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Incredibly long group SC pops

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roadkillrobin
Posts: 2773

Re: Incredibly long group SC pops

Post#51 » Thu Jun 29, 2017 8:21 pm

As far as I remember it just prioritize tank and healer classes
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freshour
Banned
Posts: 835

Re: Incredibly long group SC pops

Post#52 » Thu Jun 29, 2017 8:31 pm

A lot of the dead SC's the last few weeks have been that the SC's we have to choose from are pretty bad. It is my understanding that they want us to get to play some of the less desired SC's.

I mean if

- Reik
- Norden
- Gates
- Isha
- Mourkain
- Tor Anroc

- Were available in the Q list every single week no matter what. I think you'd notice a lot more people in the group Q's. But sadly it has been full of the SC's that people get pissed about if you don't blacklist so most of the time I and the groups I am in will only q for 1-2 SC's and I'll farm PVE or roam with them. So I think incentive could really just be making the good core SC's in the rotation more abundantly and have maybe 1-2 of the "less desired ones" on the list rather than 1-2 of the good ones, and the rest be serpent passage and company. I think that solution would be easier for the devs since they don't really like rewarding anything for SC's. Maybe like a middle ground so to speak? Idk, just my two cents.

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shaggyboomboom
Posts: 1230

Re: Incredibly long group SC pops

Post#53 » Thu Jun 29, 2017 8:41 pm

wargrimnir wrote:
shaggyboomboom wrote:I would love to see a dev response to this issue.
Matchmaking does exist.

RvR is a better RP/loot faucet.

Scenarios are (quite fun) mini-games.
But from that "quite fun mini-game" who get BiS weapons. That's the main issue. Some classes like DPS AM and SM need the offensive sets for full potential. Also, some classes (melee DPS) need those for merc sets.
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wargrimnir
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Re: Incredibly long group SC pops

Post#54 » Thu Jun 29, 2017 8:52 pm

There aren't any blacklisted scens. Each time the server boots it rolls a random set. There is one pug scen that doesn't change and one 6v6 scen that doesn't change.
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[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

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Tesq
Posts: 5713

Re: Incredibly long group SC pops

Post#55 » Thu Jun 29, 2017 8:56 pm

you all talking nonesense, the sc problem it was alredy present it just get worst from when the conqueror/dopminator was introduced, the fast pop was the conseguence of the easy way to get gear which meant ppl didn't care much to either rvr or sc and most majority of short time players got diverted to sc and the pop was suer fast for the joice of everyone.

Atm all ppl are focus on rvr, always, 100% of the time because if the domni and sc weapons are extremly long to do the conqueror is a doom then there are additonal problems:

-the fact that the sc system do not cap both the archtype x side is also another main factor in ppl not queueing. (aka 3 healer and only 1 on the other side; the sc should cap max with a +1 of diiference (so 2 on one side and 1 on the other) and leave out every cicle 1 healer.

-no way for in sc ppl to help the balance by transform themself(like skaven in live ) with a command in a template tank/healer (rr 30 for exemple with out log out)

-unbalanced sc where the most punt compositioin win, aka GoE or ton anroc (and the super punt thread is still there waiting in the balanec section for an answer from a lot)

-bad choise of pug sc, pool does not always translate in good choice-> pug sc need to not be dispersive for the ppl; yes, a 3 obj scenario as gate is fine till one of the side is not melee heavy, a turtle duo join or a heavy punt composition get in and ppl do not split mindlessly, if 1 side do these thing in row in 3-4 sc (also if 1 side have no heals and the other 3 in 3 sc in row) 1 of those 2 stop queue and being that the only pug sc the queue gona halt for some mins.

