Scenario rework suggestions
Posted: Fri Jun 13, 2025 9:20 pm
As title says, some suggestions to alter the state of scenarios.
Mainly 3 suggestions that potentially could ;
- impact the overall health of scenarios
- require little time investment from the devs
- not split the playerbase
- help ranked population
1. Bring back guards to all scenarios, with the exception of group/solo ranked. Make guard kills award full renown.
Guards are one of the only ways of possible comeback, atleast in linear objective scenarios. Yes you can call a tank punting targets into NPCs cheesy, but if the enemy team is more or less spawn camping you, i think it’s reasonable.
2. Rework the following scenarios from a linear/lock on capture/countdown flag capture, to a state where flags can be captured simultaneously, and where there is no lock upon capture/coundown;
- Logrin’s Forge, Howling Gorge, Gromril Crossing, Thunder Valley, Reikland Hills.
The point of this is to provide more scenarios where the strenght of premades can be negated, where there can be many fights fought at the same time for different flags, where smaller groups and solos feel they can have more of an impact. Make these 5 scenarios part of a separate weekly scenario rotation. So there’s always at least 1 more-laid back scenario to queue for. I think there’s more than enough linear objective scenarios already.
3. Make it so that players that queue for solo/group ranked can stay in that queue, even if they get into another non-ranked scenario. Those players will be shown as queued in the in-game ranked addon even when doing another non-ranked scenario. Whenever one of the players that are queued for solo/group ranked leaves the non-ranked scenario, the system makes a check if there is enough people in the queue and out of non-ranked scenarios, in order to create a ranked match.
Also remove MMR brackets. I like the idea, but we just don’t have the population for that.
EDIT:
3.5/4. Incentivise both solo and group ranked play by increasing and/or adding rewards like ”mount coins” : viewtopic.php?f=15&t=56119 .
Motivate players to try out these game modes, but do not force them by introduction of exclusive rewards. If a person does not like/feels uncomfortable in this game mode, the person should not be locked out of exclusive rewards, especially stat-altering rewards.
Especially if you want premades to actively seek fights in 6v6 group ranked scenarios. From own experience, this is a very hectic and challenging game mode.
This mode needs guranteed renown per participation, among other rewards, and for those rewards to be better than solo ranked and especially normal scenarios.
If people complain about premades in normal scenarios, then well, give those premades an actual incentive to play group ranked, not just vague mentions of ”competition”. Reward the effort of making a group and facing other, perhaps much better groups than your own.
Mainly 3 suggestions that potentially could ;
- impact the overall health of scenarios
- require little time investment from the devs
- not split the playerbase
- help ranked population
1. Bring back guards to all scenarios, with the exception of group/solo ranked. Make guard kills award full renown.
Guards are one of the only ways of possible comeback, atleast in linear objective scenarios. Yes you can call a tank punting targets into NPCs cheesy, but if the enemy team is more or less spawn camping you, i think it’s reasonable.
2. Rework the following scenarios from a linear/lock on capture/countdown flag capture, to a state where flags can be captured simultaneously, and where there is no lock upon capture/coundown;
- Logrin’s Forge, Howling Gorge, Gromril Crossing, Thunder Valley, Reikland Hills.
The point of this is to provide more scenarios where the strenght of premades can be negated, where there can be many fights fought at the same time for different flags, where smaller groups and solos feel they can have more of an impact. Make these 5 scenarios part of a separate weekly scenario rotation. So there’s always at least 1 more-laid back scenario to queue for. I think there’s more than enough linear objective scenarios already.
3. Make it so that players that queue for solo/group ranked can stay in that queue, even if they get into another non-ranked scenario. Those players will be shown as queued in the in-game ranked addon even when doing another non-ranked scenario. Whenever one of the players that are queued for solo/group ranked leaves the non-ranked scenario, the system makes a check if there is enough people in the queue and out of non-ranked scenarios, in order to create a ranked match.
Also remove MMR brackets. I like the idea, but we just don’t have the population for that.
EDIT:
3.5/4. Incentivise both solo and group ranked play by increasing and/or adding rewards like ”mount coins” : viewtopic.php?f=15&t=56119 .
Motivate players to try out these game modes, but do not force them by introduction of exclusive rewards. If a person does not like/feels uncomfortable in this game mode, the person should not be locked out of exclusive rewards, especially stat-altering rewards.
Especially if you want premades to actively seek fights in 6v6 group ranked scenarios. From own experience, this is a very hectic and challenging game mode.
This mode needs guranteed renown per participation, among other rewards, and for those rewards to be better than solo ranked and especially normal scenarios.
If people complain about premades in normal scenarios, then well, give those premades an actual incentive to play group ranked, not just vague mentions of ”competition”. Reward the effort of making a group and facing other, perhaps much better groups than your own.