Recent Topics

Ads

SC Quee system rework status

Let's talk about... everything else
User avatar
Akalukz
Posts: 1702

Re: SC Quee system rework status

Post#41 » Sat Jul 20, 2024 12:06 am

Hazmy wrote: Mon Jul 15, 2024 8:51 am
F4llen4ngel wrote: Mon Jul 15, 2024 7:04 am May we ask then what was the intended goal of it?

Yes of course!

These changes are part of us trying to shift behavior from being AFK to more active gameplay and participation in Scenarios, which has been an issue for a long-time, not just from a gameplay experience point of view but also players reporting each other for being AFK to Gamemasters.

It is not a final solution by any means and we are open to feedback - but a greater rework to scenarios and their matchmaking is still in development, that we expect to solve the core issues.


Also currently the War Camp buffs are unfortunately not working properly so that part of the update isn't working as it should. :(
Maybe we should focus on why people would rather camp a wc/spawn than do the scenario objectives. I appreciate the effort and the increased communication, but rolling out changes that only partially work (in favor of the premades) doesn't sit well with most.
-= Agony =-

Ads
Everdin
Posts: 687

Re: SC Quee system rework status

Post#42 » Sun Jul 21, 2024 9:51 pm

Zxul wrote: Fri Jul 19, 2024 11:49 pm
Everdin wrote: Fri Jul 19, 2024 8:47 pm You are lost If you think there ist nothing between 100% optimized groups and pugs. Thats exactly what I am addressing
No, you are missing what I'm saying, again. You bringing magus or other unoptimized class to regular scs is based on- per your words- counting on the opposition having unoptimized classes/ bad builds/ under equipped toons, which is what requires it to work, since if you are actually facing 3 x 6man melee premades magus won't work. In other words, we are back to you looking to fight unoptimized classes/ bad builds/ under equipped toons, in other words to fight pug.
I would prefer to keep normal sc casual, keep ranked for the optimized and solo for the solos, like it is now, yes.

If I play engi I would like to see a magus on the other side (not literally but as symbol of sub-optimized setups) and if I play with my renown 50 toon it would be great if not all enemys and firends are 80+.

But you are free to demonize this as fighting pugs, I think I made my point clear with my last post, feel free to read.
#AllClassesMatter

“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”

― John Burroughs

AekoldHellbrass
Posts: 2

Re: SC Quee system rework status

Post#43 » Thu Jul 25, 2024 7:16 pm

Shocked anyone here was allowed to communicate half of this stuff.

User avatar
Dolo
Posts: 38

Re: SC Quee system rework status

Post#44 » Thu Jul 25, 2024 9:28 pm

Idea I was having for a few weeks.

Treat premades (beginning as Duos ending as full premades) with value tokens, meaning:

If one side has a full premade and the other side does not, allow for more pugs to enter the pug side. This obviously needs fine tuning, but with establishing estimated value to certain group compositions, you may be able to balance also situations with non 6 men premades (Like Duos, Trios etc..)

Examples:
1. One 6 men premades against (lets say, given the Numbers collected in the entry Phase) 12 pugs
2. One 6 premade against two Duos and four pugs with certain role distribution
3. 6 man vs 6 man

(You get the idea)

With this you wont have the problem with low pop that badly and you can always "fill" with solo queuers.

What so you think?
Still want pig mounts for dwarves.

User avatar
Fey
Posts: 839

Re: SC Quee system rework status

Post#45 » Fri Jul 26, 2024 2:01 am

The rewards should be tweaked. Getting farmed by a premade for 1k RR and 3 crests is bad. Getting farmed for 7k renown and 3 crests is much better. Sure it's open to abuse, but the vast majority of players just want a decent fight.

Maybe grant a player who isn't 80 with some renown when being killed by a 80+. Just in scenarios. I don't know, right now scens feel bad man.
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
Black Toof Clan

User avatar
Fey
Posts: 839

Re: SC Quee system rework status

Post#46 » Sat Jul 27, 2024 2:03 am

Calm down, dude.
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
Black Toof Clan

Delerium69
Posts: 9

Re: SC Quee system rework status

Post#47 » Thu Aug 08, 2024 12:08 pm

not a perfect solution but how about making the faction (order vs destro) approach a thing of the past when it comes to scenarios (Like ranked solo!). That way you could easily implement a min requirement of 1 heal per team and let the rest be random.

