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Re: increase Timer until sc starts
Posted: Wed Feb 10, 2016 7:00 am
by Zaccar20
+1
Re: increase Timer until sc starts
Posted: Wed Feb 10, 2016 11:00 am
by Tiggo
playing mostly with a premade we all join in a very reasonable time. STILL often the countdown is less then 10 seconds or even the sc already started, no time to rebuff no time to change groups etc. in most scs. If someone gets in combat bug temple of isha is lost when facing another premade e.g.
so 40-60 seconds would help a LOT in 90% of scs. Im not talking about average joe needing to get his daughter to bed, drink his coffee, smoke his cigarette and finally after 2 minutes he decides to join a sc. The timer is to short even for premades.
(that a sc even starts with unbalanced figures on both sides is another beast ...)
PS: The attitude that player only want to mindlessly mosh in some center flag without any competitive thinking is wrong imho. SC is the competitive part of Warhammer and should be treated like that so fairness, balanced numbers, time to rebuff etc. is important, mindless moshing is for RVR. IMHO.
Re: increase Timer until sc starts
Posted: Wed Feb 10, 2016 11:04 am
by Scrilian
Not needed.
Re: increase Timer until sc starts
Posted: Wed Feb 10, 2016 11:08 am
by Elratie
+ 1
It is needed
Re: increase Timer until sc starts
Posted: Wed Feb 10, 2016 11:21 am
by Tiggo
again 10 seconds to rebuff, regroup etc. is NOT enough. and: if one of the players gets in combat bug, needs to .unlock some scenarios are LOST.
but i guess we just agree to disagree
and yes assuming average joe doesnt care about scenarios and them being fair is wrong attitude and its one that helped warhammer in its grave actually...
lastly: increasing timer 40-60 seconds doesnt harm anyone, but benefits many.
Re: increase Timer until sc starts
Posted: Wed Feb 10, 2016 11:37 am
by Luth
I guess when you join the scenario and everyone in the group (premade) is prebuffed, prepared and organised for the fight everything is fine.
I guess when you join a scenario and want/need to buff everyone (RP/zealot extreme example) or want to reorganise groups it is not fine.
Do premades really can't be bothered to wait a few seconds longer until their (pug-) enemies are ready?
Everything takes usually longer on the pug side and an increased setup timer would maybe render some boring pug farming into an interesting fight, even if the side with the premade still wins.
Re: increase Timer until sc starts
Posted: Wed Feb 10, 2016 11:44 am
by Jaycub
Increasing the wait timer would be unnecessary in a lot of cases. The problem is people/groups not coming into scenarios who took the que resulting in a scenario starting 12v6 or 8v3 or 6v2 etc...
Pretty much any competitive game these days has 2 players checks. Once the que "pops" all players in the que hit ready if everyone is ready then the scenario starts pre-game, if not then everyone who did ready goes back into the pool with "high priority".
Then there is a bit of a grace period usually 30 seconds to 2 minutes for everyone to load into the match, if someone fails then the match fails and everyone is booted out and returns to the pool with high priority.
Failure to ready up or load results in punishments usually a cooldown on the ability to que up, usually 5 minutes for not ready up stacking up to 15 minutes, and for leaving or not connecting to an SC 15-30 minute cooldowns.
Now before you spill your spaghetti, this system could be reworked for WAR, it's not a super competitive game and doesn't need as stringent rules, but all the same I don't want to play 6v12 scens.
Bringing back cooldowns for failure to join or disconnecting from a scenario would be nice. Just make it 15 minutes for both. If you purposely DC from a SC you won't get to reque and get into another faster than it would be over, and if you fail to join an SC you will get timed out of the system for a long as an SC would last. People will learn quickly not to que for **** they won't be able to take. And the length of the cooldowns arent so long that they would discourage people from playing that day etc...
As for ready up prompts and the scenario making sure everyone actually connects idk what the devs can do in those departments so I wont comment.
But just increasing the timer will have negative effects while being a solution that doesn't really fix anything.
Re: increase Timer until sc starts
Posted: Wed Feb 10, 2016 11:51 am
by Tiggo
yes jaycub, the problem is indeed the completly **** up queue system mythic implemented, and im totally for reworking that piece of **** from the scratch. increasing timer a bit is only a workaround.
and yes luth it would benefit pugs a LOT more then premades, which is a good thing
Azas 2-2-2 Archetype implementation is already a HUGE step.
Re: increase Timer until sc starts
Posted: Wed Feb 10, 2016 11:57 am
by Jaycub
Yes that is why I emphasized "just" at the bottom of my post, if the devs cannot add some of the things other games have proven worked then increasing the increased timer might be the best thing we have for a while. I'm not against it anyways if that is how I sounded.
Re: increase Timer until sc starts
Posted: Wed Feb 10, 2016 11:57 am
by Scrilian
If you are first to join the scenario you have around ~40 seconds after the load to buff, chill, swap groups-guard-whatever. But this rarely happens, often, like 4 out of 5 times, you join a scenario that is already in play for about 30+ seconds past the start and prep-time.
This could be fixed by making the prep-time timer not ticking unless everyone join in - that would be maximum of ~1min and another ~1min extra timer.
Should it be fixed if you ask me - of course
Not. Scenarios in this game are a minigame of some sort, not the true(C) skilled competitive arena-like battlegrounds where Matchmaking system prebalances you against an equal opponen, but a game of dice roll - where the odds are deliberately random.
You roll a 2D6, for example, where:
two sixes = You might get instaload of two 2-2-2 6mans on your side against a lonely 22lvl shammy, while other enemies still outside the scenario.
two ones = You get a bunch of low 22s and a group of a derp premade that runs DPS runepriests and wait 2mins to join.
(in RoR you even roll an extra dice on the Disconnect chart with 1 meaning you instacrash, 2 soft DC, 3 soft DC with reconect

)
That's what makes the beauty of the scenarios here, same to live, where I don't know what opponent would I face, what comp they are running, what gear, when they would load and how the fight goes. That leads to some of the most fun and memorable experiences ever, sometimes facing against the impossible odds and prevailing, or just failing and then struggle for a comeback, or atleast try to take a kill or two on the enemy top DPS/healers
More often than not its the so called elite premades, who try to find another thing to blame for their loss in a SC, this time its the prep-time timer.
