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SC queueing is working as intended and driving players away?

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Luckydgl
Posts: 12

Re: SC queueing is broken and driving players away

Post#61 » Wed Oct 19, 2022 1:34 pm

wargrimnir wrote: Sun Oct 16, 2022 12:04 am If you want to play the discordant queue for a solo experience, it's available for you.
The discordant queue only seems to be solo/duo locked for the creation and start of the sc, once the first group has joined the sc seems to drop back into the normal queue for that tier and opens up to premades. Anecdotally, I have had this happen where I had my own 6man for sc which disbanded and I continued queueing solo in discordant. I would fight the premades with my premade and then after I started the discordant queue I ended up fighting them again. This only seems to happen when the sc tries to fill the remaining spots after the initial solo/duos from discordant have joined.

Again, this is only anecdotal but, I have had many people i've grouped with experience the same thing.

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Bozzax
Posts: 2621

Re: SC queueing is working as intended and driving players away?

Post#62 » Wed Oct 19, 2022 2:43 pm

Queue mech greatly favours feeding any active 6man (either side) with pugs since scs with 6mans / small grps on both sides quickly leads to one side dodging/dropping after one or two losses.

That is why the surrender % is abnormal high and why you will see one side win streak for long segments (crest feed/easy mode) in killboard. I bet even many vets check this out bf choosing to queue or not or to piggyback the easy side. Also why there are so much casual complaints on this mode off play as well

Poor design for all but the prevailing 6man that are spoon fed easy crests and insta pops until pugs or them drop. This on top of having an own queue that most dodge In fear of loosing 😂 BAZIINGA
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Tesq
Posts: 5713

Re: SC queueing is working as intended and driving players away?

Post#63 » Wed Oct 19, 2022 4:09 pm

the event sc became a easy pick hunting territory for groups, since most ppl gona pick the rng solo sc rather than others. Since they cant do it in solo q they are forced into group fight.

There is not such thing as a solution here, you either make the event sc soloq aswell since it's a scenario and not open pvp (and by that logic all sc ) so should be everything just fast queue, click and pop...or you rather consider it like you must group at some point and leave it as it is.

this is a problem i pointed some years ago, scenarios should had been just solo q fast and pop type of queue, with all the respect for sc lovers; ranked should had been the place for them, WITH no special reward as it was at the beginning; so that only ppl willing to get nice fight would join (i did). That at the beginning of ranked i remember it worked fine; if both system had gone in a diff direction maybe thing would had been different...
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Bozzax
Posts: 2621

Re: SC queueing is working as intended and driving players away?

Post#64 » Wed Oct 19, 2022 4:37 pm

Problem is the group fill first implementation (regardless of queue) time rest is good enough
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Mordd
Posts: 260

Re: SC queueing is working as intended and driving players away?

Post#65 » Wed Oct 19, 2022 5:19 pm

Bozzax wrote: Wed Oct 19, 2022 4:37 pm Problem is the group fill first implementation (regardless of queue) time rest is good enough
I would be nice if a group que waited at least 30-45 seconds to try and get another group. Instead of slamming the first 6+ solo suckers against them.

This was the whole point of starting this thread. it wasnt about class balance in sc. I get that if there are no healers queing forcing the matchmaker to wait for a balanced sc could make pops just never happen.
But having it look to put premade vs premade for a few seconds would be good for both the premades and the solos. We do premades at least a few nights a week and we dont want to completely roll over teams with no effort.
A good fight is preferable.

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Bozzax
Posts: 2621

Re: SC queueing is working as intended and driving players away?

Post#66 » Wed Oct 19, 2022 6:48 pm

Best advice make a group and play the mechanic

It is what it is .... most likely by design
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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wargrimnir
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Re: SC queueing is broken and driving players away

Post#67 » Wed Oct 19, 2022 9:32 pm

Luckydgl wrote: Wed Oct 19, 2022 1:34 pm
wargrimnir wrote: Sun Oct 16, 2022 12:04 am If you want to play the discordant queue for a solo experience, it's available for you.
The discordant queue only seems to be solo/duo locked for the creation and start of the sc, once the first group has joined the sc seems to drop back into the normal queue for that tier and opens up to premades. Anecdotally, I have had this happen where I had my own 6man for sc which disbanded and I continued queueing solo in discordant. I would fight the premades with my premade and then after I started the discordant queue I ended up fighting them again. This only seems to happen when the sc tries to fill the remaining spots after the initial solo/duos from discordant have joined.

Again, this is only anecdotal but, I have had many people i've grouped with experience the same thing.
AFAIK it doesn't pull from outside of discordant, but it's also not like we have hundreds of people playing, and if you re-queue after a match, it's pretty likely you'll run into at least a couple of the same people you fought in the last match. What people call premades could just be the same group of people that are queuing after a match. If that's primarily what you're doing in-game, there's not much reason to wait around, particularly if your realm is on a win-streak. What we look for in "premades" is a pattern of players looking to abuse the system, and there's a handful of metrics we can start with. From the players side, you are more than welcome to the Killboard link at the top of the forums to investigate whether people are actually running premades, or if it's coincidence/paranoia. We have the data publicly available, you don't have to guess.

