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Incredibly long group SC pops

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trebla
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Re: Incredibly long group SC pops

Post#11 » Thu Jun 29, 2017 3:36 pm

tazdingo wrote:destro doesn't group queue lol we can barely fill WBs
This

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peterthepan3
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Re: Incredibly long group SC pops

Post#12 » Thu Jun 29, 2017 4:13 pm

trebla wrote:
tazdingo wrote:destro doesn't group queue lol we can barely fill WBs
This

If that happens to be the case, we must identify why that is, and what measures can be taken to promote more grouping on destro.
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roadkillrobin
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Re: Incredibly long group SC pops

Post#13 » Thu Jun 29, 2017 4:35 pm

Scenarios tends to be the same thing over and over. You either get pushed back to spawn point or you push other side back and then scenario objetives becomes a secondary way to end the scenario asap while the other side just gives up. This is really reptative and boring for both sides. So after a while people just don't que anymore or just straight up won''t play. This is the product of having boring scenario objectives that none cares about for the sake of just killing eachother. A good scenario would be able to do both the strategical part and the fighting to min-max the vallue you get from it.

The other thing that isn't healthy in the long run is that abyssmal unballanced group comps that occur. Pairing really shitty comps of pugs against solid premades is just wasting peoples time and this will get to your nerv at some point were you just don't bother to que anymore (or solo-que only SC's)
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Dreadspectre
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Re: Incredibly long group SC pops

Post#14 » Thu Jun 29, 2017 4:39 pm

roadkillrobin wrote:Scenarios tends to be the same thing over and over. You either get pushed back to spawn point or you push other side back and then scenario objetives becomes a secondary way to end the scenario asap while the other side just gives up. This is really reptative and boring for both sides. So after a while people just don't que anymore or just straight up won''t play. This is the product of having boring scenario objectives that none cares about for the sake of just killing eachother. A good scenario would be able to do both the strategical part and the fighting to min-max the vallue you get from it.

The other thing that isn't healthy in the long run is that abyssmal unballanced group comps that occur. Pairing really shitty comps of pugs against solid premades is just wasting peoples time and this will get to your nerv at some point were you just don't bother to que anymore (or solo-que only SC's)
Meh, population is waaaay too small to try and be picky about that sort of thing. Coding MM to try and make "balanced" comps would just kill the game even more.

Just roll with it.
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Collateral
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Re: Incredibly long group SC pops

Post#15 » Thu Jun 29, 2017 4:43 pm

Well one thing I can tell you, is old well known order groups that simply destroy everyone else, so there is no point in doing it in the first place (I don't understand how this is a mystery tho). It's a lot easier to just run with more numbers if you can, or not run at all. It's groups that have wast knowledge and experience of the game that they keep to themselves, and keep stomping other people. Even if you tried to fight them chances are you will not achieve much. And if you formed a group and fought against pugs (even if they outnumbered you), you would just be called out for pug farming, even though you might do it for practicing.

I look at it like this. If you form a new group of people that are not quite there yet with the knowledge of the game, and you constantly put them against far more experienced players, how are they going to learn anything? Their reaction times are slower, general experience is lower and so on. They will simply lose morale and give up. Hence these groups fight against so called pugs or other groups of the same level lets say. This of course applies to all sides, but generally it's destro these days, even though you don't see many groups anymore, as we can conclude.

The other day when I was just trying to enjoy some late night pug SCs, there were a couple of premades running and I simply had no fun (I'm not even sure if they are having fun at this point as well, there is barely any real opposition). What was I supposed to do other then go to bed, since there was no one I knew online. And it was also too late for any sort of hard core gaming session, since I couldn't concentrate that much on the game and just wanted to chill out.

Perhaps you can see this as some sort of whine, but I think this is a general view point of most people who are not even on these forums. And I know this can also apply on larger scale warbands. We (Phalanx) rarely see order warbands willing to engage us without outnumbering us, and I can understand them. This comes back to experience as you can understand. So why is it any more mysterious when other groups avoid the well known premades?

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roadkillrobin
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Re: Incredibly long group SC pops

Post#16 » Thu Jun 29, 2017 4:44 pm

Spoiler:
Dreadspectre wrote:
roadkillrobin wrote:Scenarios tends to be the same thing over and over. You either get pushed back to spawn point or you push other side back and then scenario objetives becomes a secondary way to end the scenario asap while the other side just gives up. This is really reptative and boring for both sides. So after a while people just don't que anymore or just straight up won''t play. This is the product of having boring scenario objectives that none cares about for the sake of just killing eachother. A good scenario would be able to do both the strategical part and the fighting to min-max the vallue you get from it.

The other thing that isn't healthy in the long run is that abyssmal unballanced group comps that occur. Pairing really shitty comps of pugs against solid premades is just wasting peoples time and this will get to your nerv at some point were you just don't bother to que anymore (or solo-que only SC's)
Meh, population is waaaay too small to try and be picky about that sort of thing. Coding MM to try and make "balanced" comps would just kill the game even more.

Just roll with it.[/quote]

It was aslo "To small of a population" 1½ years ago when 1500 people were online at prime time. Maybe 400 of those players would have stuck around to play if it was fixed at a previus point.
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peterthepan3
Posts: 6509

Re: Incredibly long group SC pops

Post#17 » Thu Jun 29, 2017 4:46 pm

I get what you're saying, what I'm suggesting is adding incentives to get groups queuing. In my experience, Destro have the better scenario teams but still, there's very few group vs groups actually popping - because people are bored of long waits (as you said), and very little reason to bother.

I honestly can't think of any Order premade that is miles ahead of the Destro, and the best premade on the server (in terms of 6v6) is Tuxedo - a Destro group. Which premades do you speak of, as I think the skill between destro/order 6mans is pretty even.
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Daknallbomb
Posts: 1781

Re: Incredibly long group SC pops

Post#18 » Thu Jun 29, 2017 4:51 pm

peterthepan3 wrote:
trebla wrote:
tazdingo wrote:destro doesn't group queue lol we can barely fill WBs
This

If that happens to be the case, we must identify why that is, and what measures can be taken to promote more grouping on destro.
Thats easy to answer!
First jep that happens!
Wy?
Pugging = faster rewarding
If i need items i pug sc or duo Instant pops easy fights Same reward.
If you arent rly good geared and dont have a rly good grp it makes Simply no sense to Make one because everyone knows that Enemy grps are mostly good and full Equipped.
I Just grp q If i want fun and competitive play.
But The most players need items thats Wy they q up. I have 87% win pug sc St the Moment since 4 weeks of playing so Wy i should grp up If i need rewards.? I start again to Make grps If i have my Equip rdy
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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peterthepan3
Posts: 6509

Re: Incredibly long group SC pops

Post#19 » Thu Jun 29, 2017 4:54 pm

That's exactly the issue ^ People go pug scenarios because they're easier, and any sort of class/comp can work. The thing is, however, it's had an adverse effect on group scenarios - which needs to be addressed, if and where possible.
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Daknallbomb
Posts: 1781

Re: Incredibly long group SC pops

Post#20 » Thu Jun 29, 2017 4:55 pm

peterthepan3 wrote:That's exactly the issue ^ People go pug scenarios because they're easier, and any sort of class/comp can work. The thing is, however, it's had an adverse effect on group scenarios - which needs to be addressed, if and where possible.
Jep agree 100% But how? Mayb 33% more rewarding for grping scs?
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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