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Patch Notes 13/03/2026

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kpihuss
Posts: 90

Re: Patch Notes 13/03/2026

Post#41 » Fri Mar 13, 2026 5:39 pm

SuperStar wrote: Fri Mar 13, 2026 5:19 pm
kpihuss wrote: Fri Mar 13, 2026 4:50 pm
SuperStar wrote: Fri Mar 13, 2026 4:17 pm


How about ltp and fight against other premades,

Its a shame.


The match making is broken
Here is the prove:

https://killboard.returnofreckoning.com ... ios?tier=4
Premades must fight against premades. But if there are not premade on the another side, then Premades must fight against pug.

Because premades cant wait 45 minutes for a pop and a pug only need wait 3 minutes. This is not fair :shock:
Sadly the premades dodge eachothers they dont like to fight aganist eachother at all. So dont be coward ltp dear premades and fight aganist each other.

Make a dedicated premade sc amd you can fight there. I tell you a secret you wont it will be dead like the group ranked. Because these premades most of it only like easy farm.

And it a shame and pointless.

Kill the newplayer and pug lowbie non meta palyers experience.
I play on premade and i like play against another premades.

Farming pugs it is not funny
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SuperStar
Posts: 563

Re: Patch Notes 13/03/2026

Post#42 » Fri Mar 13, 2026 6:00 pm

Nameless wrote: Fri Mar 13, 2026 5:34 pm Why ppl bring group ranked each time when we talk about premades.
Group ranked is 6 man v 6 man which is quite different beer compare to 12 v 12 maps.
Premade or not I dont like 6v6 much while i enjoy 12v12 maps dynamics.
So if i premade i just dont like group ranked that is not alternative to 12v12 maps and that has nothing to do with premade dodging or some desire to farm pugs (no most dont)
Ideally there should be possible to pair 2 prems vs 2 prems but tha is quite a long shot so instead punishing ppl that take thiir time to play the game as intended put them at regular queu. Pug /5 premade is not much better than balanced groups matchmaking is doing.

Beside 2-3 good pug players could snowball solo queu scen so hard so certain ppl feels like they are like facing premades everywhere
Even if it premade + pug vs premade +pug
Some how the premades farm the pug and even in a sc dodge eachoter in the rare case when 2 premade and 2 pug in the same sc.


But like i said match making is broken.

This is not balanced at all one sided shame ful mewbie lowbie farm or afking

https://killboard.returnofreckoning.com ... ios?tier=4

I played a lot of premade sc at the past max 3 lose and they disband or play rvr most of them after one big lose. There is no culure here sadly for premade vs premade.


The majority of the community is pug sc enjoyer.

Idk why should be acceptable to some lowlifer real fight dodger abuse th le 80-95 percent of the player base.

Alubert
Posts: 730

Re: Patch Notes 13/03/2026

Post#43 » Fri Mar 13, 2026 6:56 pm

Nameless wrote: Fri Mar 13, 2026 5:34 pm Why ppl bring group ranked each time when we talk about premades.
Group ranked is 6 man v 6 man which is quite different beer compare to 12 v 12 maps.
Premade or not I dont like 6v6 much while i enjoy 12v12 maps dynamics.
So if i premade i just dont like group ranked that is not alternative to 12v12 maps and that has nothing to do with premade dodging or some desire to farm pugs (no most dont)
Ideally there should be possible to pair 2 prems vs 2 prems but tha is quite a long shot so instead punishing ppl that take thiir time to play the game as intended put them at regular queu. Pug /5 premade is not much better than balanced groups matchmaking is doing.

Beside 2-3 good pug players could snowball solo queu scen so hard so certain ppl feels like they are like facing premades everywhere
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TrainInVain
Posts: 175

Re: Patch Notes 13/03/2026

Post#44 » Fri Mar 13, 2026 7:05 pm

I bet NoMoney see's this naked bear wrastlin as cultural appropriation.

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kleinbuchstabe
Posts: 151

Re: Patch Notes 13/03/2026

Post#45 » Fri Mar 13, 2026 7:16 pm

After all these "matchmaker is broken" and "premades farm pugs" tears, i assume that matchmaker is working fine now?
So it creates an equal composition of classes for both sides, without excluding 4-6man groups? Is SC literatly playable again?

That would be good news

SuperStar
Posts: 563

Re: Patch Notes 13/03/2026

Post#46 » Fri Mar 13, 2026 8:43 pm

kleinbuchstabe wrote: Fri Mar 13, 2026 7:16 pm After all these "matchmaker is broken" and "premades farm pugs" tears, i assume that matchmaker is working fine now?
So it creates an equal composition of classes for both sides, without excluding 4-6man groups? Is SC literatly playable again?

That would be good news
Yeah everything works as before matchmaking.

Premades farm pugs.

Matchmaikng is broken now its just a fancy ui without any meaning. Not balancing anything to be honest. Not vene range or melee.
I hope they fix it soon.

Because now it totally pointless.

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MaxHayman
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Re: Patch Notes 13/03/2026

Post#47 » Fri Mar 13, 2026 8:47 pm

We have pushed a client fix to fix the crashes in Praag and the missing creatures in the live event. Restart your launcher to get the latest fix.
Max Hayman

hordak774
Posts: 145

Re: Patch Notes 13/03/2026

Post#48 » Fri Mar 13, 2026 9:57 pm

Ranked Solo improvments is upcoming or this segment would be removed completly ?

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Wholdar
Posts: 70

Re: Patch Notes 13/03/2026

Post#49 » Fri Mar 13, 2026 10:16 pm

ReturnOfReckoning wrote: Fri Mar 13, 2026 7:34 am - Multi-queue: It is now possible to queue for multiple Scenarios at the same time (i.e., Weekend Warfront + Random Scenario queue)

- Queue Transparency: When signing up for a scenario, you can now see the amount of players in queue on both realms. (In cases of Scenarios not popping, this will help identify which archetypes are missing.)

From testing this on my client, both features look only partly exposed in the new patch.

For multi-queue, the Scenario Lobby still queues scenarios one by one, but you can queue more than one. The client does not currently perform "queue all visible scenarios" action from the lobby.

For queue transparency, the relevant queue data does appear to be coming from the server already, but the stock UI is not displaying those Order/Destro archetype counts correctly yet.

I opened two tickets for this in case it helps:

https://bugs.returnofreckoning.com/view.php?id=25264
https://bugs.returnofreckoning.com/view.php?id=25265

I also put together a local workaround to show how the transparency numbers might be intended to look once the default UI handles them:


Image

Hope that helps.

/j

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Demonito
Posts: 83

Re: Patch Notes 13/03/2026

Post#50 » Fri Mar 13, 2026 10:48 pm

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