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Scenario Matchmaking Rework Megathread

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Everdin
Posts: 742

Re: Scenario Matchmaking Rework Megathread

Post#161 » Fri Jul 12, 2024 9:50 am

Wyzard wrote: Fri Jul 12, 2024 1:54 am A lot of issues get fixed by simply introducing a discordant Queue for weekend SC, or a solo Q that forces 2-2-2

Keep the regular one active for 6 man premades to fight each other, since it's a high activity time anyways on weekends. Give them a much higher RR/crest per win/loss rewards for their trouble, and everyone is happy.
Cool, and what do 3 man groups do? Or 4 man? Or duos?
#AllClassesMatter

“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”

― John Burroughs

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Everdin
Posts: 742

Re: Scenario Matchmaking Rework Megathread

Post#162 » Fri Jul 12, 2024 9:52 am

Dackjanielz wrote: Fri Jul 12, 2024 8:25 am
nocturnalguest wrote: Fri Jul 12, 2024 8:22 am
Dackjanielz wrote: Fri Jul 12, 2024 8:18 am lol making the game better would be mylittlepony would it - of course.

If only we had half as much brain as you.
Who exactly and how told you it will make game better? And for whom? For you?
"You cant force people to play your way", dont you remember?

You exactly being unable to get a grasp of what to do in this game to have succes/win is only your's problem. Not system, not game nor its mechanic. If you cant grasp a simple truth that you have to properly group up to increase your succes in a group PvP MMO and on top of that you have problems to group up then this game is clearly not for you man.

Yeah that's right lets keep pandering to the top 5% - Makes loads o sense boyo.
Better pendering the top 5% then the lowewst 5%, cause the top 5% are more active, better have 6 players playing all week then one player playing 2 hours in a week.
#AllClassesMatter

“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”

― John Burroughs

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Emissary
Community Manager
Posts: 451

Re: Scenario Matchmaking Rework Megathread

Post#163 » Fri Jul 12, 2024 1:18 pm

Keep it civil, two people derailing a thread is not going to be tolerated. I get the passion from both sides, however name calling or derogatory comments towards one another will be issued a warning and removed.
"Courage, Honor, Loyalty, Sacrifice. You're braver than you think."

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Wyzard
Posts: 48

Re: Scenario Matchmaking Rework Megathread

Post#164 » Fri Jul 12, 2024 1:53 pm

Everdin wrote: Fri Jul 12, 2024 9:50 am
Wyzard wrote: Fri Jul 12, 2024 1:54 am A lot of issues get fixed by simply introducing a discordant Queue for weekend SC, or a solo Q that forces 2-2-2

Keep the regular one active for 6 man premades to fight each other, since it's a high activity time anyways on weekends. Give them a much higher RR/crest per win/loss rewards for their trouble, and everyone is happy.
Cool, and what do 3 man groups do? Or 4 man? Or duos?
Queue vs the premades like you already do.
Kobs : Chezybel
BrightWizard : Wyzard
Archmage : Darktown

Allonairre
Posts: 30

Re: Scenario Matchmaking Rework Megathread

Post#165 » Sat Jul 13, 2024 2:25 am

Tuxedo013 wrote: Fri Jul 12, 2024 9:27 am Cross-realm scenario for solo que would be fun to try and would help with forming balanced groups for solo discordant que's of course!
This… just for discordant, not 2-2-2 ranked balanced but 10 players in q, split tanks healers and dps evenly. Put a trainer in the sc warcamp so people can respec for the group if they need too.

I think it is worth trying if nothing else to improve the number of discordant pops. It also fixes issue of players solo q’ing as a group as you end up split anyway.

Don’t have adds to the fight as it goes either just have it pop fight it out while next instance fills.