Del

Sulorie
Posts: 7381

Re: SC Quee system rework status

Post#48 » Thu Aug 08, 2024 5:03 pm

Hazmy wrote: Mon Jul 15, 2024 8:51 am
F4llen4ngel wrote: Mon Jul 15, 2024 7:04 am May we ask then what was the intended goal of it?

Yes of course!

These changes are part of us trying to shift behavior from being AFK to more active gameplay and participation in Scenarios, which has been an issue for a long-time, not just from a gameplay experience point of view but also players reporting each other for being AFK to Gamemasters.

It is not a final solution by any means and we are open to feedback - but a greater rework to scenarios and their matchmaking is still in development, that we expect to solve the core issues.


Also currently the War Camp buffs are unfortunately not working properly so that part of the update isn't working as it should. :(
The addition of more and more barriers to scenarios spawns has a actually the opposite effect, you hinder participation since players with some dignity won't leave spawn if fighting against superior teams and therefore can't help at all. Previously range DD and healers where able to play their role against a stronger team by supporting their tanks and melee, while having some protection. Now they wait inside spawn after 1 wipe at best.
Working guards and no barriers in most sc would promote more activity despite being on the losing side.
Last edited by Sulorie on Thu Aug 08, 2024 10:34 pm, edited 1 time in total.
Dying is no option.

Ads
User avatar
normanis
Posts: 1386
Contact:

Re: SC Quee system rework status

Post#49 » Thu Aug 08, 2024 5:15 pm

Sulorie wrote: Thu Aug 08, 2024 5:03 pm
Hazmy wrote: Mon Jul 15, 2024 8:51 am
F4llen4ngel wrote: Mon Jul 15, 2024 7:04 am May we ask then what was the intended goal of it?

Also currently the War Camp buffs are unfortunately not working properly so that part of the update isn't working as it should. :(
The addition of more and more barriers to scenarios spawns has a actually the opposite effect, you hinder participation since players with some dignity won't leave spawn of fighting against superior teams and therefore can't help at all. Previously range DD and healers where able to play their role against a stronger team by supporting their tanks and melee, while having some protection. Now they wait in spawn.
Working guards and no barriers in most sc would promote more activity despite being on the losing side.
thumb up
"give wh and witch propper aoe like evrywone has it!"

alphafx1
Posts: 8

Re: SC Quee system rework status

Post#50 » Wed Aug 21, 2024 5:22 am

akisnaakkeli wrote: Sun Jul 14, 2024 6:54 am RoR does not reward actual PvP (meaning giving renown in Sc's/RvR from kills) All punishing mechanics need to desperately be removed. Like giving less Sc pops and less renown if you are not in a grp... If you happen to kill 1v2 in Sc you should get 5k renown at least from that alone, but NOPE if there is no Flags you will not get renown. And Im not advocating soloing in sc's, but when you are spawncamped, manage to get out and kill few people, you should at least get HUGE Renown because that is much harder to do than just afk in spawn, but the reward is same.

It's so sad to me that Battlefield Objectives dont really matter in RvR, and Flags matter TOO MUCH in Sc's. If anything it should be the other way around. Most of us here are probably for the good PvP experience. And its sad when you have been fighting and killing people in sc's, but because no Objectives held for your team, it actually rewards maybe 500 renown....

In Sc's the flags are there to provide points to fight/hold, they are not the goddamn point ffs this is not that hard. AoR at least did the Renown and PvP reward thing correctly, because it didnt actually feel pointless to do sc's even when your team lost 50-500 but you got 10k renown for getting 2-3 Solo kills BECAUSE EVERYONE ELSE IS SPAWNCAMPED AND U MANAGED TO GET OUT THIS IS NOT PROMOTING SOLOING IN SC'S ITS PROMOTING TRYING SOMETHING ELSE THAN INSTA FVKING GIVING UP and now there is the Surrender vote....

THANK YOU FOR SOMEONE ELSE SAYING THIS

WHERE IS THE PVP IN RVR??

ITS NOT AT THE KEEP, ITS NOT ON THE WALLS, ITS NOT ON THE NEXT FLOOR EITHER.

WHY DONT WE GET TO HAVE ANY PVP IN RVR.

WHY MUST WE HAVE TO MAKE THE PVP HAPPEN IN RVR. WHY IS THE ONLY PLACE TO GET PVP IS IN SCS

WHY

Who is online

Users browsing this forum: cabal852, chaser0019, jafh123, Thoknetchfell and 8 guests