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Fixing Surrender Abuse

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warlover
Posts: 384

Re: Fixing Surrender Abuse

Post#21 » Tue Aug 01, 2023 8:31 pm

I Surrender ;)

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Detangler
Posts: 989

Re: Fixing Surrender Abuse

Post#22 » Tue Aug 01, 2023 8:55 pm

Zxul wrote: Tue Aug 01, 2023 6:46 pm
Aethilmar wrote: Tue Aug 01, 2023 6:31 pm You want people to not surrender so easily, then give them a reason to keep fighting even when they are hopelessly outmatched. The current game stewards made a conscious decision to turn more objective-based scenarios into cage fights where the stronger team gets the renown AND the crests.

I'm not going to pretend Thunder Valley was a good SC in its previous form, but it was an example on the extreme other end where an under-strength team could compete (score wise) and even win by simply jumping in and trying. If the premades wouldn't split up then they had a very real chance of losing and premades HATE having to do anything outside their 2-2-2 comfort zone.
Excellent point there.
Old Thunder Valley was the best scenario. It needed minor tweaking of flag points per minute but otherwise it was the perfect one. 6 mans could farm kills, solo'rs could find 1v1s, small mans can skirmish, and pugs could out score premades and pull off wins.
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable

geezereur
Posts: 627

Re: Fixing Surrender Abuse

Post#23 » Tue Aug 01, 2023 10:44 pm

Detangler wrote: Tue Aug 01, 2023 8:55 pm
Zxul wrote: Tue Aug 01, 2023 6:46 pm
Aethilmar wrote: Tue Aug 01, 2023 6:31 pm You want people to not surrender so easily, then give them a reason to keep fighting even when they are hopelessly outmatched. The current game stewards made a conscious decision to turn more objective-based scenarios into cage fights where the stronger team gets the renown AND the crests.

I'm not going to pretend Thunder Valley was a good SC in its previous form, but it was an example on the extreme other end where an under-strength team could compete (score wise) and even win by simply jumping in and trying. If the premades wouldn't split up then they had a very real chance of losing and premades HATE having to do anything outside their 2-2-2 comfort zone.
Excellent point there.
Old Thunder Valley was the best scenario. It needed minor tweaking of flag points per minute but otherwise it was the perfect one. 6 mans could farm kills, solo'rs could find 1v1s, small mans can skirmish, and pugs could out score premades and pull off wins.
I loved the old Thunder Valley so much fun then it turned into a zerg fest.......

SuperStar
Posts: 403

Re: Fixing Surrender Abuse

Post#24 » Wed Aug 02, 2023 8:00 am

Best sc are where the weeker side can fight from wc and the objective are on the otherside of the map.

More better would be if the weaker side can sneaky out from wc

Andamarine
Posts: 36

Re: Fixing Surrender Abuse

Post#25 » Wed Aug 02, 2023 9:02 am

Just some excel numbers:

There were 35677 active characters (17902 on Order side, 17775 on Destro side) on killboard in last a few months in RvR.
There were only 20269 active characters on killboard in all scenarios for the same period of time.


From 20269 characters participating in scenarios 8351 (41,2 percent) were RR70+ (so most of them BIS geared).
From nearly all 600k kills in all scenarios only 65k kills (a little more than 10 percent) were kills by RR60- characters.

SuperStar
Posts: 403

Re: Fixing Surrender Abuse

Post#26 » Wed Aug 02, 2023 9:10 am

Andamarine wrote: Wed Aug 02, 2023 9:02 am Just some excel numbers:

There were 35677 active characters (17902 on Order side, 17775 on Destro side) on killboard in last a few months in RvR.
There were only 20269 active characters on killboard in all scenarios for the same period of time.


From 20269 characters participating in scenarios 8351 (41,2 percent) were RR70+ (so most of them BIS geared).
From nearly all 600k kills in all scenarios only 65k kills (a little more than 10 percent) were kills by RR60- characters.
Imo bis is more likely from rr80+,
So the premades are the minority in scs
Basic logic common sense tells me
All sc should be bug sc no 6man can join
Expect one there only six man team can join.

Andamarine
Posts: 36

Re: Fixing Surrender Abuse

Post#27 » Wed Aug 02, 2023 10:38 am

5494 characters in scenarios were RR 80+, more than 25 percent from all.

But what is interesting for me more is that more than 40 percent of characters that are active in PvP in lakes are not active in scenarios at all. They ignore this type of content for some reason.

Dajciekrwi
Posts: 701

Re: Fixing Surrender Abuse

Post#28 » Wed Aug 02, 2023 11:14 am

Andamarine wrote: Wed Aug 02, 2023 10:38 am 5494 characters in scenarios were RR 80+, more than 25 percent from all.

But what is interesting for me more is that more than 40 percent of characters that are active in PvP in lakes are not active in scenarios at all. They ignore this type of content for some reason.
Bro, in Pvp lakes you have some taste of true war: hiding, retreating, manovers , ambushing, frontal fights.
In sc? In sc , you are just dog throwed to pit with other dog, one bilion times.

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Dajciekrwi
Posts: 701

Re: Fixing Surrender Abuse

Post#29 » Wed Aug 02, 2023 11:18 am

Detangler wrote: Tue Aug 01, 2023 1:04 pm The only thing that needs fixing for /surrender is to not punish players with less rewards that voted YES to continue fighting. Cowards that vote NOshould get reduced rewards and people that choose to fight in a PvP game and vote YES should not be penalized.
I demand to punish Detangler on his Black Orc - Mate just charging thru all sc, especially Mourkain Temple, swinging his fogging hamma from left to right, chasing Runepriest alone all da way, forget assist or guard. He is literally like frustarted bull bitten in his most vulnerable baodypart :D :D :D
Ask him for small PVP - "no no thx no healers in party" :D :D

plafki
Posts: 7

Re: Fixing Surrender Abuse

Post#30 » Wed Aug 02, 2023 11:40 am

Voldt wrote: Tue Aug 01, 2023 5:58 am
Vri wrote: Tue Aug 01, 2023 3:30 am Its good as is. Try forming premade.
Why not remove solo queueing altogether?
Why not making it like: solo queuers play together and group-queuers play together.. You kinda answered the backwards answer to balancing "needed".

(or remove group que, but probably ppl will que at same time to solo que and play together anyways)

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