increase Timer until sc starts

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Tiggo
Former Staff
Posts: 1948

Re: increase Timer until sc starts

Post#31 » Wed Feb 10, 2016 1:56 pm

vove wrote:No please don't do that. I would actually made that time shorter or removed the "I join in a moment".

Right now you have 60 seconds to join a scenario but with 1 second left you can click "I join but give me a second) which gives you another minute. Scenario already starts and player is doing god knows what. If you queue for sc join as soon as it pops up out of respect towards your teammates.

Do not make people in scenario wait 3 minutes to start the game because some idiot decides he has to browse auction house for 1 minute more.

As for people who join late because of other reasons (1 party full and more ppl in queue to create another party) system has the same flaw. You for example get invite to Tor Anroc when combat is already going on for 1 minute and you have 14 minutes left, if you postpone it two times that's already 3 minutes into battle and 12 minutes left.

What happens if ppl on one side (let's say order) join right in and people from opposite side postpone it? You are overwhelmed by the enemies. That's why people should join sc as soon as it pops up.

I would love to see reduced time for when you can join sc to 30 seconds and removed the possibility to postpone it for a minute.

its not about the timer to join the scenario, i agree this could even be shorter! its about the timer IN the scenario untill it actually starts (mythic just didnt put any thought in the whole system and how much time what needs). An no i dont want it to prolong 2 or 3 minutes just some extra 40-60 seconds.

>What happens if ppl on one side (let's say order) join right in and people from opposite side postpone it? You are overwhelmed by the enemies. That's why people should join sc as soon as it pops up.

exactly thats the reason there should be more time IN the scenario until it starts ;)
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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vove
Posts: 209

Re: increase Timer until sc starts

Post#32 » Wed Feb 10, 2016 2:02 pm

Tiggo wrote: >What happens if ppl on one side (let's say order) join right in and people from opposite side postpone it? You are overwhelmed by the enemies. That's why people should join sc as soon as it pops up.

exactly thats the reason there should be more time IN the scenario until it starts ;)
But that's punishing people who joined the scenario for people who don't click "Join" right away. I was never in favor of such solutions because if you are a person who joins right away you are forced to idle in the spawn camp for X minutes which is really timewasting and frustrating.

The only solution I see here is not to start the scenario until teams are completed and ready. So for example you click "Join" but you aren't taken to the scenario right away, instead you wait in the open world until full party is ready, then people are ported all at once, no excuses. In the free time you could always kill few mobs, buy some stuff or whatever. Extending the time you waste in spawning point on waiting till the match starts is not a solution.

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Scrilian
Posts: 1570

Re: increase Timer until sc starts

Post#33 » Wed Feb 10, 2016 3:03 pm

Tiggo wrote:i certainly can see where you coming from, and if there wasnt rvr which is full of unfairness, randomness and imbalance, i might had even concur. but as there is rvr i really think, scs can be balanced and fair and in a certain way competitive (or better word perhaps: serious). (i dont speak about ladders, tournaments, esport).
The only difference from ORvR is that the quantity of players is somewhat equal in the end and ranged can't kite indefinitely, thus melee have a fighting chance once they catch up. Hence some maps can even be considered melee favoured.
But still with the amount of skill/ability/class/level/gear/comp/setup and realm factors disparity it would most likely result in the same unfair random imbalanced fragfest, no matter if you wait extra minutes or not, if you exclude premades or not, if you adopt class-specc based queue or not.
People will still find a thing to blame for their loss, but with attempt to "fix the community proposed issues" with various overzealous "equality" nerfs, matchmaking nonsense and other things quite a few games became lonely grey stalemate copypaste-meta grindfests, so I would try be as vocal as possible to oppose same thing happening to this game, because it is so dear to my heart and so called "unfair imbalance" here that I cherish :oops:
Not that I really believe my words would change anyone mind or anything for that matter and underperforming specs should get buffed ;)
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Tiggo
Former Staff
Posts: 1948

Re: increase Timer until sc starts

Post#34 » Wed Feb 10, 2016 3:41 pm

vove wrote:
Tiggo wrote: >What happens if ppl on one side (let's say order) join right in and people from opposite side postpone it? You are overwhelmed by the enemies. That's why people should join sc as soon as it pops up.

exactly thats the reason there should be more time IN the scenario until it starts ;)
But that's punishing people who joined the scenario for people who don't click "Join" right away. I was never in favor of such solutions because if you are a person who joins right away you are forced to idle in the spawn camp for X minutes which is really timewasting and frustrating.

uh you wait like 30 seconds max even if you join INSTANTLY.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Nameless
Posts: 1483

Re: increase Timer until sc starts

Post#35 » Wed Feb 10, 2016 5:01 pm

part of the problem is that sometimes when you got pop at your chat you can see the enemy group 1 names. So often /even if that is the premade group/ ppl decide to not enter and from there comes full havoc until the sc got populated

remove that, dodging will drop and sc will start with full groups for both sides.
On retail WAR i never got such problems with half empty sc's like here so the queu system regarding that problem is not the issue
Mostly harmless

K8P & Norn - guild Orz

Tiggo
Former Staff
Posts: 1948

Re: increase Timer until sc starts

Post#36 » Wed Feb 10, 2016 5:55 pm

Nameless wrote:part of the problem is that sometimes when you got pop at your chat you can see the enemy group 1 names. So often /even if that is the premade group/ ppl decide to not enter and from there comes full havoc until the sc got populated

remove that, dodging will drop and sc will start with full groups for both sides.
On retail WAR i never got such problems with half empty sc's like here so the queu system regarding that problem is not the issue
on live people just quit the sc AFTER they joined, yes ^^
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Nameless
Posts: 1483

Re: increase Timer until sc starts

Post#37 » Wed Feb 10, 2016 6:47 pm

and had quitter debuff... and at most cases they just tried once since they joined the sc anyway... This is still better than the current situation. Sometimes good and balanced pug could help weaker premade to win over better premade so yea
Mostly harmless

K8P & Norn - guild Orz

Luth
Posts: 2840

Re: increase Timer until sc starts

Post#38 » Wed Feb 10, 2016 6:50 pm

Maybe players who get the afk flag could be un-queued automatically from scs.

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Tiggo
Former Staff
Posts: 1948

Re: increase Timer until sc starts

Post#39 » Wed Feb 10, 2016 7:33 pm

btw. dont derail my topic guys. this is about just increasing the timer until sc starts (in sc) for 30-60 seconds. qol change of course.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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th3gatekeeper
Posts: 952

Re: increase Timer until sc starts

Post#40 » Thu Feb 11, 2016 12:26 am

+1!

This is a great Idea. It always sucks getting an a Praag match and its 7 vs 15 because an entire premade of guys was turning in PVP quests before accepting the Que... We get face rolled at mid, lose mid and are playing with our backs to the wall before we even have a chance.
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