Proper matchmaking on a population this small will result in a severe increase in queueing times.
It was tried with 2-2-2 matchmaking and reverted for this precise issue.
This is an old game, with an old playerbase. At this point anyone playing is doing purely out of:
a. nostalgia
b. not having a better product to satisfy this particular type of itch (tab targetting mmo with focus on multi-scale PvP). There's DaoC, but that looks worse than RoR. And Camelot Unchained and Ashes of Creation... if they ever decide to release.
I suggest doing the workaround of pug WBs until you get up to about vanq, then you can start almost surviving in T4 SCs.
The culture of surrendering SC's (
Re: The culture of surrendering SC's (
SW, Kotbs, IB, Slayer, WP, WL, SM, Mara, SH, BG
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Re: The culture of surrendering SC's (
encouraging pugs farming is a terrible direction in the 1st place.
Re: The culture of surrendering SC's (
i feel the same pain in scenarios and its not bc im angry about losing (382 sc wins and 261 losses / never played in a premade with this char, only solo q). i just wish there would be more than 20% of balanced sc match-ups.
at the same time, i dont have a solution. we just complain here, but what would be ideas and changes that could lead to more balanced sc match-ups?
at the same time, i dont have a solution. we just complain here, but what would be ideas and changes that could lead to more balanced sc match-ups?
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Re: The culture of surrendering SC's (
I would love to see them try and make multiple Discordant Skirmishes available at the same time. Have a 6v6 and a 18v18.

[Hemingway Daiquiri(s)]
Re: The culture of surrendering SC's (
it would be different if this wasn't exactly what was wanted all along. Go back and do some research on pug vs premade conversation over the years. The answer has and continues to be "git good" and make your own group. Much to the demise of the server player base. It's almost like the server leaders have lost interest in the game.
-= Agony =-
Re: The culture of surrendering SC's (
Then the game will die. We need the casual and the pug.
Re: The culture of surrendering SC's (
You can't fix it as long as groups exist.guessgap wrote: Mon Sep 09, 2024 12:42 pm i feel the same pain in scenarios and its not bc im angry about losing (382 sc wins and 261 losses / never played in a premade with this char, only solo q). i just wish there would be more than 20% of balanced sc match-ups.
at the same time, i dont have a solution. we just complain here, but what would be ideas and changes that could lead to more balanced sc match-ups?
What most likely you and many people call "balanced scenarios" is what exactly?
When both teams are good, you have only a few kills or no at all.
When both teams are equally bad, there will be plenty kills but no side will dominate.
In all other instances one side is better than the opposing team and will steamroll them and after a few quick kills it will snowball into a full wipe. From this moment onwards individual players will keep dying over and over and all team composition will be lost.
One-sided games is expected if you may say, since you hardly find equal teams on both sides at a certain time.
Even with similar premades (if those even exist) on both sides, the better add group will decide the outcome.
At best both premades farm the enemy pug group.
Dying is no option.
Re: The culture of surrendering SC's (
So the effort that went in the ring event that just ended took a lot of resources and coding.
So they have the talent to correct if they choose.
For T2 just do a check to see class. On my healer I am never without an SC pop but on my DPS I can wait forever. Sad part is when the DPS gets a Pop there are no healers in the grp and when I am on my healer there are 6 of them and 4 tanks and 2 DPS so you can not kill anything.
Literally had an SC yesterday that went the time limit and score was 20/10.
Don't get me started on the Surrender aspect. I think its a worthless mechanic and should be removed. At the very least should have consequences like if a surrender fails the person who started it loses the SC XP/RR or gets a quitter buff.
Whether you believe it or not when you surrender everyone who was in on the side of conceding takes a hit to XP/RR for that SC.
Yes changes are needed. If you in a 3/6 man premade then make that grp sit and wait until another 3/6 man que up. This is not rocket science coding.
So they have the talent to correct if they choose.
For T2 just do a check to see class. On my healer I am never without an SC pop but on my DPS I can wait forever. Sad part is when the DPS gets a Pop there are no healers in the grp and when I am on my healer there are 6 of them and 4 tanks and 2 DPS so you can not kill anything.
Literally had an SC yesterday that went the time limit and score was 20/10.
Don't get me started on the Surrender aspect. I think its a worthless mechanic and should be removed. At the very least should have consequences like if a surrender fails the person who started it loses the SC XP/RR or gets a quitter buff.
Whether you believe it or not when you surrender everyone who was in on the side of conceding takes a hit to XP/RR for that SC.
Yes changes are needed. If you in a 3/6 man premade then make that grp sit and wait until another 3/6 man que up. This is not rocket science coding.
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Re: The culture of surrendering SC's (
I know I'd be happy to wait longer for a fairly even match, then put through a meat grinder with instant sc pop. Seems to me the solo ranked already has a good system so you get a 2-2-2. Why not also allow a full dps scenario, or 1-4-1 if only one tank and healer available.
People who really want a challenge should be willing to play the hand they're dealt.
People who really want a challenge should be willing to play the hand they're dealt.
Re: The culture of surrendering SC's (
I think it is worthwhile paying attention to what the game originators decided to call these controlled matches: scenarios.
They didn't call them arenas because that implied they were just death matches. Instead they left themselves room to try out different things (with varying levels of success). That is why some of the maps are naturally death matches and some were clearly designed to be more objective focused.
The current caretakers want death matches. Almost everything they have done has been in service of forcing a head-to-head fight. They have modified the most objective heavy maps to force the fights at pinch points, they have eliminated environmental comeback mechanisms (i.e. guards) and they have recently added barriers such that once you go out there is no escape.
I obviously don't agree with these changes on multiple levels. Aesthetically it has removed choice and made things more boring except for those who love death matches. Mechanically it has made it virtually impossible for PUGs to compete.
"PUGs compete?" I hear you say. "Are you mad?"
No. PUGs are usually going to lose to premades. That is true. However they can compete if given a little bit of time to figure things out since, by definition, it is a bunch of strangers working together. However, everything the devs have done has given PUGs less time and tools to work things out.
The result is what we have now. Anyway, drop barriers, bring back guards and (in my perfect world) restore the clearly objective based SCs (TV and Blood) back to being what they were. Give PUGs a chance to have some fun even if the poor, poor premades have to chase them around a bit to still get their kills.
They didn't call them arenas because that implied they were just death matches. Instead they left themselves room to try out different things (with varying levels of success). That is why some of the maps are naturally death matches and some were clearly designed to be more objective focused.
The current caretakers want death matches. Almost everything they have done has been in service of forcing a head-to-head fight. They have modified the most objective heavy maps to force the fights at pinch points, they have eliminated environmental comeback mechanisms (i.e. guards) and they have recently added barriers such that once you go out there is no escape.
I obviously don't agree with these changes on multiple levels. Aesthetically it has removed choice and made things more boring except for those who love death matches. Mechanically it has made it virtually impossible for PUGs to compete.
"PUGs compete?" I hear you say. "Are you mad?"
No. PUGs are usually going to lose to premades. That is true. However they can compete if given a little bit of time to figure things out since, by definition, it is a bunch of strangers working together. However, everything the devs have done has given PUGs less time and tools to work things out.
The result is what we have now. Anyway, drop barriers, bring back guards and (in my perfect world) restore the clearly objective based SCs (TV and Blood) back to being what they were. Give PUGs a chance to have some fun even if the poor, poor premades have to chase them around a bit to still get their kills.
Aethilmar 8x SM
Aenean 8x AM
Vusean 8x Chosen
Culwych 8x Magus
... and a host of others ...
Aenean 8x AM
Vusean 8x Chosen
Culwych 8x Magus
... and a host of others ...