lumpi33 wrote: ↑Fri Aug 09, 2024 7:47 am
The key to fun scenarios is randomness and some kind of auto comp building because:
- Only when you get different enemies and/or comps with every pop then the cards are mixed new again and you have a theoretical chance of winning. That was for me the major fun aspect when doing scenarios back on live. You just queued and never knew how the round would be. Some you won, some you lost. That's fun and balanced from my point of view.
- Only when you have some form of auto comp building with at least 1 tank, 1 healer and 1 dps per 6 man group a pop makes sense. Playing without at least one of each kind in every 6 man isn't fun and the chances of being stomped increase a lot. So, I wouldn't be too strict on the comps but would at least make sure that each 6 man group has 1 tank (max 3), 1 dps (max 3) and 1 healer (max 3).
Now how can this be done? In order to reach this goal something has to be sacrificed.
- Id say it would be best for the majority to just get rid of group queuing. Almost every aspect in the game is group based and therefore there is more than enough group content. The scenarios should be a place for everyone, not only premades, to go and have quick action and fun. It is of super high importance that scenarios are working for new players in order to keep them playing. They should have the priority. In order to reach that premades have to go.
- When group queuing is gone, you can put all players in the same pool for queueing which increases the pop rate. Which is another good aspect to get rid of the solo and group scenario splitting.
- Remove the barriers and add guards again. When one side is stronger and pushes the other side to the spawn then there should be a chance that they wipe there so that the weaker side can get momentum again. Being spawn camped is not fun.
- Revert the scenario objectives to how they were. Don't make scenarios just a stupid zerg fest from one BO to the next. Smart enemies should have the option to go behind their lines and capture back to break up their blob. For example praag or gromril crossing. Let people take back the already captured flags behind their front line again.
- Do something about against the queue abusing by queuing at the same time over discord. Either pop two scenarios at the same time to do mixing or give every queue player a random position in the queue. So if lets say 12 players are waiting and 6 queue up within short time then this 6 might end in position 1, 5, 9, 12, 15, 18. So yeah, some of them might instantly get a new pop while others have to wait. Overall it should be fair. Sometimes you get quick pops, sometimes you have to wait longer. Something like that.
When you stick to the group queuing you will not reach the goals specified here and it will most likely fail again. I wouldn't even allow 2 man groups. Imaging 2 coordinated sov players like for example Teefz and one of his healing buddies. They would create huge imbalances. When you prevent group queuing as a whole they might land in the same scenario sometimes but not always and the different round times and randomness in the queue will keep them apart.
Id rather get rid of the specific map queuing to have higher pops like for discordant or just ignore their map selection when pop rate slows down. It's better to get a random map than no map.
Cheers.
I respectfully disagree. Scenarios would be much fairer if they were primarily 6 vs. 6, instead of the current PuG festival we see now. The statistics showing that scenarios are often one-sided stomps point more to the impact solo players have rather than premades. In recent days, any 6 vs. 6 action we’ve had has been fairly balanced, with casualties on both sides. However, when scenarios are filled with 12 players, it becomes a coin toss over who gets the better additional group and what skill levels the players bring to the table. As a group player, I can tell you that I generally do not agree with groups farming PuGs—I never have, and I never will. However, I also don't support the idea that solo players, who choose not to group up in an MMO for various reasons, need special protection. We already have the Discordant mode for that purpose.
Let me stress again that this is an MMO, where people play to socialize, build relationships, and be recognized by friends and foes alike and have some sort of responsibility for your gameplay and the group you play in. In the current scenario design, my experience is that solo players often do whatever they want and expect the best outcomes without aligning themselves to any responsibilities with the group they’re in. It’s rare to find someone with the mindset of, "Oh, let’s support the premade we’re paired with so they can snowball the scenario." As a result, as a group, you're often left playing alone, likely against other premades or, in the worst cases, against two premades.
Additionally, many solo players tend to choose classes or builds that are not well-suited for the scenario environment. You rarely find tanks, and even more rarely tanks that actually guard a DPS. Instead, the additional group is usually filled with classes that require a lot of support if they get caught—classes that, from the player's point of view, are often well-suited for solo play, such as Witch Hunters/Witch Elves, DPS Archmages/Shamans, Sorcerers/Bright Wizards, and Engineers/Magi (although these are becoming rarer) - these classes are sadly doomed to be squishies that barely survive half a rotation without a guard.
Even if we had a full PuG environment as you suggested and there was a system to prevent certain players from stacking, you need to set realistic expectations. We experience significant population drops, even during EU prime time. With a smaller population, a system that disallows stacking would likely end up either allowing it again or causing scenarios not to pop at all due to the lack of available players, especially during late EU to early NA times. That said, I see the issue here as being more player-sided than developer-sided. The solution could be as simple as locking scenarios to 6-man groups exclusively, while allowing the coexistence of Discordant mode (which is already exactly what you suggested, and still active).
And it's funny that you mention Teefz here. He is, in most cases,
playing alone. If you had any names to point fingers at, it certainly wouldn't be him—he’s actually clear proof that the full PuG idea would not work well, as experience will always prevail vs. a well put together PuG setup and that certain veterans can snowball a game, especially in a PuG environment. Grouping up and learning is key in this game and always will be. Regardless of the queuing system in place, it's your only comfort zone against players like Teefz.
