Temporary Matchmaking Test

The latest updates from the front lines.
Stay informed on what the developers are working on and what’s coming next in Return of Reckoning.
Forum rules
Before posting on this forum, be sure to read the Terms of Service, Privacy Policy and Code of Conduct
Alubert
Posts: 651

Re: Temporary Matchmaking Test

Post#61 » Wed Dec 31, 2025 4:47 pm

After playing 20+ scs, I can say that the new system works surprisingly well.
There are a few shortcomings, such as the difference in the number of players. Sometimes it's because people simply don't log in despite signing up, and you can see this, for example, when there is a reservation in sc pt groups UI and they don't log in. And sometimes it's just an imbalance in the number of players.
People in the chat complain that the scs are unbalanced. They are wrong. Because it has nothing to do with the new Machmaking.
This impression is caused by today's difference in the quality of destro>order players. They don't take into account that we had a lot of aoe spec dps (useless), some SLs who don't drop rage when needed, etc.
But it has always been the case that people look for reasons where there are none.
For me, it works great (as an order tank, almost insta pop).
Maybe I only had one sc without healers, which is definitely acceptable.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 70+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+

Ads
User avatar
Brakh
Posts: 125

Re: Temporary Matchmaking Test

Post#62 » Wed Dec 31, 2025 5:00 pm

Nice UI but matchmaking needs some improvements. Few games in a row where one side has 0 tanks/healers

gisborne
Posts: 62

Re: Temporary Matchmaking Test

Post#63 » Wed Dec 31, 2025 5:20 pm

OceanSoul wrote: Wed Dec 31, 2025 4:32 pm
gisborne wrote: Tue Dec 30, 2025 7:37 pm
leftayparxoun wrote: Tue Dec 30, 2025 4:01 pm
Granted, a big number of players do not like to play for objectives but in my opinion this is mainly due to the complete degradation of scenario matchmaking up to the point where they are just seen as pugfarms nowdays. Should this status change (and especially if non-kill rewards in scenarios get buffed), then I expect people will start playing more tactically.
People don't play for objectives because they don't matter. You can lose every scenario and get 5-10x the renown of the winners by farming kills. You see premades let their opponents get objectives all the time just to lure them out to be slaughtered and not surrender.

If you want objectives to matter you need to reduce kill renown and increase objective/win renown significantly.
People don't play for objectives because for the most part its boring. Killing is fun and standing on the flag doing nothing is not fun. The more objectives gameplay decoupled from actual pvp gameplay the less people care about them. People rarely forget to pick up the thing in Maw of Madness or Mourkain Temple, because its simple and you can keep doing fun part - fighting - while also doing objectives.

It has nothing to do with efficiency or the proper way of progressing. I mean it does, but not as much as whether the thing is fun to do or not.
There isn't a scenario in the game where "doing the objectives" means sitting at an empty objective and just waiting.

Gorezog
Posts: 32

Re: Temporary Matchmaking Test

Post#64 » Wed Dec 31, 2025 5:58 pm

kleinbuchstabe wrote: Wed Dec 31, 2025 4:29 pm First Impression:

The New SC Interface looks realy nice and user friendly

First I qued solo and had very fast pops (as Tank).
Then I joined a 6man, and we had no pops at all. Avarage time was +-1min, but we waited more than 6min without a pop.
Therefore, all groupmembers decided to que solo then, and everyone had instant pops again, but splited up in different SCs.

Thats a little bit weird, cause it feels now that solo quers are prioritized (or group ques are disadvantaged) generaly in the SC que.
I really hope that this is not working as intended, cause SC is a group based content imo. Playing 6man SC with guildies is one of the reasons i play this game since decades, dont want to loose that to a solo-que prioritizing system, wich leads to 6man groups spliting up to get a pop, like it happend today. This would be a very bad direction...


logically it would stand to reason that there wasnt other 6 man groups on the other side to match you against, either because people were trying the queue system solo or 6 man groups in scenario queues are the actual minority and if that is the case, while it may be personally distasteful to you, you are not who that aspect of the game should be based around. Did you try in 2-5s as well? An argument can certainly be made that 6 man team against 6 solo players also isnt group based content anyway, its farmville and you could just do what 6 mans who at least pretend they dont want to pubstomp and organize yourselves to count into ranked....

Also 6 minutes without a pop is nothing anyway, I mean come on, how impatient can you be....

