Nothing to get for all your efforts is what stops people from either continuing, hence exodus of competitive guilds from game, or starting: newer groups think 'why bother?' when they have nothing to show for their troubles. Newer players think 'why would I get farmed for 15 minutes when we could queue PuG sc, or PvE, or afk in forts?'. Effort vs reward is skewed hugely across the game.
Sure, the fights can be fun, and it's great to just enjoy the PvP - but with no tangible rewards/ranking system to show for it, you eventually get bored of twiddling your thumbs when you could be doing anything else and getting rewarded exponentially more.
Why not simply copy WoW arenas? Have custom titles, gear and/or items locked behind scenarios only. X amount of wins in a scenario will give you access to something that will make you want to grind it out. Normal scenarios could have a normal currency, ranked could have ranked, all would be contributing towards cool things that would make you want to devote more than 20 minutes a day to scenarios, while not mandating that you do them.
Why close the scenario thread...
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Re: Why close the scenario thread...
I guess, yes. Some 6mans tend to cap flag fast (on some maps spawn distance to objective is unequal) and then the fight happens at flag and if both teams are similar, then the side with flag wins.
No flag makes fighting without excuses inevitable.
Dying is no option.
Re: Why close the scenario thread...
Agreed. Now I'm not representative for the 6v6 scene, but the people I play with gather one day per week (Friday EU evening) and try to get a proper 6-man together, meanwhile queing all or most SCs and when having a group with a proper composition queing also or only for the premade SC.larsulu wrote: ↑Thu Jun 13, 2019 1:48 pmWe need more ppl into 6v6 scene and not only the usual 2/3 elite premades.Spoiler:
It could be awesome if more ppl would make a premade, starting to play together, improve their own play style and grp sunergies, lots of players will do 6v6 at the same level of skills.
That's what I'm wondering, do the people looking for an appropriate environment even need an incentive in form of rewards? I don't think so, at least not all of them. We don't.
On the other hand there may be some that simply think: "Same rewards for fighting a group that may beat us? Go away!"

Never argue with stupid people, they will drag you down to their level and then beat you with experience. (Mark Twain)
Re: Why close the scenario thread...
I only queu solo and only for PUG scenarios. I like them, so I don't need a reward BiS to play them. In all honesty not even a reward at all. I can't understand what is the point of measure fun in gear and currency, and that is above myself in this thread. I actually think that you enjoy the scenarios and get gear somewhere else like doing an Epic Quest, locking a zone, or a dungeon wing, but that's just me. I would like to have cosmetics in scenario rewards, even in normal ones. And I would still play them even if you only give me half the renown.
I can't also understand why they want a separate scenario pool. In my eyes we are, as PUGs, the ones being segregated into having only 1 scenario to choose from. Cause of the reasons that have been listed previously. Been spawn camped ignoring the scenario objectives to make the rolfstomp longer, instead of shorter if that is not what they want, was not a rare situation when I completely gave up in joining to all scenarios. It's not about killing, cause we as PUG simply stay inside doing nothing till the pain fades away, it's about rolfstomp.
Hope this clarify my point of view, and which points I share with the current situation, and I feel that is general enough to justify the huge drop in scenario pop.
In a completely side note: Maybe increase the pool to 2-3 of the scenarios for PUGs so the scenario queu is no longer empty cause of rolfstomps? Cause is also kind of boring to play over and over the same scenario for weeks, and even people that love scenarios like me get bored.
Spoiler:
Re: Why close the scenario thread...
Why are rewards only fun/enough when they are better than the others? I think that pretty much sums my line of thinking, and what puzzles me.
PS: Actually, why are rewards needed at all?
Last edited by Ototo on Thu Jun 13, 2019 2:31 pm, edited 1 time in total.
Spoiler:
Re: Why close the scenario thread...
In an mmo, every aspect in a game should have progression attached to it.
If you're doing something and getting nothing in reward - then you can do that a couple times in week/month, but not more.
If you don't have a sense of progression for doing something for countless hours, even if it's fun, you won't be doing that.
-> that is happening with scenarios currently.
Do you think, that people are wasting 100+ hours in forts because they're "fun", or they're having "epic and engaging fights" out there?
No.
They do that, because they get free currency and 30k rr ticks either by topping the killblow charts, or by hiding behind a tree for an hour, whilst watching some Netflix.
Give people cool stuff in ranked scs territory, with well predesignated 1-2 maps, and you will see a lot more movement on the server, with new groups arising.
If you're doing something and getting nothing in reward - then you can do that a couple times in week/month, but not more.
If you don't have a sense of progression for doing something for countless hours, even if it's fun, you won't be doing that.
-> that is happening with scenarios currently.
Do you think, that people are wasting 100+ hours in forts because they're "fun", or they're having "epic and engaging fights" out there?
No.
They do that, because they get free currency and 30k rr ticks either by topping the killblow charts, or by hiding behind a tree for an hour, whilst watching some Netflix.
Give people cool stuff in ranked scs territory, with well predesignated 1-2 maps, and you will see a lot more movement on the server, with new groups arising.

