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[scenarios] barriers
Posted: Sat Nov 29, 2025 11:05 am
by Alubert
Before the changes related to SC matchmaking come into effect, you can quickly deal with prem farming pugs.
As has been written/said many times before, all barriers in SC (added for reasons unknown) should be removed.
Additionally, if there is no way back to the WC (WC on a hill), either create an entrance to it or move the WC guards outside the WC.
Under such conditions, a fight between pugs and even double prem can be interesting.
And there will be no situation where one side wins 50:0 in kills (unless someone wants to be farmed at their own request).
Without this feeling of helplessness, players will definitely want to qq sc more often. And once they enter sc, they will be more willing to fight because you can always kite the wc.
This worked perfectly on the live server and before the change was introduced here.
Re: [scenarios] barriers
Posted: Sat Nov 29, 2025 11:58 am
by JohnnyWayne
Alubert wrote: Sat Nov 29, 2025 11:05 am
Before the changes related to SC matchmaking come into effect, you can quickly deal with prem farming pugs.
Yes and you had range premades withdrawing into guards or warcamps to farm enemies. And no, you could not just "let them be" that is not something you can do against a range premade that consantly harrases you. Until a better solution is found, this is certainly the better of the two bad ones that currently exist.
One idea is making the barriers passable again after like 30 seconds once you passed them.
Re: [scenarios] barriers
Posted: Sat Nov 29, 2025 12:02 pm
by agemennon675
They added barriers an afk timer forcing players to get out thing to force people into getting farmed what you are saying is the opposite of that design decision why would they go back
Re: [scenarios] barriers
Posted: Sat Nov 29, 2025 12:57 pm
by calipso
JohnnyWayne wrote: Sat Nov 29, 2025 11:58 am
Alubert wrote: Sat Nov 29, 2025 11:05 am
Before the changes related to SC matchmaking come into effect, you can quickly deal with prem farming pugs.
Yes and you had range premades withdrawing into guards or warcamps to farm enemies. And no, you could not just "let them be" that is not something you can do against a range premade that consantly harrases you. Until a better solution is found, this is certainly the better of the two bad ones that currently exist.
One idea is making the barriers passable again after like 30 seconds once you passed them.
Excuse me, can you elaborate this scenario, where rdps standing inside the WC can farm enemies? Tbh if they get farmed is their own fault for being so close to WC.
In a perfect scenario, once the enemy is obliterated, you should go and cap BOs to finish it, not keep pushing, unless you want them to feed you, which happens since the rework of scs.
Barriers, non existent guards and quitter were added to keep farming the underdog, without a chance of a comeback.
New matchmaker looks good, on paper. Lets hope it fixes scenarios, yet the core issue it will still be there.
Re: [scenarios] barriers
Posted: Sat Nov 29, 2025 1:05 pm
by saupreusse
JohnnyWayne wrote: Sat Nov 29, 2025 11:58 am
Alubert wrote: Sat Nov 29, 2025 11:05 am
Before the changes related to SC matchmaking come into effect, you can quickly deal with prem farming pugs.
Yes and you had range premades withdrawing into guards or warcamps to farm enemies. And no, you could not just "let them be" that is not something you can do against a range premade that consantly harrases you. Until a better solution is found, this is certainly the better of the two bad ones that currently exist.
One idea is making the barriers passable again after like 30 seconds once you passed them.
Are you sure this is real and not pretend? It's a non issue if you get farmed near the enemy warcamp. What are you even doing there? Spawncamping? If so you should be punished for it and it's good the enemy sniped you. I can't think of one scenario where the spawn is so close to an objective that it would matter. Please explainand give an example of a scenario where this matters (excluding 6v6 ranked).
Re: [scenarios] barriers
Posted: Sat Nov 29, 2025 1:09 pm
by Arek4
“They added barriers and an AFK timer forcing players to leave, to force people to be farmed.”
. And who lost out on this? Of course, those who wanted to farm, because:
1/the weak ones are stuck behind the barrier and won't go beyond it
2/the weak ones get a quiter, which means they won't be able to join the scenarios for the next 10 minutes
3/The game loses because the scenarios were supposed to be for everyone and they exclude the weak
Re: [scenarios] barriers
Posted: Sat Nov 29, 2025 1:44 pm
by Avernus
As far as i know - the reason behing the barriers is to prevent the situation when the one group makes a kill and then retreats into respawn zone until sc's end to guarantee their victory.
Yes, as you've already guessed - i'm talking about ranked. And yes, the dead (sometimes its walking dead but who cares) mode's problem is the reason to invent all this barrier stuff.
Yes, you can win doing BO...but who cares about BO anyway - it was ALWAYS about kills (unless you REALLY need this event sc win RIGHT NOW...).
Re: [scenarios] barriers
Posted: Sat Nov 29, 2025 2:02 pm
by Lion1986
agemennon675 wrote: Sat Nov 29, 2025 12:02 pm
They added barriers an afk timer forcing players to get out thing to force people into getting farmed
if you get farmed is your fault. stop blaming the game because of player's sloth.
Re: [scenarios] barriers
Posted: Sat Nov 29, 2025 2:24 pm
by calipso
Lion1986 wrote: Sat Nov 29, 2025 2:02 pm
agemennon675 wrote: Sat Nov 29, 2025 12:02 pm
They added barriers an afk timer forcing players to get out thing to force people into getting farmed
if you get farmed is your fault. stop blaming the game because of player's sloth.
Blaming players for being forced to play a system where you either keep feeding or get a quitter it is not a solution, that’s a vague statement.
If im running full premade in comms, it gets boring due to fights being completely one sided. If i go solo or as pug party, i face double premades and even if we tried, we are doomed (the fact that those 2 premades are there camping us without any impunity doesn’t help either).
Ive been in all sides of the table, and im keep thinking the problem with scenarios aren’t skill based, it is a matter of how scenarios are designed.
I wanted to add: the only complaint people had over the years about scenarios, was matchmaker, never the scenario design itself. But instead to fix the core, they opted to re design it.
Can’t find any thread about how bad designed scenarios were and claims to add barriers or move guards.
The change was made out of the blue, although “if you know, you know”
Re: [scenarios] barriers
Posted: Sat Nov 29, 2025 2:40 pm
by Aethilmar
I'll +1 the OP again but I have little hope.
Live SCs (with guards and more objective-based play) were far superior to the murder box simulators we have here.