Sorry to say it directly, but that will just lead to the situation where people will abandon "normal" setups in favor of absurdly defensive ones, just to focus on objectives. For example, they might go with 3 tanks and 3 healers and just sit on the objective that needs to be capped. From my point of view, that is not what a scenario is about.ShadowWar wrote: ↑Sat Aug 03, 2024 5:37 pmYes. The feedback has been constant, and overwhelming about this for a long time. Their actions have demonstrated they WANT farm fests. Guards were removed that insta-kill camp farming to allow it to happen being the most glaringly obvious choice. I can't think of a single design change to scenarios that has been in favor of making them more accessible and focused on the actual objective.
My wild idea is to remove all RR and quest requirements from kills in SCs. Make them PURELY objective based, and see what happens.
Lots of Numbers: Twilight's Tide Event Scenarios
Re: Lots of Numbers: Twilight's Tide Event Scenarios
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
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Re: Lots of Numbers: Twilight's Tide Event Scenarios
this would kill the game within a week
- all casuals leave because grinding 16 - 40 in 6v6 scens would be absolutely miserable. imagine maps like stonetroll and gorge. if you had 6 unorganized players 99% of their time would be spent not fighting
- once the casuals leave the organized players will start to quit when they're forced to actually fight other premades
literally just remove the spawn timeout, remove all barriers, add guards back and add discordant to the event. that's it, problem solved
"but casuals should join a guild and get organized on disco-"
it's been 10 years if they were going to do it they would've done it by now
Re: Lots of Numbers: Twilight's Tide Event Scenarios
Why would that would kill the game within a week, if I may respectfully ask, if people actually face opponents at their same MMR level? With Ranked not being very accepted by the community, the MMR system could never fully develop due to the lack of available data.tazdingo wrote: ↑Sat Aug 03, 2024 5:59 pm
this would kill the game within a week
- all casuals leave because grinding 16 - 40 in 6v6 scens would be absolutely miserable. imagine maps like stonetroll and gorge. if you had 6 unorganized players 99% of their time would be spent not fighting
- once the casuals leave the organized players will start to quit when they're forced to actually fight other premades
literally just remove the spawn timeout, remove all barriers, add guards back and add discordant to the event. that's it, problem solved
"but casuals should join a guild and get organized on disco-"
it's been 10 years if they were going to do it they would've done it by now
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Re: Lots of Numbers: Twilight's Tide Event Scenarios
This is for discordant from the last two weeks:
T1:
Spoiler:
Spoiler:
Spoiler:
To have high randomness they should not split between discordant and normal because it splits the player base and they shouldn't allow group queuing to have maximum randomness. With more even rounds more people would start playing scenarios again and the randomness with more players would increase.
I think that's the only way to fix it. No groups, all in the same queue and some kind of automated comp building. Done.
PS: to avoid abusing of the queue they should always start two scenarios at once when there are enough people in the queue and put people randomly in either one or the other. That would prevent the FIFO abusing and queuing at the same time by certain people.
Re: Lots of Numbers: Twilight's Tide Event Scenarios
How would that be worse than current state?Phantasm wrote: ↑Sat Aug 03, 2024 4:40 am Sorry to say it directly, but that will just lead to the situation where people will abandon "normal" setups in favor of absurdly defensive ones, just to focus on objectives. For example, they might go with 3 tanks and 3 healers and just sit on the objective that needs to be capped. From my point of view, that is not what a scenario is about.
Re: Lots of Numbers: Twilight's Tide Event Scenarios
I didnt say that. Wrong quote mate.ShadowWar wrote: ↑Sat Aug 03, 2024 8:35 pmHow would that be worse than current state?Phantasm wrote: ↑Sat Aug 03, 2024 4:40 am Sorry to say it directly, but that will just lead to the situation where people will abandon "normal" setups in favor of absurdly defensive ones, just to focus on objectives. For example, they might go with 3 tanks and 3 healers and just sit on the objective that needs to be capped. From my point of view, that is not what a scenario is about.
Re: Lots of Numbers: Twilight's Tide Event Scenarios
Was my quote, doesn't matter. The current issues we have with SC's are from my PoV not evolving around this issue though.ShadowWar wrote: ↑Sat Aug 03, 2024 8:35 pmHow would that be worse than current state?Phantasm wrote: ↑Sat Aug 03, 2024 4:40 am Sorry to say it directly, but that will just lead to the situation where people will abandon "normal" setups in favor of absurdly defensive ones, just to focus on objectives. For example, they might go with 3 tanks and 3 healers and just sit on the objective that needs to be capped. From my point of view, that is not what a scenario is about.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Re: Lots of Numbers: Twilight's Tide Event Scenarios
Apologies, editing on mobile can be a PITA sometimes.
You mean evolving around the huge gap in out comes?
Maybe I'm being to idealistic, but I would love hear from a member of the design team on the intent. We have a lot of people chiming in and giving feedback on hard numbers being provided that seems to indicate a clear issue. However, it doesn't seem as if any notice and/or care is being given to the state of the system. It leads me to assume either neglect or working as intended, and honestly, I'm not sure which is worse.
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Re: Lots of Numbers: Twilight's Tide Event Scenarios
lumpi33 wrote: ↑Fri Aug 02, 2024 12:02 pm
My suggestion would be:
- either reduce the allowed group size for scenarios to 3 (that's basically half of a 2/2/2 comp) to have more mixing of them or
- get rid of groups in scenarios and discordant overall. No more queuing as group. Then add automated comp building like you did for ranked scenarios. Done.
Cheers.
Nice troll, you had me in the first half.
Re: Lots of Numbers: Twilight's Tide Event Scenarios
great post and data collection ty for your work
my thoughts on how to "fix" the scenario issue. these are not ordered in importance, just numbered to list.
1. add specific live event SC queue to discordant (i.e. discordant serpent's passage/phoenix gate)
2. fix discordant matchmaking so that each party has at least 1 tank and 1 healer
3. add a ranked style UI where you can see exactly what is queueing for discordant SCs and know what role to log on for a faster queue or fairer matches
4. add new mechanic which grants bonuses for playing the least queued for roles in discordant if there are too few in the pool, small renown or crest bump in exchange for queueing up as a role that is needed in that moment (i.e. there are 8 tanks, 8 dps and 0 healers queued up and under fix #2's specifications a match would not fire, so queueing as a healer to fire a match grants a small bonus)
5. add barriers to all SCs but remove idle hands beyond the first pvp death. ensure that every SC has at least 1 fight at the start but don't force people to go out and feed for no reason, this is really silly and makes people not want to play.
6. leave normal SCs in their current iteration alone in their functionality after making all these changes.
my thoughts on how to "fix" the scenario issue. these are not ordered in importance, just numbered to list.
1. add specific live event SC queue to discordant (i.e. discordant serpent's passage/phoenix gate)
2. fix discordant matchmaking so that each party has at least 1 tank and 1 healer
3. add a ranked style UI where you can see exactly what is queueing for discordant SCs and know what role to log on for a faster queue or fairer matches
4. add new mechanic which grants bonuses for playing the least queued for roles in discordant if there are too few in the pool, small renown or crest bump in exchange for queueing up as a role that is needed in that moment (i.e. there are 8 tanks, 8 dps and 0 healers queued up and under fix #2's specifications a match would not fire, so queueing as a healer to fire a match grants a small bonus)
5. add barriers to all SCs but remove idle hands beyond the first pvp death. ensure that every SC has at least 1 fight at the start but don't force people to go out and feed for no reason, this is really silly and makes people not want to play.
6. leave normal SCs in their current iteration alone in their functionality after making all these changes.
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