Recent Topics

Ads

Frustrating SCs against premade groups

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Boernsen
Posts: 26

Re: Frustrating SCs against premade groups

Post#11 » Mon Sep 07, 2026 1:14 pm

Inwaves wrote: Mon Sep 07, 2026 1:07 pm
Boernsen wrote: Mon Sep 07, 2026 12:47 pm Grouping for SCs should be encouraged and rewarded more. The more people you queue with, the higher the rewards should be. It's the only way I could see more people potentially forming full groups.
You seem to want to force your preferred way of playing (which is the minority apparently) upon the majority who would rather not.
I'm not "forcing" you to build a full six-man team, but those who do should be rewarded more.

Simple as that.

EnglishBob
Posts: 18

Re: Frustrating SCs against premade groups

Post#12 » Mon Sep 07, 2026 1:15 pm

Boernsen wrote: Mon Sep 07, 2026 12:47 pm It is almost impossible to get reliable SC pops anymore when queuing as six people.
So queue solo. Problem solved?

User avatar
Aluviya
Posts: 260

Re: Frustrating SCs against premade groups

Post#13 » Mon Sep 07, 2026 1:16 pm

Inwaves wrote: Mon Sep 07, 2026 1:07 pm
Boernsen wrote: Mon Sep 07, 2026 12:47 pm Grouping for SCs should be encouraged and rewarded more. The more people you queue with, the higher the rewards should be. It's the only way I could see more people potentially forming full groups.
You seem to want to force your preferred way of playing (which is the minority apparently) upon the majority who would rather not.
The game has traditionally worked much more along the lines we are describing here. So this isn't really about us trying to force some completely new preferred playstyle onto everyone else — if anything, the game has gradually moved away from what used to be a much stronger emphasis on grouping, organisation and coordinated play.

And considering that you're making this complaint at a point where organised group play has arguably already declined massively, I genuinely wonder how you would have felt about the game before many of these changes were introduced, when grouping and coordination mattered considerably more.

I also have to admit that posts like this make me question the whole "silent majority" argument a little. If the expectation is that an MMORPG should increasingly remove the advantages of grouping because most people would rather not organise, then at some point I wonder whether the issue is really the game design — or whether some players simply want something fundamentally different from what this genre traditionally offered.

Nobody should be forced into a six-man every time they log in. But neither should people who actually organise themselves be treated as if they are somehow playing the game the wrong way simply because organised play is apparently a minority preference now.

And I think it is worth pointing out again that this is an MMORPG. In my opinion, some of the most damaging changes over the years have come from trying to reshape the game around what developers believed players should be doing, rather than allowing the actual community and its playstyles to develop more organically.

What the game really needed, in my view, was not less group play, but fairer competition. For example, stronger incentives that discourage one realm from stacking heavily while the other side is underpopulated, and systems that produce more balanced matchups without removing the value of organisation itself.

Group play was never the fundamental problem. When both sides had capable and organised groups, it created a level of tactical depth, coordination and interaction that solo queue simply cannot reproduce. Guard swaps, assisting, positioning, target selection, coordinated pressure, defensive rotations and communication are all part of what makes the combat system interesting in the first place.

That depth should be something the game encourages people to discover, not something it gradually designs around because fewer players currently choose to engage with it.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Ylithriel– RR 90 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP

Fishineus
Posts: 5

Re: Frustrating SCs against premade groups

Post#14 » Mon Sep 07, 2026 1:20 pm

I created this topic because i think the way SCs are right now, is just fruistrating for many players. This is no blaming or flaming. Its a fact.

@Aluviya
You mentioned that many people in SCs don't even know the basics—like guarding assisting or throwing hots—which suggests they are new players. These are precisely the players who get heavily discouraged when they get crushed by premades in SCs. Discouraging new players doesn't do an MMORPG any good, either. You also said that a group of organized players should have an advantage over an unorganized one, but that is exactly the point where the fun is lost for the other group.

@Lion
You mentioned that you run premade groups for quick wins and points. However, I think a game should focus on fun and ballanced gameplay rather than just quickly knocking out weekly tasks.

So, what do you guys think about a weekend SC event where players can only sign up as a group? Maybe with some extra rewards or a ranking system? More people play SCs on weekends anyway, so a "group-only" SC event would encourage players to form groups and revitalize the search for premades. During the week, only PUG SCs would be possible, which in turn would improve match quality. It would also give guilds something to plan for on the weekend.

User avatar
Aluviya
Posts: 260

Re: Frustrating SCs against premade groups

Post#15 » Mon Sep 07, 2026 1:25 pm

Fishineus wrote: Mon Sep 07, 2026 1:20 pm I created this topic because i think the way SCs are right now, is just fruistrating for many players. This is no blaming or flaming. Its a fact.

@Aluviya
You mentioned that many people in SCs don't even know the basics—like guarding assisting or throwing hots—which suggests they are new players. These are precisely the players who get heavily discouraged when they get crushed by premades in SCs. Discouraging new players doesn't do an MMORPG any good, either. You also said that a group of organized players should have an advantage over an unorganized one, but that is exactly the point where the fun is lost for the other group.