Consider how the queue system works. At the end of the match, you're going to have 12 people on each side leave a scenario. How many of those people are going to queue up again in the next 60 seconds? Probably most of them if their intent for the night is to play scenarios. That means the next time the matchmaker is triggered, the majority of people who just finished a match should be joining the next available one. Even if you wait a couple minutes and then join, it's likely that you will be selected to fill a spot in the new match primarily made of the players who just finished, since it tries to fill scenarios every 30 seconds until they're full. What is going to make a winning realm stop queuing back to back? Having a solid loss that demoralizes their desire to keep going, reaching some personal goal of crests, or running out of consumables that forces them to go to the city to visit the auctionhouse or a gear vendor.
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Bozzax
Posts: 2621

Re: SC queueing is working as intended and driving players away?

Post#68 » Thu Oct 20, 2022 5:04 am

You really should reconsider reverting all this queue separations and use time in queue again for all and all setups

Avoiding all this looping of same unmatched comps over and over again within their ‘buckets’

The negatives outweighs the benefits by a wide margin

It is obvious that players and path of least resistance is a big factor in why the current mechanics and ‘buckets’ isn’t working well but instead creates surrender/stomp loops in all sub queues
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Lime
Posts: 80

Re: SC queueing is working as intended and driving players away?

Post#69 » Thu Oct 20, 2022 7:29 am

Gear/renown Disparity is main issue with t4 scenarios that I see. You can usually tell the outcome of a scenario just by inspecting people. If you don't see near Sov level of gear and people potted around you, expect a quick loss, regardless of player skill levels/coordination.

The issues that exist in t4 scenarios do not really exist in 1-39 scenarios due to gear gap being relatively less of an issue. I don't think I have ever seen a 1-39 scenario as terribly lopsided as the t4 scenario geared stomps have become and skill seems to be more important than gear in this bracket. Anni vs duelist gear is not that big of a difference and with a bolster being under leveled is not a huge issue.

A SoV 40/80 with consumeables is easily 300% more powerful than a 40/45 conq geared character without consumeables. So the winner of t4 scenarios is often the side with the highest overall gearscore.

In the recent past vanquisher gear was only 30-35% more powerful than conq gear, in terms of gear points. Now the gap has widened Sov being 110% more powerful than conq gear atleast by using the power level chart viewtopic.php?t=49367 . I made the mistake of trying out a fresh 40 the other day in t4 and it was honestly one of the worst experiences in gaming I have had in a while with little ability to defend myself or make an impact in the scenario whatsoever. How many new players will be willing to get stomped by established players while they spend months gearing up?

The gear desparity easily allows a few established players to crush the newer players and snowball a scenario and made me feel like queing my fresh 40 as causing my side to auto lose.
Limey: 83 Knight Limeyx: 77 BG

Kuschell
Posts: 18

Re: SC queueing is working as intended and driving players away?

Post#70 » Thu Oct 20, 2022 11:19 am

Lime wrote: Thu Oct 20, 2022 7:29 am Gear/renown Disparity is main issue with t4 scenarios that I see. You can usually tell the outcome of a scenario just by inspecting people. If you don't see near Sov level of gear and people potted around you, expect a quick loss, regardless of player skill levels/coordination.

The issues that exist in t4 scenarios do not really exist in 1-39 scenarios due to gear gap being relatively less of an issue. I don't think I have ever seen a 1-39 scenario as terribly lopsided as the t4 scenario geared stomps have become and skill seems to be more important than gear in this bracket. Anni vs duelist gear is not that big of a difference and with a bolster being under leveled is not a huge issue.

A SoV 40/80 with consumeables is easily 300% more powerful than a 40/45 conq geared character without consumeables. So the winner of t4 scenarios is often the side with the highest overall gearscore.

In the recent past vanquisher gear was only 30-35% more powerful than conq gear, in terms of gear points. Now the gap has widened Sov being 110% more powerful than conq gear atleast by using the power level chart viewtopic.php?t=49367 . I made the mistake of trying out a fresh 40 the other day in t4 and it was honestly one of the worst experiences in gaming I have had in a while with little ability to defend myself or make an impact in the scenario whatsoever. How many new players will be willing to get stomped by established players while they spend months gearing up?

The gear desparity easily allows a few established players to crush the newer players and snowball a scenario and made me feel like queing my fresh 40 as causing my side to auto lose.
Thats excactly how it is. Skill only start to matter when the gear difference is not that big. Last time i had People with green gear running vs sov. Guess the outcome. Its funny how people with full sov stomping ruin or worse gear ppl and talk about skill grp up and learn the game.

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