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I thought the Scenario population balance fix was in?

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Xaun
Posts: 230

I thought the Scenario population balance fix was in?

Post#1 » Wed Apr 22, 2015 6:54 pm

I'm all for a challenge, and my guildees and I often swap to the losing realm to get decent fights, but this (3:1) is often unplayable

For those using SC's for xp (on the losing side) since quests are borked, this is major deterrent to queueing


In NA primetime, it's been like this for days...

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naxaH4er
Posts: 361

Re: I thought the Scenario population balance fix was in?

Post#2 » Wed Apr 22, 2015 7:03 pm

it is not zerg, but an order premade

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Xaun
Posts: 230

Re: I thought the Scenario population balance fix was in?

Post#3 » Wed Apr 22, 2015 7:26 pm

...look at the rdps/mdps ratio too...

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Azarael
Posts: 5332

Re: I thought the Scenario population balance fix was in?

Post#4 » Wed Apr 22, 2015 7:37 pm

My theory on this is that the entry code checks the number of players currently in the scenario when determining whether a pop should be given to players queuing, instead of using the total, but I'm not sure right now.

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TenTonHammer
Posts: 3806

Re: I thought the Scenario population balance fix was in?

Post#5 » Wed Apr 22, 2015 7:59 pm

Xaun wrote:...look at the rdps/mdps ratio too...

thats because ordo are all a buncha poncy gits who prance around as engies, sw's and bw's cause they know that they'll get rekt if they try to man fight destro :P


In all honesty its dam frustrating on many levels how op RDPS is to MDPS atm firstly and mainly because mdps right now dont have the tools such as unstoppable to close in on rdps, certian snares like engie/mag cant be broken and compound that with the wonky melee ability registration against classes like sw who move a lot rather annoying (bonous points if your an annoying rp or zel who just kites around flash healing and you can never effectively stack debuffs on)
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Xaun
Posts: 230

Re: I thought the Scenario population balance fix was in?

Post#6 » Wed Apr 22, 2015 8:33 pm

Azarael wrote:My theory on this is that the entry code checks the number of players currently in the scenario when determining whether a pop should be given to players queuing, instead of using the total, but I'm not sure right now.
Could it not be changed to allow say the first 12 of each realm in the respective queues regardless of archtype, then provide pops to queued players based on archtype quotas?

i.e. - first 12 on each side might look like this (and this is often the kind of class makeup I see in SCs)

2x RP, 2x AM
3x SW, 2x BW, 1x Engi
0x mdps of any sort
1x KotBS, 1x IB

1x Shaman, 1x DoK
1x SH, 2x Sorc
3x Choppa, 2x WE, 2x Mara
0x tank of any sort

Order have (33% healer archtype, 50% rdps archtype, 0% mdps archtype and 17% tank archtype)
Destro have (17% healer archtype, 25% rdps archtype, 58% mdps archtype and 0% tank archtype)

Perhaps boost rankings on those queued to address the lopsided nature of the SC makeup, ergo Order mdps and Destro tanks that are queued would get a significant boost to queue position, whereas Order rdps and Destro mdps might even get a penalty to their queue position (for that SC instance)

Normal queue position should still have an effect (so as not to penalize common archtypes completely), but there ought to be some weighting beyond the initial 24 (12:12)

perhaps (when group queueing is implemented), there could be some additional weighting for groups queued so they don't end up in different scens...

And whilst I don't feel the numbers on each side need to be an exact match (even 1.5:1 ratio is ok), 2:1 or 3:1 is unplayable

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Azarael
Posts: 5332

Re: I thought the Scenario population balance fix was in?

Post#7 » Wed Apr 22, 2015 8:47 pm

How it should be is simply that the first 12 in the main queue are pulled into the pending entry queue, and further movements into the pending entry queue are checked against the number of faction-aligned players in both the scenario and the queue of pending players.

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Twyxx
Posts: 934

Re: I thought the Scenario population balance fix was in?

Post#8 » Wed Apr 22, 2015 8:56 pm

TenTonHammer wrote:thats because ordo are all a buncha poncy gits who prance around as engies, sw's and bw's cause they know that they'll get rekt if they try to man fight destro :P


In all honesty its dam frustrating on many levels how op RDPS is to MDPS atm firstly and mainly because mdps right now dont have the tools such as unstoppable to close in on rdps, certian snares like engie/mag cant be broken and compound that with the wonky melee ability registration against classes like sw who move a lot rather annoying (bonous points if your an annoying rp or zel who just kites around flash healing and you can never effectively stack debuffs on)
As someone who regularly plays order (with an occasional jump to the dark side) I'm of the opinion that order tends to lean towards playing RDPS as a lot of strength gear is harder to come by, such as strength cloaks and rings, BQ helms (not that BQ helms are necessary, I'm just stating that, for example, WH/WL BQs have been elusive lately). I also think the issues with the melee, like you said, are also what pushes some people away, as well as Destro having, from what I've seen, more of a selection of tanks to guard the MDPS.
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Luth
Posts: 2840

Re: I thought the Scenario population balance fix was in?

Post#9 » Wed Apr 22, 2015 9:03 pm

When this is fixed, i have a suggestion:
GoE only 6vs6 and Nordenwatch 12vs12
Reason:
GoE is far to small for 12vs12, it's nearly impossible atm not to run into a melee class every second and get instantly snared. Scenarios shouldn't be like zerg vs zerg, for this we have RvR.

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TenTonHammer
Posts: 3806

Re: I thought the Scenario population balance fix was in?

Post#10 » Wed Apr 22, 2015 10:22 pm

Sc's are also not ment to be 6v6 azarael is fond of saying "mythic style server"

Futhermore scs are the only viable and fun way for new players to lvl up atm
Last edited by TenTonHammer on Thu Apr 23, 2015 12:27 pm, edited 1 time in total.
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