@Lion
You mentioned that you run premade groups for quick wins and points. However, I think a game should focus on fun and ballanced gameplay rather than just quickly knocking out weekly tasks.

So, what do you guys think about a weekend SC event where players can only sign up as a group? Maybe with some extra rewards or a ranking system? More people play SCs on weekends anyway, so a "group-only" SC event would encourage players to form groups and revitalize the search for premades. During the week, only PUG SCs would be possible, which in turn would improve match quality. It would also give guilds something to plan for on the weekend.
I would genuinely be interested to hear how you expect these players to become better, though.

Historically, scenarios were actually one of the places where people learned the game. You grouped up with others, played alongside more experienced players, watched how they positioned, assisted, guarded, healed or coordinated pressure, and sometimes you simply died because the other side played better. Then you adapted.

That process matters.

You learn a lot more from seeing stronger players actually use the combat system properly than from being permanently separated into an environment where everyone is equally inexperienced and many of the core mechanics barely matter.

Getting stomped is obviously not fun, and I am not arguing that completely hopeless matches should be the goal. But frustration is also part of learning a PvP game. Sometimes losing badly is exactly what shows you that your positioning, target selection, guard usage, assisting or general awareness needs work.

And SCs used to create those opportunities naturally. You met better players, grouped with them, learned from them, sometimes got destroyed by them and gradually became better yourself.

If the answer now is to increasingly isolate inexperienced players from experienced or organised ones, I am not sure that actually helps them in the long run — and, in my opinion, the current state of scenarios suggests the opposite. It may make individual matches feel more comfortable, but it also removes many of the situations where players would normally learn what stronger play even looks like. We already have plenty of SCs where basic cooperation barely happens at all, despite the systems that were supposed to make the experience more accessible.

Better tutorials, clearer role guidance and better tools to find groups can certainly help new players. But I don't think wrapping them in increasingly protected matchmaking is a substitute for actually learning the game.

Nor do I think the answer is to keep putting more and more development resources into trying to teach players every aspect of the game through developer-controlled systems. This is, at its core, a social game. A large part of learning should happen through interacting with other players, joining groups, watching more experienced people, asking questions and gradually adapting to how the game is actually played.

Developers can provide the framework and basic information, but they cannot — and probably should not try to — replace that social learning process entirely (which is actually the current state of the game regarding premades).
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Ylithriel– RR 90 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP

DirkDaring
Posts: 512

Re: Frustrating SCs against premade groups

Post#16 » Mon Sep 07, 2026 1:32 pm

I`m not sure now days, but years ago you would have premade groups all in the same discord, but instead of all grouped as one group, they would group as as duo`s, so groups of two, but they would only que for the pug SC. When they all got into the same SC, they would all join the same SC group and reform the premade to farm actual pugs, as a way to get around the SC match system.

When they would enter a SC and see another premade, instead of fighting them, they would take turns letting each other win the SC, to speed up the time in SC to farm crests faster. I`d like to think the players no longer does this, but I've been here for 10 years now and I`m sure nothing has changed.

Fishineus
Posts: 5

Re: Frustrating SCs against premade groups

Post#17 » Mon Sep 07, 2026 1:34 pm

There is simply no learning process in being overrun by a premade group man. You wipe in 20 secs and then half your group goes afk.

EnglishBob
Posts: 18

Re: Frustrating SCs against premade groups

Post#18 » Mon Sep 07, 2026 1:35 pm

Fishineus wrote: Mon Sep 07, 2026 1:20 pm So, what do you guys think about a weekend SC event where players can only sign up as a group?
Could that alternate with a solo-only weekend SC? Would players who normally run as a group still be interested?

Fishineus
Posts: 5

Re: Frustrating SCs against premade groups

Post#19 » Mon Sep 07, 2026 1:39 pm

EnglishBob wrote: Mon Sep 07, 2026 1:35 pm
Fishineus wrote: Mon Sep 07, 2026 1:20 pm So, what do you guys think about a weekend SC event where players can only sign up as a group?
Could that alternate with a solo-only weekend SC? Would players who normally run as a group still be interested?
I don't know tbh, but i think its better to have group events at the weekend, where most players are online.

EnglishBob
Posts: 18

Re: Frustrating SCs against premade groups

Post#20 » Mon Sep 07, 2026 1:40 pm

Fishineus wrote: Mon Sep 07, 2026 1:34 pm There is simply no learning process in being overrun by a premade group man. You wipe in 20 secs and then half your group goes afk.
Even worse, you think you've got your positioning, or skill use, or something wrong when in fact you just got punched in the face by a team who organised, assisted, and melted the healers first. So you actually harm your learning - you might've done everything right and still got mauled. What did you learn? Except premades will crush you instantly and all you have left is /surrender to ease the pain (and the farming).

Who is online

Users browsing this forum: Google [Bot], Rydiak, TrainInVain and 19 guests