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pug sc

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Grobbok
Posts: 420

Re: pug sc

Post#41 » Mon Sep 05, 2016 9:01 am

normanis wrote: low leveled players farm ruin gear and they got farmed by enemy gankers. again no fun to play.
for example i like gates of ekrund nodenwatch and factory as pug sc rest can be for premades. and gear imbalance is awfull. especialy pro vs newcommer. i met some bg with inteligence yewels......
that sad
but ye, this game, with its new construction is going to be not fun to play
pity, that again we're losing our game, pity
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roadkillrobin
Posts: 2773

Re: pug sc

Post#42 » Mon Sep 05, 2016 10:09 am

Gachimuchi wrote:
And you are suggesting that getting stomped by premades and then sitting in spawn with their other pug teammates crying about premades has a different effect?
No I don't like that either. I ve sugested multiple possible ballance changes to it. Like 3 man premades instead of 6 and I was even on board with PuGs and premades should've been in different brackets once. But after giving it some tought I don't like seperate brackets anymore since it set up limitations that I think would hurt the game more then help it. One of the best fetures of the game is that you can play however you like. Being solo, 2man 6man etz and just find a PuG if you want to. The best feature they could add to scenarios to help combaten premade vs pugs would be to have role checks and even distributed roles to the pugs imo. It would deffinitly not solve the issue but it would sure make it less inballanced.
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peterthepan3
Posts: 6509

Re: pug sc

Post#43 » Mon Sep 05, 2016 11:32 am

one thing that should be taken into consideration is how many people would queue for a pug-only scenario. let's assume reikland factory becomes a solo/pug-only scen: I'd wager that 80% of solo queuers would start queuing for this to avoid premades altogether, which would create incredibly long pop times for premades and - as mentioned earlier - lesser premades would get bored of constantly having to come up against stronger, more fleshed-out groups. it may seem like an exaggeration but given the desire for pug-only scen, I think it's a genuine issue. so how would we go about alleviating this?
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Xunleashed
Posts: 11

Re: pug sc

Post#44 » Mon Sep 05, 2016 11:43 am

peterthepan3 wrote:one thing that should be taken into consideration is how many people would queue for a pug-only scenario. let's assume reikland factory becomes a solo/pug-only scen: I'd wager that 80% of solo queuers would start queuing for this to avoid premades altogether, which would create incredibly long pop times for premades. so how would we go about alleviating this?
This can be partially addressed with a matchmaking algorithm that works like this:
1) 6 men premade queues up
2) the algorithm tries to find another full premade in queue for 30-60 seconds
3) if no pop, the algorithm looks up for a 6 men premade or 4+pugs for 30 seconds
4) if no pop, no rules are applied and the premade will join the first match available

You will get higher chance to find a (hopefully more) balanced match without being in queue forever.

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roadkillrobin
Posts: 2773

Re: pug sc

Post#45 » Mon Sep 05, 2016 11:47 am

peterthepan3 wrote:one thing that should be taken into consideration is how many people would queue for a pug-only scenario. let's assume reikland factory becomes a solo/pug-only scen: I'd wager that 80% of solo queuers would start queuing for this to avoid premades altogether, which would create incredibly long pop times for premades and - as mentioned earlier - lesser premades would get bored of constantly having to come up against stronger, more fleshed-out groups. it may seem like an exaggeration but given the desire for pug-only scen, I think it's a genuine issue. so how would we go about alleviating this?
This can be achived by merging the two if que populationis to small for to long time. For example, lets say theres 1 6man premade on order quing as normal and 18 solo quing (6 order PuG and 12 Destruction PuG) for PuG only SC. If neither pop for lets say 15 minutes the 6man is automaticly moved to the PuG que and you should now get pop. I bet theres tons of work to impliment such a system tho and again doesnt solve anything.
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saupreusse
Former Staff
Posts: 2503

Re: pug sc

Post#46 » Mon Sep 05, 2016 11:52 am

Grobbok wrote:
normanis wrote: low leveled players farm ruin gear and they got farmed by enemy gankers. again no fun to play.
for example i like gates of ekrund nodenwatch and factory as pug sc rest can be for premades. and gear imbalance is awfull. especialy pro vs newcommer. i met some bg with inteligence yewels......
that sad
but ye, this game, with its new construction is going to be not fun to play
pity, that again we're losing our game, pity
You should now be unflagged after you died in pve, its actually a bug that i need to fix for every zone each, so it will prolly take some time. So if you dont attack them in Pve it should be fine. ( if you meant the eataine ruin spots).
The gear imbalance is by far not as aweful as it was on live. we only have low level equip ingame, so i dunno what exactly you mean :?: But of course better equipped players will be stronger. thats the idea behind a MMO.
(all of this doesnt belong in this topic)
And the queue system is also close to the live version, but i don't say it can't be improved. ;)
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Son - RR 8x AM

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Epo
Posts: 95

Re: pug sc

Post#47 » Mon Sep 05, 2016 3:48 pm

peterthepan3 wrote:one thing that should be taken into consideration is how many people would queue for a pug-only scenario. let's assume reikland factory becomes a solo/pug-only scen: I'd wager that 80% of solo queuers would start queuing for this to avoid premades altogether, which would create incredibly long pop times for premades and - as mentioned earlier - lesser premades would get bored of constantly having to come up against stronger, more fleshed-out groups. it may seem like an exaggeration but given the desire for pug-only scen, I think it's a genuine issue. so how would we go about alleviating this?
Could be a problem with long queue times for premades down the line, but I dont think that's a huge concern given how small the actual population is who play for that (Compared to pugs). Caledor woods and such is always available for 6v6 as it has been for a long time, and those who are serious about that side of the game will keep on with that, but the way it is now you just get punished for playing the game solo most of the time.

In general, I can't see how this would be a bad thing for the game, it's a heavily requested addition to RoR and could also bring a lot of people back to the game who were put off by facing premades in most scenarios. Theres probably a lot of ways to adjust the system if problems come up in the future. My suggestion is just to add a pug queue, or groups of 1-2 players, and see how its received. If it's **** then remove it, if it's successful you have more people enjoying the game and can draw new players in. I dont think we would lose anything by at least testing it. You'll get the idiots who queue up their full groups solo you can bet your house on it, but there's always ways to fix that. Everyone keeps saying this is alpha and for testing, seems like a great thing to have a trial run for at the very least :).

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peterthepan3
Posts: 6509

Re: pug sc

Post#48 » Mon Sep 05, 2016 4:21 pm

There's actually quite a lot of premades queuing for scenarios these days, but I get what you're saying otherwise. Why not test it out and see.
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Nekkma
Posts: 769

Re: pug sc

Post#49 » Mon Sep 05, 2016 4:28 pm

Indeed, premades are not just super-serious-6vs6-guilds. They come in all shapes, sizes and skill levels. I see plenty of premades from "casual" and "normal" guilds (isn't that the point of guilds in this game?). I even join some myself once in a while from the lfg channel, which to be fair is just a pug with a 2/2/2 setup.
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roadkillrobin
Posts: 2773

Re: pug sc

Post#50 » Mon Sep 05, 2016 4:34 pm

I belive they've said they don't wanna work on stuff just for the sake of testing how it would work out. As such things can be lot of works just thrown away and a massive time sink if it ends up not being used. I think it's better if the Devs figure out a system they wanna implement to get more ballanced scenarios, (if they even wants more ballanced scenarios) and work on getting that to function properly. Doing a change like this have a massive impact on the Design feel of a game. As it restricts a bunch of thing in a game that suposebly were designed to be very very open.
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