Recent Topics

Ads

New Scenario Matchmaker Test 27/01/2026

The latest updates from the front lines.
Stay informed on what the developers are working on and what’s coming next in Return of Reckoning.
Forum rules
Before posting on this forum, be sure to read the Terms of Service, Privacy Policy and Code of Conduct
User avatar
agemennon675
Posts: 565

Re: New Scenario Matchmaker Test 27/01/2026

Post#51 » Thu Jan 29, 2026 2:41 pm

Nekkma wrote: Thu Jan 29, 2026 2:23 pm
agemennon675 wrote: Thu Jan 29, 2026 2:09 pm
I have created this account 10 years ago if I remember correctly in 2016 and playing scenarios solo was always a miserable experience from the moment I started until this rework, scenarios never worked perfectly, there were attempts to fix scenario matchmaker before and those changes had to be reverted because population was too low and players had to make a tough decision to be able to at least play the game in an unfair unbalanced environment instead of waiting 1.30 hours in queue, that is why we are advocating for cross realm matchmaking, to make scenarios pop faster, more balanced and enjoyable for everyone. You can already see the feedback from tier 2-3 scenarios when population is low there compared to tier4 any kind of matchmaking process takes ages it cannot create balanced setups because there is no one in queue. This could also happen when population is lower in t4. Cross realm matchmaking can remedy that problem a little bit. Anyway at the end of the day we are just giving feedback its for others to decide what to do, so many people already invested so much time developing this. Many thanks for their efforts, they really made this game better.
Long que times was a given with this change. It is not a bug but a feature of having matchmaking. You are arguing to make scenarios more enjoyable for you, not for all. Cross realm make scenarios worse for me for example. I dont like long ques either and would prefer to not even have a matchmaker. Lack of matchmaking never was the main issue. It is a band aid that was tried before and then failed just because ques became atrocious. Hopefully the new system will work better but that ques will be longer is unavoidable.
Absolutely, I said that in my first post too its just my opinion and its just a suggestion from my part, that is what I think it would be better for the server; scenario matchmaking to have a cross-realm queue but I might be just wrong, it might never be implemented, it helped ranked when they introduced it as well, anyone who were playing ranked before the cross-realm queue and after would also say the same imo.
Destruction: 40-BG / 40-DoK / 40-Chosen / 37-Mara / 37/Sorc / 36-SH / 36-Choppa / 24-Shaman / 16-WE
Order: 40-SW / 40-SM / 40-WP / 40-WL / 39-Kotbs / 38-BW / 33-AM / 22-WH / 16-RP / 12-Slayer

Ads
User avatar
leftayparxoun
Posts: 443

Re: New Scenario Matchmaker Test 27/01/2026

Post#52 » Thu Jan 29, 2026 3:13 pm

Sacrificing the spirit of the game should not be our first option when it comes to improving scenarios.

Max himself admitted in his comment earlier that there are lots of bugs to be solved and optimizations to be made in the matchmaking system. Let's wait for the final version before judging whether the queue times are too long or not.
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide


"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
The Antigone of Sophocles

borc1
Posts: 22

Re: New Scenario Matchmaker Test 27/01/2026

Post#53 » Thu Jan 29, 2026 3:24 pm

spent 40 minutes in random quene, no blacklist last evening as a healer then alt f4ed :lol:

FischiPiSti
Posts: 9

Re: New Scenario Matchmaker Test 27/01/2026

Post#54 » Fri Jan 30, 2026 11:55 pm

Nekkma wrote: Thu Jan 29, 2026 2:23 pm I dont like long ques either and would prefer to not even have a matchmaker. Lack of matchmaking never was the main issue. It is a band aid that was tried before and then failed just because ques became atrocious.
NO, FFS, and YES, FFS, the lack of matchmaking was always the issue, every.single.time you join up, premade on the other side, with yours not having a single healer or tank, and then when the first group fight is over and everybody goes afk, we get our tanks and healers. Great, thanks. .surr on 11, join again, same team, rinse repeat.
What are you even suggesting as "not the main issue" when with completely random class compositions, there is basically zero chance to get a fair fight to begin with? What ever thing you are thinking of concerning balance, or gameplay, it's completely irrelevant because of the morale drop an uneven team composition causes. You will have players taking a glance at the composition and go afk, while dodging the quitter too for good measure. And the thing about premades? Not going to happen, and shouldn't either. People need to be able to play together with friends in an mmorpg, and premade v premade would be a dead queue just like ranked, only making the issue worse.

No, a game reliant on 2/2/2 absolutely needs matchmaking, there's no ifs or buts, or wiggle room. Quality over quantity. Going into battle without tanks or heals is not gameplay. I know plenty of people who refuse to play SC because of how it sucks, which 90% of the time is because of bad compositions. The wiggle room is 1/1/4, or any other composition ONLY if both teams get the same composition, and that by itself is matchmaking.
Fair compositions are of course not the only issue with sc, but it is the biggest one, bar none. I'm not even saying it's impossible to win against premade with a full DPS group, I did it plenty of times. The issue with it is more psychological. If every player on the team puts in the effort, it's doable. But there is always that one guy who refuses to fight, who surrendered the past 6 SCs and had enough, but for whatever reason keeps joining. (To that guy, I must ask: Do you know the definition of insanity?) It destroys morale in a snowball effect, compounding the issue, that's the real killer.