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georgehabadasher
Posts: 266

Re: Scenario Matchmaking Rework Megathread

Post#166 » Sat Jul 13, 2024 5:09 am

First, most premades are happy to fight other premades, as long as they're winning. Once they start losing, suddenly it's "Oh, they have a better comp, they're all BiS, our 2nd party was trash" and people find that it's time to get a bite to eat, walk the dog, catch up on some work, etc. Let's not pretend there's some significant number of super sweaty groups who are actually looking for good fights.

Second, premade scenario groups are a tiny fraction of the playerbase. There are at most 2-3 running at the same time on each side, and that's when the server population is 600-900, so around 10% of the population. Most players are your casual working dad (or mom) who just log on for a few hours on the weekend.

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Melekith
Posts: 45

Re: Scenario Matchmaking Rework Megathread

Post#167 » Sat Jul 13, 2024 7:42 am

georgehabadasher wrote: Sat Jul 13, 2024 5:09 am First, most premades are happy to fight other premades, as long as they're winning. Once they start losing, suddenly it's "Oh, they have a better comp, they're all BiS, our 2nd party was trash" and people find that it's time to get a bite to eat, walk the dog, catch up on some work, etc. Let's not pretend there's some significant number of super sweaty groups who are actually looking for good fights.

Second, premade scenario groups are a tiny fraction of the playerbase. There are at most 2-3 running at the same time on each side, and that's when the server population is 600-900, so around 10% of the population. Most players are your casual working dad (or mom) who just log on for a few hours on the weekend.
Sounds like conjecture. I can only tell you from my own experience:

To your first point:
Yes, premades like to fight premades, that's the normal state for which the game is designed. And no, you don't stop playing when you lose, I haven't had that experience. The game is a bit like rock, paper, scissors. If you play with one premade against two premades, this results in the following constellations:
1. the second group, which does not have a 2-2-2 formation, lacks tanks, which means that the opponents have a relatively easy time killing a target.
2. healers are missing in the second group: same result
3. DDs are missing in the second group: your side simply doesn't do enough damage to cancel out the four enemy healers.
So if you don't have a working constellation in the second group for the whole evening or you can't get a single kill for this reason. Yes, then it can happen that people quit. But that happens extremely rarely.
What's more, if you play one premade against two, the reaction times of the premades are always faster. This in turn results in faster kills, which in turn triggers a domino effect.

To your second point:
Here, too, I would like to tell you about my own experiences:
I play in a German-speaking alliance. Most players still know the game from live times. So they are used to organizing themselves in voice com. They met on this server or know each other from before on live. Some even meet in real life. They have children, jobs and are not online 24/7. We even have a game master who has to take care of the problems of the player community in between and then we have to take a break.
We play twice a week for two hours at a time. Our entire alliance is made up of players like that. Of course there are times when some are online and playing every day, but that's usually only two hours a day.
There are two premade groups in our entire alliance when things are going well. These players rarely play alone. If I now compare your assumption with what really happens here, then your figures simply don't add up.

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georgehabadasher
Posts: 266

Re: Scenario Matchmaking Rework Megathread

Post#168 » Sat Jul 13, 2024 7:55 am

I think you might want to consider the possibility that how you and your alliance play doesn't represent the average player.

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Dackjanielz
Posts: 329

Re: Scenario Matchmaking Rework Megathread

Post#169 » Sat Jul 13, 2024 8:03 am

georgehabadasher wrote: Sat Jul 13, 2024 7:55 am I think you might want to consider the possibility that how you and your alliance play doesn't represent the average player.

Trust me it never entered his mind.

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Melekith
Posts: 45

Re: Scenario Matchmaking Rework Megathread

Post#170 » Sat Jul 13, 2024 8:43 am

georgehabadasher wrote: Sat Jul 13, 2024 7:55 am I think you might want to consider the possibility that how you and your alliance play doesn't represent the average player.
That is the problem. Claims are simply made here that are not verified. It would be relatively easy to start a survey and collect the results. Then you could get an idea of whether the claims that are simply being made here are true. I've just given an example of how it is in my community, because I know it and have been playing with these people for a few years now. All you're doing is simply making assertions that you can't back up.

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