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[PTS] Patch Notes 19/11/2025 - Matchmaking

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Magusar
Posts: 129

Re: [PTS] Patch Notes 19/11/2025 - Matchmaking

Post#71 » Thu Nov 20, 2025 3:40 pm

Personally, I think the matchmaker should strive for a 2x2x2 setup, rather than stopping the scenario queue if they can't create the desired composition. A good chain of checks is needed, something like what @nocturnalguest already suggested or what I suggested in another thread. Otherwise, scenes simply won't happen or will happen very rarely.
Not just a matchmaking, the good configured matchmaking,covering the largest number of possible scenarios and settings. Moreover, this should be a matchmaking of priorities - a system that will prioritize a premade over another premade, with extra settings, like if you lose 2-3 times in a row against the same premade - your group will parried with another premade(premades can be weak for one reason or another as i said) -> u lose against this another premade -> next premade -> no more premades - here is pugs with max possible balance setup at the moment-> lose again -> sorry -> cicle. Same for the not full partys and for solos. Matchmaking aims to create the most balanced battles possible, and does not simply separate/stop the scenario queue. It simply takes what is there, analyzes it - and launches a scenario that is as close as possible in strength to each other by the parties at a given moment in time. Personally, I'm willing to wait an extra 2-4 minutes for system analysis and then go to the sc. Technically it may be difficult, but perfect, because flexible and the scenarios should not stop while there are players in the queue.
To see this in full force, it is not enough to just make matchmaking, you need expansion into scenarios. First of all, these are reward systems. Then others mechanics like barriers(personally i think it need to be reworked to the point of being removed from some scenarios).
The opportunity to ignore certain scenes is welcome. Personally, I really don't like Twisting Tower. I wouldn't want to be forced into it. *Here, everyone can imagine a scene they don't like playing, but they will be forced into it.*

I also think that melee/ranged DPS parameters should be taken into account - if you force 2x2x2 where there is ranged DPS or even two ranged DPS, this party will simply not have enough damage. 1 3 2 Layouts with ranged DPS should also be added to the matchmaker's "aspirations."

As already noted, matchmaking isn't the only thing that needs to happen to scenes—without a significant "carrot," matchmaking likely won't have the desired effect.

Regarding barriers, for me personally, it's more a question of class balance (not all classes are capable of adequately countering others in certain scene designs) than a premade/party/half-party/pug/who knows what else conflict—that's something of a risk in a PvP game. In short, if each class can provide a more or less significant counter in the scene conditions (which I highly doubt), then barriers can be left in place, good matchmaker will make it much better. Otherwise, barriers are more detrimental.

Good changes with reservations.
Good changes to additionally reward players with missing archetypes. Although, in my opinion, they're not enough.
A good idea with a window displaying people in the queue by archetype, similar to the window for signing up for ranked matches—I think that's one of the most important QoLs.
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nocturnalguest
Posts: 784

Re: [PTS] Patch Notes 19/11/2025 - Matchmaking

Post#72 » Thu Nov 20, 2025 3:52 pm

Look,
gisborne wrote: Thu Nov 20, 2025 3:21 pm
, its quite a huge strawmen from you, no offense. Everyone knows how to que, its not an issue.

Im here way longer then you are and gonna tell you how it all ended up in simple timeline:
1. Since the very very beginning of this server launch there has always been a safe spot for solos. There has been 1 (!!!) dedicated PuG SC for solo quing which no one played and first there was never stopping rant (it still goes) of how perfect players with 50+ years of experience in PvP MMOs and 1000 apm lose their SCs because "PREMADES" AND/OR "system in general" AND/OR "design of anything" AND/OR "class/realm balance/X class/ability" AND/OR "cheaters" are ruining their games everytime at NONE solo q SC. You know whats funny? It was indeed very hard to figure which one is that map haha, exactly like you mention in your posts and was one of main reasons to introduce discordant with separate q for dummies who struggle to read chat upon logging or struggle to type .pug in /s and pick only that map to q. Lol, history repeats itself for all the zealots ha, same delusional narratives appear once again
2. All this rant was more or less bearbale until Weekend Warfront has been introduced with rewards that are unreachable for All the Mighty Elite Solo Heroes (aka #nevergroup crowd) with exceptional skills which were stopped in their full winning strikes by cheating, filthy people who dare to group up in a group mode in a MMO (beyond imagination of how they could dare to act so dirty). Escalation levels bloody sky rocket at that point. Rant become so huge that it couldnt be safely ignored anymore.
3. So then RoR team had to react and rework 1 solo sc into Discordant Scenario, they then remove weekly pug one (it was 1 map for a week), increase rewards within there and introduce a random pull of maps. It was possible to q as duo. Whole rework made perfect Safe Space for everyone. This step was most incredible solo/pug SC experienece ive ever had playing AoR/RoR. But its Warhammer afterall, so no happy endings. Ive had so much fun with friends as duo there, it was chaotic, it had lots of big names in it, there has been alot of pops. One word - a blast.
4. All the Mighty Elite Solo Heroes then started another branch of how they lose their games and its due to stacking of all those premades, who break their teams, cheat (of course, how else could they win) and go inside DISCORDANT SC!!!! (on a serious note, there has been 0 proved cases, literally not a single anyhow solid proof of stacking for all this time and to my knowledge not a single ban given for that)
5. And here we are now yet again. In a situation absolutely the same as #1 point. Duo q is banned, nobody is playing solo sc.

Facts here are the following:
- 1 dedicated solo map didnt work back in a day because there was not enough solos
- discordant died out because it restricted grouping (duos)

Noronn is very skilled, knowledgeable person, i wouldnt be able to word it better. So look into post #64, it has all the truth as quintessence. Nothing to argue about that, as its gonna become just demagogy at this point.

P.S. The only issue (a bug) there ever was with discordant is that sometimes it pulled people into group q. So a people could q into discordant but end up against full premades who were not in discordant q. This was proved to happen sometimes, but i believe its fixed, so nothing stops solos to q discordant atm (there are just not enough of them, and never were).

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