-2 obj sc suck..... where 1 side which is winning also get an advantage for 30 sec after have cap..if you finish clear the enemy after the 20 sec you basically have another free cap for 2 objective because travel time in LF for exemple. (all this 2 sc should became 3 sc style ; the objective sc should be

1 obj with a way to reset flag (temple of isha in live...part reset the flag it didn0t gave dmg buff.....)
2 obj all should be made into 3 obj and dmg buff removed
3 obj (simple as they are now but remove 1 flag give more points maybe)
4 obj remove a flag as in reikland factory
5 onj with click middle flag resetting when 1 side have capped all (so fix battle of praag and al the other 5 flags sc)

"Winner win even more" is not something that help encourage ppl to enter sc

dansari wrote:
footpatrol2 wrote:Tie Sc's to the RvR campaign/zone flips like it used to be and you will see a explosion of competition. Ya gotta fix the problems this caused in AoR, which shouldn't be too hard to do. That old system actually put meaning to the SC's. As it is now SC's are a meaningless side game independant to the RvR campaign.
I think this is a cool idea, but it might hurt NA prime time. Gotta stick up for my fellow murcans and murca's hat.

we know this is exploitable as hell for the loosing side and create no competition you all know that lol since loosing side can jsust queue his best sure to win premade/s and tarpit the other realm for hourse blocking the lock.
Last edited by Tesq on Thu Jun 29, 2017 9:20 pm, edited 2 times in total.
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peterthepan3
Posts: 6509

Re: Incredibly long group SC pops

Post#56 » Thu Jun 29, 2017 9:00 pm

You're talking about pug scenarios, I am not. My complaints pertain to group scenarios, not pug scenarios. I agree with your other points.

It's not about making 'winners win more'; it's about adding carrots and incentives to people to form groups and group queue, because at the moment there's 0. And the 20/30 minute queue times are indicative of it.
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Tesq
Posts: 5713

Re: Incredibly long group SC pops

Post#57 » Thu Jun 29, 2017 9:08 pm

im talking about all, when i pug queue i can queue for all sc, those in which also premade can fights .....sc are not only preamdes vs premades or pugs vs pugs, most majority of premades fights are vs pugs.

naaaa is about make thing enjoyable idc queue vs premade if im solo, i do care about 2 obj sc being unplayable, till super punt get fixed ton anroc and gates be unplayable, bop is well more enjoyable than gromrin crossing tough both end in farm in front of wc where. BoP canons range is absurd it reach the 4th flag location an bypass barricades (why those where add in first plsce then ? i mean suppose to no give too much advatange by enemy have his back safe and cannons should be anti impossible to leave sc tool) and Grom cross have no guard and way to get back in wc once you are down so you have no way to repel the enemy at the advantage. Plus in both again no way to reset flags when all is cap.
Last edited by Tesq on Thu Jun 29, 2017 9:23 pm, edited 1 time in total.
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dansari
Posts: 2524

Re: Incredibly long group SC pops

Post#58 » Thu Jun 29, 2017 9:17 pm

I hear you bud. My main concern is that any incentive to do this will end with the better premade groups taking full advantage of the new incentive.. and it's really not fun losing to the same group over and over. I know everyone has been on both sides of that coin.
<Salt Factory>

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Aurandilaz
Posts: 1896

Re: Incredibly long group SC pops

Post#59 » Thu Jun 29, 2017 9:45 pm

I honestly wonder why people still bother with grouping for Scs? Vast majority of time you will just farm pugs, if you want 6v6 action you queue for a specific scenario or organized it beforehand to make sure the other realm has some 6man also online.

Sure, some people join Scs looking for "fights", but for many, the reason to join SC is to get emblems; the renown gain from scs is pretty weak.
If I want fights, I do oRvR in guild WB. If I'm doing scs, I'll just be pugging and doing what I can to either get emblems or maximize dbs by hitting lowbies. :D

Toonman
Posts: 213

Re: Incredibly long group SC pops

Post#60 » Thu Jun 29, 2017 9:57 pm

Aurandilaz wrote:I honestly wonder why people still bother with grouping for Scs? Vast majority of time you will just farm pugs,
Why play ORvR? Vast majority of the time you're playing musical BOs, zerging a smaller group, getting zerged by a larger group or just sitting on BOs doing nothing. Sure, some people join ORvR because they like fights, but for many, the reason is to ride the zerg to free flips while in relative safety.

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