking about completely different issue, not "small effort"&"the more you try more you are rewarded" but gameplay and skills. Promoting AI-style of play then you press W, get rekt and then press W again after respawn is huge degradation (however its what we asked for, make it as rewarding as oRvR lmao). This should be avoided and should be least rewarded if even rewarded at all (e.g. count in scoreboard data, if 0 dmg, 0 heal, 0 prot, then sorry here is your 0 rr). Ruin raised another very important question too, "fluff stuff", at the moment its possible to mask yourself as "trying" and thats very bad. Quality drop should be avoided.

Also issue is definition of "trying". For some it means just going out of spawnspot, for some it means assisting, doing their job, sweating.

Some complex system would be great, taking into account scoreboard data. For example, tryhard match where premade vs premade happens, low amount of kills/deaths, lots of data for dmg/heal/protection should be most rewarding. Problem is maps like Isha or something of a kind, where one team may get the flag and then turning tides objective wise in close match is just plain impossible. However i guess it still could be solved with math manipulating scoreboard data
He actually did AND the possible degradation of player skill / gameplay.

I don't think this change is promoting "AI-style of play" as the loss rewards have a cap and you still have to endure 8 - 15min of "getting rekt and then press w again after respawn".

As the previous system evolved i'm sure this one will as well and perhaps things will change in the direction you mention.

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kleinbuchstabe
Posts: 175

Re: SC system needs a change

Post#57 » Tue May 26, 2026 8:53 am

Just some proposals for unique SC-rewards:

- Weapons
All the Weapons like Ferocity, Tyranny, Anathema etc. were originaly SC-weapons for SC-tokens in the past.
So there is a kind of tradition to reward playing SCs with weapons. Even more since the BiS weapons are from PvE these days, wich is just wrong in a pvp game. Scenario content is the essence of PvP, and should be rewarded with the finest weapons, or at least on the same lvl of other BiS weapons.

- unique Jewelset
There are lot of jewel sets. From pve, dungeons, RvR (Genesis), so maybe a unique Jewelset from Scenarios would round off the offer.

- Pocketitems
maybe some new Pocketitems, lots of possibilities like 1% for any kind of stat (crit, heal, dodge, parry and so on and on), f.e. like to the ones in the wildhunt event. They could also have a 1 week timer for the gameplay loop!

- Fashionhammer
yeah, thats my game 8-) unique trophies, cloaks, heads/helmets/masks etc.
the dev department for new item designs and textures did an amazing job during all the years, and im sure they will keep going. So any kind fashion item is welcome, and at least for me, 100% worth to queue SC like crazy ;)

tefnaht
Posts: 160

Re: SC system needs a change

Post#58 » Tue May 26, 2026 10:25 am

Ruin wrote: Tue May 26, 2026 6:43 am
Don’t you think the rewards are TO high? A SC where you get 0 points rewards you with 3-5k RR, free stuff it does not improve the gameplay/skill of players.
And many players just afk on "flag" waiting for free reward and not trying at all.
No1 is interested in cooperating, assisting they just do fluff stuff.
Common thing older then this game, you can punish on lose or/and motivate on win. F2P mobile games abused both to push player to payment, non invilved into development people mostly think that 1st way have to work better, but all stats thats I saw "Amazing, you are doing great and you can be amazing, just pay 9.99" works better. Better in numbers looks like - x10-x15 more convertion into the payment with price x3-x5 bigger.

Poor dry lose reward just lower SC activity, before this changes dry lose reward was 400rp+1crest and no skill based gameplay, just premade dominate pug wc,no improvement for years in skill/cooperation terms, after better matchmaker - significant wait time rise, after better lose rewards - wait time drop.

Low wait time is the first thing to SC to be alive in other cases it will be on artificial life support. Essential condition for this - enough people from both sides in a queue according to matchmaker(MM) rules.

Option #1. Tune MM rules. More conservative rules - longer to wait.
Option #2. Increase people count in queue.
#2.1. Pump up overall CCU. It is not a commercial project, no marketing budget = no pump up.
#2.2. Give some kind of carrot just to participate in content, not to be successful in it, just participate. What type of carrot we have? rp and crests. Unique gear reward - was before and restricted over the time. Any good reward locked behind specific pvp content will rise huge problems about balance - balance form meta - your class not in the meta - go as solo random and suffer or reroll into meta class - "why so many slayers(place any dps, depends on year and side) around".

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kpihuss
Posts: 181

Re: SC system needs a change

Post#59 » Tue May 26, 2026 12:07 pm

Emissary wrote: Sun May 24, 2026 3:18 pm We have future plans for scenario emblems/crests and a week long scenario quest to get out of the scenarios only matter 3 days a week mentality.

We may see changes to the renown gain on the weekends to compensate more renown during the week. This is all in talks but know scenarios are discussed daily and more feedback that is given in the forums and other avenues the better, thank you all for your passion.

While we search for the best avenue for scenarios and the rewards and fun had because of them, you will see tweaks from time to time, just realize we are working towards a goal, slowly so we do not over compensate then have to bring it back down.

The goal is to provide close to orvr rewards, with different content, and content that is fun, engaging, but also challenging to all players that love scenarios like I used to, to get them back to the fun and challenge we all loved to play. I think we are closer today then we were a month ago and really that is the ultimate goal to improve over time all the time.
As you say, exclusive scenario rewards are going to be implemented, which is great and shows that progress is being made in the right direction. Or at least that progress is being made, hehe.

The team’s comments about what they are working on are really appreciated. The silence about ongoing work is what is driving the community crazy.

Thank you very much
Founder member & Ex-2OiC Tercio de Estalia (2019-23)
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Proud Soldier "LOS AUTONOMOS" (Since 2025)
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Dwarni
Posts: 83

Re: SC system needs a change

Post#60 » Tue May 26, 2026 12:21 pm

It is boring to play the same Scenario all over the weekend. Why not just make the scenario weekend event random, so you queue for random scenarios, get your live event done, and have some more variety.

Especially with the wild hunt event it was so boring to play the same two or last weekend one scenario all the time.

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