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.
Scenario rework suggestions
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Scenario rework suggestions
Last edited by toffikx on Sat Jun 14, 2025 12:21 pm, edited 2 times in total.
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Re: Scenario rework suggestions
good points overalltoffikx wrote: ↑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.
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 one of these 4 scenarios, along with Dragon’s Bane, 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.
i want to add only to make ranked hub where you see the archetypes that are at queu to be implemented for normal scens also so ppl could see which archetype is lacking at certain time
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: Scenario rework suggestions
I agree a rework is needed. Some good ideas here.
I personally support 2 of the ideas mentioned above as a start.
- Removal of barriers and putting guards back.
- An interface which shows what class archetype is currently in queue so that i can play what is needed.
- Bumping quitter debuff up a tad. (Not mentioned here but I believe 10 minutes is too short)
I personally support 2 of the ideas mentioned above as a start.
- Removal of barriers and putting guards back.
- An interface which shows what class archetype is currently in queue so that i can play what is needed.
- Bumping quitter debuff up a tad. (Not mentioned here but I believe 10 minutes is too short)
Re: Scenario rework suggestions
once again agreed, let me add my two cents though.
add Incentives when lacking in an archtype
Scenarios need tanks in queue? give tanks a bag of loot(RR appropriate potions, some war crest, and some gold) etc. similar to wow call to arms system.

add Incentives when lacking in an archtype
Scenarios need tanks in queue? give tanks a bag of loot(RR appropriate potions, some war crest, and some gold) etc. similar to wow call to arms system.

I X-Realm to the losing team to make them lose harder.
- saupreusse
- Former Staff
- Posts: 2480
Re: Scenario rework suggestions
I would go even further with the guards. I believe every sc should have a safe space were players can retreat to (as in Nordenwatch). Some scens didnt have this even in the original implementation (tor anroc).
There is no downside for the winning team other that they can't farm the losing side they are already dominating.
There is no downside for the winning team other that they can't farm the losing side they are already dominating.
- Kylashandra
- Posts: 32
Re: Scenario rework suggestions
100% agree, although it has already been posted several time already with no effect.
The barriers were added during last summer annuli event in a dubious manner, which seemingly favoured the premade groups willing to quickly farm components. It's a complete bullshit mechanic which doesnt allow any form of comeback. Guards were and are needed as a way to allow a weaker team to play the game instead of AFK wc / surrender.
I also agree on the need to stop the streamlined progress in SCs, we need more flags opened at the same time to allow back tag and to force the teams to split.
Another important point for me, beside the need for a matchmaking overhaul to have more balanced teams, is the way groups / People joining late after the beginning of the SC break the overall dynamic of the match. We need a way to ensure everyone supposed to be in the SC is there when the SC starts, no additional groups joining late.
Lastly, 18+ people SCs are NOT an enjoyable format. 6 / 12 man SC is the right format, allowing enjoyable small scale content which is currently not attainable (or barely) in oRVR.
The barriers were added during last summer annuli event in a dubious manner, which seemingly favoured the premade groups willing to quickly farm components. It's a complete bullshit mechanic which doesnt allow any form of comeback. Guards were and are needed as a way to allow a weaker team to play the game instead of AFK wc / surrender.
I also agree on the need to stop the streamlined progress in SCs, we need more flags opened at the same time to allow back tag and to force the teams to split.
Another important point for me, beside the need for a matchmaking overhaul to have more balanced teams, is the way groups / People joining late after the beginning of the SC break the overall dynamic of the match. We need a way to ensure everyone supposed to be in the SC is there when the SC starts, no additional groups joining late.
Lastly, 18+ people SCs are NOT an enjoyable format. 6 / 12 man SC is the right format, allowing enjoyable small scale content which is currently not attainable (or barely) in oRVR.
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