Proof.Kragg wrote: Bollocks. I been playing them for the last month on pretty much daily basis and I can pick them all out for you by name and guild like one of the posters above has done. They queu at the same time and end up in the pug, wrecking it. Hours on end.
Incredibly long group SC pops
Re: Incredibly long group SC pops
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Re: Incredibly long group SC pops
Kragg wrote:Bollocks. I been playing them for the last month on pretty much daily basis and I can pick them all out for you by name and guild like one of the posters above has done. They queu at the same time and end up in the pug, wrecking it. Hours on end.Elemint wrote:In the many, many pug scenarios i've done over the past month or two, never have i ever seen something that looks like a premade solo queing. The worst i've seen is 3+ people from an alliance who sometimes group playing pug scenarios, but i'm sure they were ungrouped and queing everything - nothing can be done about that.
If there is a group abusing the ques, especially an order one, they've done such an embarassing job that it doesn't even matter if they're 2/2/2 in comms or not.
Well why are they not entitled to do that? Should they be forced to wait 20-30 minutes for their PvP? People are allowed to queue as a duo, is there anything forcing guilds to play as a group right now? If you happen to duo with someone from your guild, as does another pair from your guild - without knowing - should you be penalised?
'Hours on end' - you let this go on for hours and still don't form a group/try to adjust to it?

Re: Incredibly long group SC pops
Referring to the opportunities which have Pug vs Premade I would like to remind our characters are further enhanced in terms of playing in premade which further reduces the cheances of Pug for victory. Does this explain reduction in the number of players?
Re: Incredibly long group SC pops
Any order premade that wants faster pops simply needs to play destruction. The best part is it will improve the quality not only for themselves but for all other order premades.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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Re: Incredibly long group SC pops
Kali14 wrote:Referring to the opportunities which have Pug vs Premade I would like to remind our characters are further enhanced in terms of playing in premade which further reduces the cheances of Pug for victory. Does this explain reduction in the number of players?
So essentially:
- Pugs get farmed
- Pugs don't want to form groups, but want to win scenarios. Hmmm
- Cue le pug scenario
- Pugs queue for the pug scenario, and even then complain if they so much as see someone that offers a challenging fight/a duo from guild X
- Group pops (i.e. how the game was intended) suffer as a result of this, because people are opting for the easiest emblems p/hour.
What to take from this?
- Something needs to be done to promote group play/queuing as a group. Roadkillrobin makes good points, and carrots will only ever be temporary - but is that not the case for every carrot in this game? It quickly gets replaced? Why not make seasonal carrots? etc.

Re: Incredibly long group SC pops
I was guild leader and my plan was playing in Premade too but when Server went down year ago my guild has been lost. Only I survive so stop talking me about this ****!
I will be now PUG till the end. I may gather again all WB and kill your premade in 5 seconds.
I will be now PUG till the end. I may gather again all WB and kill your premade in 5 seconds.
- peterthepan3
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Re: Incredibly long group SC pops
Kali14 wrote:I was guild leader and my plan was playing in Premade too but when Server went down year ago my guild has been lost. Only I survive so stop talking me about this ****!
I will be now PUG till the end. I may gather again all WB and kill your premade in 5 seconds.

Re: Incredibly long group SC pops
Well, when I needed SC tokens and nothing was up in terms of "LF tank for 6 man, roam + SC" I dipped my toes into the pug SC and scouted who is playing. If there were at least 2-3 guys I know the nick of I kept queueing, if it was a SC full of level 35-level 37 guys mixed with nn's I simply logged or played another char.peterthepan3 wrote:
So essentially:
- Pugs get farmed
- Pugs don't want to form groups, but want to win scenarios. Hmmm
- Cue le pug scenario
- Pugs queue for the pug scenario, and even then complain if they so much as see someone that offers a challenging fight/a duo from guild X
- Group pops (i.e. how the game was intended) suffer as a result of this, because people are opting for the easiest emblems p/hour.
What to take from this?
- Something needs to be done to promote group play/queuing as a group. Roadkillrobin makes good points, and carrots will only ever be temporary - but is that not the case for every carrot in this game? It quickly gets replaced? Why not make seasonal carrots? etc.
So since pug sc is better for instant farming purposes you end up playing it more often, even if you want to play organized / semi serious / serious. (at least in my case)
I have thought yesterday a little bit about this issue. if you want to promote 6 mans heavily than add carrots for premade TEC and CW, make currency only drop when it's premade vs premade, and make it that the losing party gets something for playing too and ivesting there time (like winner gets 5 tokens, loser 4, price item at 500 or something like that (just as an example)). other as in the typical sc stomp where you get after 7 minutes nothing.
This is essentially a fix, especially if you add seasonal carrots or hard to reach carrots. Since devs show little interest, because it will take a) project resources and b) is only important to a few players, this is not gonna happen or not gonna happen fast.(my assumption)
So, as two guys here have suggested, roll destro when there is nothing up on order an queue times are too harsh, I do atm the same since I have not much to do on destro besides our guild WB. And well, if you don't like that suggestion, you just have to wait for better days, since advertising and promoting doesn't work (I'm not saying I'm bothered with this kind of threads, but if ppl don't react ingame by forming grps, and that is the case, it's wasted time).
Last edited by ragafury on Fri Jun 30, 2017 2:33 pm, edited 1 time in total.
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Re: Incredibly long group SC pops
Well said mate.I have thought yesterday a little bit about this issue. if you want to promote 6 mans heavily than add carrots for premade TEC and CW, make currency only drop when it's premade vs premade, and make it that the losing party gets something for playing too and ivesting there time (like winner gets 5 tokens, loser 4, price item at 500 or something like that (just as an example)). other as in the typical sc stomp where you get after 7 minutes nothing.
This is essentially a fix, especially if you add seasonal carrots or hard to reach carrots. Since devs show little interest, because it will take a) project resources and b) is only important to a few players, this is not gonna happen or not gonna happen fast.
So, as two guys here have suggested, roll destro when there is nothing up on order an queue times are too harsh, I do atm the same since I have not much to do on destro besides our guild WB. And well, if you don't like that suggestion, you just have to wait for better days, since advertising and promoting doesn't work (I'm not saying I'm bothered with this kind of threads, but if ppl don't react ingame by forming grps, and that is the case, it's wasted time).

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Re: Incredibly long group SC pops
Bozzax wrote:@Peter
Some of us feared pugs would start avoiding premades when the pug sc was added. My guess it will be even worse than it is now (for order) before it gets better.
Increasing the winner rewards simply won't solve anything since pugs never win vs premades. (10 x 0 is still 0)
This also holds true for beginner/casual premades vs veteran/hc premades. They simply are farmed like renown pinatas just like pugs.
What you see here is an effect of order having efficient farming teams for a very long time.
Since I'm destruction biased as **** I throw this in for free./bias offSpoiler:
That's been a problem since the live days. Warhammer always had a very bad rich get richer, poor get poorer system. The winners get incredibly better rewards than the losers unless it ended up at like a 500-495 game then it's probably closeish. When you have a game that is THIS gear based that is just a recipe for disaster.
The winners get to their next tier of gear faster than the losers can and then start stomping them even HARDER making it nearly impossible for the losers to ever catch up. Everyone gets demoralized, rolls alts and dicks around and eventually quit heh.
And then what does grouping help? Unless you're on vox and actually ORGANIZED it's still going to get rolled by someone who IS. And yeah sure, WAR is a "group" game, but that doesn't necessarily translate into wanting to be on Vox all the time, a lot of people don't want to be that "on" just to do basic gear farming.
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