Re: Why close the scenario thread...
AgreeReesh wrote: ↑Thu Jun 13, 2019 2:30 pm In an mmo, every aspect in a game should have progression attached to it.
If you're doing something and getting nothing in reward - then you can do that a couple times in week/month, but not more.
If you don't have a sense of progression for doing something for countless hours, even if it's fun, you won't be doing that.
-> that is happening with scenarios currently.
Do you think, that people are wasting 100+ hours in forts because they're "fun", or they're having "epic and engaging fights" out there?
No.
They do that, because they get free currency and 30k rr ticks either by topping the killblow charts, or by hiding behind a tree for an hour, whilst watching some Netflix.
Give people cool stuff in ranked scs territory, with well predesignated 1-2 maps, and you will see a lot more movement on the server, with new groups arising.
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Re: Why close the scenario thread...
Well said. It really boils down to whether or not we want to encourage competitive PvP in a PvP game, and whether or not we want to encourage group play in an MMO.Reesh wrote: ↑Thu Jun 13, 2019 2:30 pm In an mmo, every aspect in a game should have progression attached to it.
If you're doing something and getting nothing in reward - then you can do that a couple times in week/month, but not more.
If you don't have a sense of progression for doing something for countless hours, even if it's fun, you won't be doing that.
-> that is happening with scenarios currently.
Do you think, that people are wasting 100+ hours in forts because they're "fun", or they're having "epic and engaging fights" out there?
No.
They do that, because they get free currency and 30k rr ticks either by topping the killblow charts, or by hiding behind a tree for an hour, whilst watching some Netflix.
Give people cool stuff in ranked scs territory, with well predesignated 1-2 maps, and you will see a lot more movement on the server, with new groups arising.
We encourage grouping up for PvE, we encourage regular PvE with carrots. We encourage Fort play with Invader. Let's also encourage smallscale PvP, and make the game one that appeals to all - be they casual or tryhard - or let it deteriorate into carebear AFK simulator.
I'm sorry, but pug play in PvP (because RoR did it right for PvE, I am happy to say) has been tended to far too much, and one need only look back to how PvP used to be to see this. #IfUKnowUKnow

Re: Why close the scenario thread...
You keep referencing WoW but the major difference here vs there is the population. It won't work here. WoW has a much bigger pool of players to pull from and that is a big factor in not seeing the same teams over and over again.peterthepan3 wrote: ↑Thu Jun 13, 2019 1:53 pm Nothing to get for all your efforts is what stops people from either continuing, hence exodus of competitive guilds from game, or starting: newer groups think 'why bother?' when they have nothing to show for their troubles. Newer players think 'why would I get farmed for 15 minutes when we could queue PuG sc, or PvE, or afk in forts?'. Effort vs reward is skewed hugely across the game.
Sure, the fights can be fun, and it's great to just enjoy the PvP - but with no tangible rewards/ranking system to show for it, you eventually get bored of twiddling your thumbs when you could be doing anything else and getting rewarded exponentially more.
Why not simply copy WoW arenas? Have custom titles, gear and/or items locked behind scenarios only. X amount of wins in a scenario will give you access to something that will make you want to grind it out. Normal scenarios could have a normal currency, ranked could have ranked, all would be contributing towards cool things that would make you want to devote more than 20 minutes a day to scenarios, while not mandating that you do them.
This game On a good day you see what 900 players logged in maybe 1k. Half of that population is in the lakes. T1 usually has 80-100 or so players. So that leaves between 300-400 players left split between leveling up, doing pve, and SCs. But also we are two factions so you have to divide that by 2 so max you have now 150-200 players on each side doing all those activities. Now you want a seperate premade function with seperate rewards for the handfull of players that will actually partake in this? I just don't see how this will pan out for anyone.
The same crap will happen that happened on live servers with low populations. Once one premade is winning over and over in the que word gets around on the opposite realm and players stop queing for those.
You will get the same nonsense that goes on now when one side gets steam rolled. The side that gets wrecked stops trying we see this in both SCs and RVR. Giving pity medallions or what ever was suggested for this special premade SC will suffer the same fate of players AFking when losing. The SC pops are slow to begin with even if you are a high demand class so fragmenting the population even further will only hurt that even more. Added on top of that it takes a year of losing to get the rewards most will not even bother if one side has a premade that is dominating the scene. On live players used to do this all the time. City instances players would actively go in and out creating new instances just to avoid fighting equal opposition (until it was changed many months later).
What happens when there is only 1 premade queing and you get 0 pops? Because it will happen and I bet there will be a thread about how no one wants to premade and you can't get your rewards. And what happens during the really low population times when max there are 400 or less players on? What then?
This is not about eliteists or pugs or what ever angle one side or the other wants to put on it but about how we just don't have the population to support it. The more options you have the more fragmented the population gets on activities. Now that we have more pve dungeons to do we have even less players in lakes and SCs and as more stuff comes out in the future it will only make it worse.
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