Spoiler:
ShadowWar wrote: ↑Mon Jul 24, 2023 12:29 pm I think this recent event has highlighted a lot of things for us here. Like most systems, when one mechanism is pushed to an extreme, it can cause cracks to show in related places. One of them that stands out pre-eminently to me is the way the weekend Scenario events are handled. The extreme population imbalance made queuing for the scenario a near futile endeavor for Order. I will use both my personal experience, and a review of the scenario win / lose as examples, and put my proposals at the end after detailing my observations.
You can follow this link (https://killboard.returnofreckoning.com ... e=standard) to see the scenarios played. Last I counted the ratios, it was about 75% destruction wins. That is an extreme imbalance. To use other games as a reference, in DotA2, when a particular hero has over a 60% win-rate, it's considered overpowered. Obviously, this isn't a 1:1 translation, but that is a very strong sniff test failure.
I don't queue for anything other than discordant if I'm solo (which is almost always), except for the weekend Scenarios. I understand that I'm solo, and don't want to run against premades constantly. That's totally fine and okay, but the weekend scenario events force me into there if I want to get the weekly rewards. Typically, of feel, this means I have to run the weekend scenario about 10-15 times to get the 500 point wins, which is not an all-together bad ratio. My suspicion, is that the reason why there are 5 wins and 10 plays required each week is because there is an expectation of a 50% win rate.
This weekend blew that expectation out of the water. I easily ran over 20, and I suspect closer to 30 instances of the Serpent's Passage scenario this weekend. It was routinely being crushed by Destruction premades, causing order to almost always just lead to surrenders. Past experiences this happens a lot at the start of the weekend, and by the end of the weekend pop rates go down because Destruction isn't queuing for it anymore as premades, so it's easier to solo queue into it and get wins, but not this time.
This extreme population imbalance, caused by the big event, highlights an issue of expected number of played scenarios to finish the weekend event. Another "feels-bad" moment was around a Fortress battle occurring. I got into an instance of Serpent's Passage, and it closed down due to imbalance because the destruction side of the match did not join. The scenario ended with order early, and the side that showed up, got 125 points. It felt punitive given the framework of the event.
So, I believe there are a couple ways to improve this overall. I believe the most straightforward and best solution is to change it from "Win the scenario 5 times with 500 points" to "Earn 2500 points in the scenario over the weekend". The objection that I see about this solution is a perspective that players aren't "earning it" or that it somehow is unfair to guarantee progression. I feel neither are valid and is counter to the design philosophy we've seen everywhere else in the game. I can see some knock-on effects that are for the good though.
- Players would surrender less.
- Much like the voting systems in the United States, it's winner-takes all, discouraging participation.
- More active player engagement in the scenario
- Knowing that all points would lead towards the weekend scenario goal would push to compete
- Less need to change scenarios that close down prematurely due to imbalances
- Players can run the objective while waiting for the other side to show up, and bank points
The other solution is multi-faceted requiring changes to a few other systems.
- More granular control for future changes.
- If it feels like the balance of desired total matches played doesn't work, the points can be easily adjusted in whatever increments desired (i.e. 100, 250, 500,...)
- Possibility for other rewards down the line like, "Use this item to give you a free 500 points towards your weekend scenario" (or whatever)
- Add a solo-only queue for the weekend scenario (similar to the discordant), or at least, add it to the list of discordant scenarios.
- Make wins that happen because of imbalances in scenarios give the side that showed up 500 points, like a surrender.
- Rework the matchmaking to more aggressively try to match solo-queuers against solo-queuers
- I like this the least as it's probably a lot of work, and it would reduce frequency significantly
Year ago I would share you concern and agree on all you saying, but this is RoR, we play game made by group of people and they set rules.
If they make special weekend events, cyclical month events and they expect to put some effort to get that rewards thats fine.
This wont change.
Appropriate their effort, accept rules. Thats it.
There is lots of fun u missing playing solo. There is also fun in playing a group where every member knows what to do and press their buttons.
I used to be a fan of pug scs and solo people, but the amount of people experimenting, trolling, afking, XXX-ing - pick whatever you want, is astonishing.