Anyway, first of all, how about we wait for a proper implementation without bugs? And then go from there instead of in a state of panic fall back again to the same, broken system we've had for a decade, that we know is the bad direction? Go from there with things like, idk, giving people information about the state of the queue, so advice chat isn't filled with "is sc queue broken?"

Image

This way, advice chat isn't filled with "is sc popping for anyone?" and instead LFG chat is filled with "NEED TANK SC FFS"
It is complete bananas, that you have a queue, and you don't even see how many are in front of you. It's like going to the bank, standing in line, and the space in front of you is a black void. Do you keep waiting? Are there 3 people in front of you or 10 thousand?
The new UI has plenty of space for something like this. I could make informed decisions on what map to queue and what not to queue, I could try to advertise, I could actually try to do something about it by actually knowing the issue, instead of wondering what the problem is to begin with.
The incentives are a good step in the right direction, but they're needlessly vague. And it has the issue of presenting itself only after players are already getting restless. The 2(accurate info and incentives to help along) can live side by side.

Next, add SC queue info to SoR so players can keep track. New category, can be toggled of course, just like TierX RvR or forts, etc. Just a nice QoL.

Next, if at all possible, add notifications outside of the game for a queue pop (SC, dungeon, city, etc). Blinking game icon on the task bar, a custom sound playing, a discord notification, whatever. If not possible via the game, add the functionality to the launcher. This is so I don't need to alt tab back to the game every half a minute to check and get a quitter after 20+ minute queues when I forget, like I just got one right now writing this damn post god damnit. FML. Give me the source, I'll do it.
This is the biggest problem with the longer queues. Not the time, you can do whatever while you wait, but how players forget about them (while writing a damn post on the forums.) The comments here reflect that, the uneven number of players in the teams is because someone got a quitter. It happens to everybody (especially if they are writing a post on the forums), and if possible, it should be prevented. If it was up to me, I would go as far as implementing push notifications so a guy sitting on the toilet playing Hero Wars knows it's time to quit.
BTW I'm not sure the forced entry after the extra minute timer reaches zero was implemented during the test, but I tested it, and got another quitter for my efforts, so there's that too.

User avatar
wonshot
Posts: 1260

Re: New Scenario Matchmaker Test 27/01/2026

Post#55 » Sat Jan 31, 2026 12:45 am

Yes, pleeease. to show what is in the queue and what is needed.
I think during this test2, on ror discord someone asked Max if T1 was bugged and he showed that there simply were not destro in queue, but enough order to make a pop happening.

make normal scenarios show archtypes in queue just like in the Ranked UI. Please!
[BW]Bombling 94
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [Kobs]Bling 81 - [WP]Orderling 81 - [WH]Hatlinggun 78


[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Bonkling 78 - [DPSSham] Smurfling 75

User avatar
Martok
Posts: 2207
Contact:

Re: New Scenario Matchmaker Test 27/01/2026

Post#56 » Sat Jan 31, 2026 1:35 am

leftayparxoun wrote: Thu Jan 29, 2026 3:13 pmSacrificing the spirit of the game should not be our first option when it comes to improving scenarios.

The spirit of the game is to actually enjoy and have fun playing the game. Back when Ranked was still a thing I found myself in a number of SC's playing with the opposing faction. It was fun, unique, something different than the continuous, monotonous and predictable grind.

Lighten up.
Somewhere, In Time...

User avatar
kleinbuchstabe
Posts: 135

Re: New Scenario Matchmaker Test 27/01/2026

Post#57 » Sat Jan 31, 2026 10:00 am

FischiPiSti wrote: Fri Jan 30, 2026 11:55 pm No, a game reliant on 2/2/2 absolutely needs matchmaking, there's no ifs or buts, or wiggle room. Quality over quantity. Going into battle without tanks or heals is not gameplay. I know plenty of people who refuse to play SC because of how it sucks, which 90% of the time is because of bad compositions. The wiggle room is 1/1/4, or any other composition ONLY if both teams get the same composition, and that by itself is matchmaking.

Why do you que solo then???
How can you write things like that, and still refuse to build a solid group on your own, since this would lead to fix all all the problems you describe?
Instead of complaining about bad matchmaking, you could be the solution. Building a group = good matchmaking.
So what kind of ironic double standart is this? :D

The only interesting thing about the matchmaker is, if the inferior group gets more players, and its going to be a 12vs18 SC instead of instant surrender. That would be an interesting gamechanger for both sides, and i hope they are able to make it work like that. But in case of group compositions, a matchmaker could be unnecessary. Its just babypowder for solo quers, who are the basic issue of bad matchmaking. Like it or not, it is what it is. But i know people dont want to hear that.

Who is online

Users browsing this forum: No registered users and 5 guests