OldSparky wrote: ↑Fri Aug 30, 2019 12:42 am
Dear Wargrimnir, hear me out:
Ofc people don't like having their **** kicked in, it's obvious. But here's the thing:
Rather than encouraging the mentality of "hey, now sc's are gonna end faster AND winners will get smaller rewards because of it, we're doing anything to protect YOU - the random player having a problem because he/she/whatever just had **** kicked in because he/she/whatever queued without a right mindset and can't handle it", you IMO should be there (as a team) to encourage "enjoy your gameplay, learn the game, gather your friends to improve said gameplay, we'd love to see you play, progress and provide valuable feedback so we can make experience better for everyone" mentality.
Keep patching the game, keep fixing the bugs, but holy crap, don't make people ready to poop out a planet out of frustration because you (as a team) poorly implemented a system supposed to keep at bay something that's not an absolutely outrageous occurence in a game focusing alot on PvP, especially when people have that tendency to GROUP UP (you can only tone it down by concluding SCs faster, making it less miserable for everyone, otherwise it's fair game anytime, anywhere). It's not about being an elitist or anything, it's about the MMORPG genre as a whole, which surprisingly, revolves around playing AND interacting with community (including pvp), but if one wants to go solo, that's fine as well, but still try make sure to interact with the community, even if it's just the means to an end.
As for the, unfortunately, completely biased and based purely on opinion and misconception, 2h tanks: no need to punish those people for their preferred playstyle by lumping them in with all the DPS characters for the sake of SC queue. Personally, I used to run the "pseudo-dps" tank a long time ago (yes, i admit that, and i also admit it was a mother of a mistake), but here's the thing: as far as I've seen any decent 2h tank (not "dps tank" as we all know it's just not even close to reality) will STILL rely on outlasting his opponent in a fight rather than outdamaging said enemy, which is straight up impossible for even the highest dps of all the "dps tanks" (yes, I will use sarcastic quotation marks because I personally view "dps tanks" as nothing more than lack of knowledge, misinformation and a logical fallacy) of them all, and I believe if someone is legit trying to be an actual "dps tank" they are completely missing the point, because Warhammer Online offers better and more reliable options to deal alot of damage (especially in a group).
Hard to take you seriously when you start off with trash arguments that weren't made.
the mentality of "hey, now sc's are gonna end faster AND winners will get smaller rewards because of it, we're doing anything to protect YOU - the random player having a problem because he/she/whatever just had **** kicked in because he/she/whatever queued without a right mindset and can't handle it"
This is not the mentality we have. I've been clear about what we intend and why.
In a situation where the losing team stands no chance at winning (based on the variables we can check), Domination triggers. These checks involve the kill advantage the winning team has in comparison to the losing team, and the amount of points scored by the losing team. There is a grace period during the first few minutes of the scenario.
Domination does two things. Provides a buff to the losing team (it has always done this, although in only a few scenarios), and increases the tick rate of the timer.
The reason for the buff is to allow the losers to have a chance at turning the fight. We've found this buff does not repair the damage done to the morale of the losing team in general, and even with it there is rarely a reversal of domination (again, in the few scenarios it was active in).
The reason for the increased tick rate is to end the scenario more quickly, as what we commonly see based on these variables is a group of players pinned into their camp, or trickling into the enemy team with no ability to secure kills or objectives.
The reason we've made these changes is to discourage this behavior from teams that would either
a. Pin a group of defenders in their warcamp and ignore objectives to farm them for kills
b. Sit on top of an objective and ignore it to force defenders to run into their group, also being farmed for kills.
What we've also observed with groups like this, is they're generally stubborn enough to wait out a 15 minute timer rather than enjoy the game. Meaning, they will ignore the objectives for the entire duration of the timer as previously it would tick up their points to 500 before the end of the match for no good reason at all. Why do any objectives if you can get the kills the entire match to pad your renown AND you get the winning bonus and 500 points for free on top of it?
The removal of the upticking score is unfortunate, as it allowed well deserved matches to end with appropriate rewards for both teams. However, it's very much a core part of why these groups felt the 15 minute farm was worth the rewards in the end. Perhaps we will re-introduce it for scenarios where the score is close in the final minutes of the scenario.
you IMO should be there (as a team) to encourage "enjoy your gameplay, learn the game, gather your friends to improve said gameplay, we'd love to see you play, progress and provide valuable feedback so we can make experience better for everyone" mentality.
No, we as the team are developing the framework that the community can grow and progress with. The existing framework was frequently so one-sided people would straight up uninstall the game. The community at large is quite supportive, but it only takes a handful of players doing their worst to ruin the game for others. We simply can't have systems that reward you for doing so. We certainly aren't looking to cater to "everyone", at least not equally.
Regarding what you think our priorities should be, we largely don't care. Never have. If our priorities align with yours, that's great. If they don't, that's just too bad.
Regarding 2h tanks, I've already addressed the matchmaking mechanic in another thread. They fill significantly different roles than a def tank. I feel it's a bit disingenuous to state otherwise, but maybe that's just my clearly uneducated mind or personal bias or ignorance or some other creative way to call me an idiot.