User avatar
kleinbuchstabe
Posts: 132

Re: Temporary Matchmaking Test

Post#65 » Wed Dec 31, 2025 6:30 pm

Gorezog wrote: Wed Dec 31, 2025 5:58 pm
logically it would stand to reason that there wasnt other 6 man groups on the other side to match you against, either because people were trying the queue system solo or 6 man groups in scenario queues are the actual minority and if that is the case, while it may be personally distasteful to you, you are not who that aspect of the game should be based around.
yes of course not around me, thats the point, it should be based around 6man groups xD
Thats what this game is designed, balanced, and synergized (is that a word?) around. Thats the sense of a matchmaking system, to build proper 6man groups. So, when the matchmaker works, and solo quers get a 2-2-2 setup as well, why should they get separated from people who built that group without matchmaker? In the end, the matchmaker forces solo quers to do, what they just avoid to do by themselves. Building proper 6man groups.


Gorezog wrote: Wed Dec 31, 2025 5:58 pm Did you try in 2-5s as well?
We tried with 5man before, but we didnt get a pop for minutes. So we thought, maybe its because of 5man, cause this was the worst number to get pops with the old system. But it didnt get better with 6man.


Gorezog wrote: Wed Dec 31, 2025 5:58 pm An argument can certainly be made that 6 man team against 6 solo players also isnt group based content anyway, its farmville and you could just do what 6 mans who at least pretend they dont want to pubstomp and organize yourselves to count into ranked....

Also 6 minutes without a pop is nothing anyway, I mean come on, how impatient can you be....
Well it would be a bad argument, cause the group was build out of /5 lfg channel. So we were in the same state of randomness like solo quers with matchmaker. No experienced / coordinated team, no voice, just 6 solos who build a group via /5. Why should a group like that not encounter 6 solos grouped 2-2-2 by matchmaker?

6minutes + the uncounted minutes we were waiting as 5man. And yes, with the old system it would be no time. But we are talking about a test of a new system here. And meanwhile we had no pop as a 6man, there seemed to be plenty of pops for solo ques. Wich instantly poped for us as well, before and after we qued in group.

Mvl130
Posts: 61

Re: Temporary Matchmaking Test

Post#66 » Wed Dec 31, 2025 6:51 pm

Scenarios do seem to be far less one-sided than usual, both teams managing to get an amount of kills that is rather close, which is already a nice improvement

I'd say however, and well this is not related to the matchmaking system, that healers, being "balanced" for blob/keeps, have a tendency to heal for too much in scenarios, making kills rather hard to obtain, and this ends up creating a form of stalemate ; I think it could be beneficial to introduce in scenarios an over-time incoming heal debuff as long as you remain in combat, in order to gradually lower the efficiency of heals on anyone, so that people start dying eventually

Ramihrdus
Posts: 2

Re: Temporary Matchmaking Test

Post#67 » Wed Dec 31, 2025 7:29 pm

Mvl130 wrote: Wed Dec 31, 2025 6:51 pm I'd say however, and well this is not related to the matchmaking system, that healers, being "balanced" for blob/keeps, have a tendency to heal for too much in scenarios, making kills rather hard to obtain
I agree with this.
In level 40 scenarios with multiple healers on both sides I often find that they output so much healing, combined with all the ways players at that level have to escape, that hardly anyone ever dies. We end up spending a very boring 10 minutes hitting each other to no effect with a final score of zero kills and zero deaths.

And, yes, I know you're supposed to hit the healers, but a lot of times we lack the dps to out damage their healing.

User avatar
M0rw47h
Posts: 980

Re: Temporary Matchmaking Test

Post#68 » Wed Dec 31, 2025 7:31 pm

/assist

Ads
guessgap
Posts: 46

Re: Temporary Matchmaking Test

Post#69 » Wed Dec 31, 2025 7:48 pm

time to kill vs any half decent group that assists (or uses swift assist) can be quite short.
yes, sometimes matches can become a stalemate, but its rare and not a reason to change this delicate balance of healing vs dps.
i really like ror compared to other pvp (mmo) games that it allows for a more tactical gameplay and not the usual fast twitch reaction based gameplay.

User avatar
Rydiak
Game Master
Posts: 1063

Re: Temporary Matchmaking Test

Post#70 » Wed Dec 31, 2025 8:04 pm

The test has concluded! Thank you so much to all of you that helped us find bugs and offered your suggestions. Changes will be made for the future.
Interested in the Grace playstyle but don't know where to start? Check out my Grace guide! Updated

Check out my Damage Calculator. Includes extra RoR calculators!

Who is online

Users browsing this forum: No registered users and 3 guests