Re: What would it take: Queue for 6v6
Posted: Sun Jun 10, 2018 10:12 pm
Unlocking the /dab emote.
Warhammer Online
https://returnofreckoning.com/forum/
Then I honestly can't think of another means of incentivising groups to keep trying - even if they lose. I feel if groups had more incentives to keep trying, they would be more inclined.wargrimnir wrote: Sun Jun 10, 2018 9:47 pmThis carries intrinsic issues.peterthepan3 wrote: Sun Jun 10, 2018 9:37 pmI think losers should get more rewards than they would for pug stomp winning a normal sc - so as to incentivise them to keep queuing and trying - but still not as much as a winning team.OldPlayer wrote: Sun Jun 10, 2018 3:58 pm
Exactly same rewards for all participants, both winners and losers.
Pug scen there's a lot of kills and deaths going around. There's a lot more RP being generated and loot dropping simply by virtue of volume.
6v6 has a few solid engagements, then usually the team with the upper hand is determined and the fighting ends. Or it's a 15 minute stalemate between turtle teams. Correct me if I'm wrong, but you're not going to see the 30+ kills in a 6v6 for each side that you might get out of a particularly deadly pug-brawl. Both 6v6 scens grant 50% more emblems and loot.
We can't give the losing team better rewards than a pug brawl if they get stomped and end up with 1-2 kills (or 0!). If there's rewards simply for queueing then we run the issue of having to drop hammers on people that afk or don't take a match seriously and queue with useless garbage just to get their loser rewards. Giving people stuff for failure is a fast way to dilute the pool of competition, so we're going to need a different direction on that thought.
Make a requirement of a single kill to get the rewards. Trust me, this requires work against any decent party.peterthepan3 wrote: Sun Jun 10, 2018 11:08 pmThen I honestly can't think of another means of incentivising groups to keep trying - even if they lose. I feel if groups had more incentives to keep trying, they would be more inclined.wargrimnir wrote: Sun Jun 10, 2018 9:47 pmThis carries intrinsic issues.peterthepan3 wrote: Sun Jun 10, 2018 9:37 pm
I think losers should get more rewards than they would for pug stomp winning a normal sc - so as to incentivise them to keep queuing and trying - but still not as much as a winning team.
Pug scen there's a lot of kills and deaths going around. There's a lot more RP being generated and loot dropping simply by virtue of volume.
6v6 has a few solid engagements, then usually the team with the upper hand is determined and the fighting ends. Or it's a 15 minute stalemate between turtle teams. Correct me if I'm wrong, but you're not going to see the 30+ kills in a 6v6 for each side that you might get out of a particularly deadly pug-brawl. Both 6v6 scens grant 50% more emblems and loot.
We can't give the losing team better rewards than a pug brawl if they get stomped and end up with 1-2 kills (or 0!). If there's rewards simply for queueing then we run the issue of having to drop hammers on people that afk or don't take a match seriously and queue with useless garbage just to get their loser rewards. Giving people stuff for failure is a fast way to dilute the pool of competition, so we're going to need a different direction on that thought.
Of course, the issues that you mentioned, e.g. potential AFKers that would necessitate more GM involvement, are very valid.
No amount of rewards would incentivise the right kind of people (those interested to fight an learn) to be roflstomped for 15 mins by a better team.peterthepan3 wrote: Sun Jun 10, 2018 11:08 pmThen I honestly can't think of another means of incentivising groups to keep trying - even if they lose. I feel if groups had more incentives to keep trying, they would be more inclined.wargrimnir wrote: Sun Jun 10, 2018 9:47 pmThis carries intrinsic issues.peterthepan3 wrote: Sun Jun 10, 2018 9:37 pm
I think losers should get more rewards than they would for pug stomp winning a normal sc - so as to incentivise them to keep queuing and trying - but still not as much as a winning team.
Pug scen there's a lot of kills and deaths going around. There's a lot more RP being generated and loot dropping simply by virtue of volume.
6v6 has a few solid engagements, then usually the team with the upper hand is determined and the fighting ends. Or it's a 15 minute stalemate between turtle teams. Correct me if I'm wrong, but you're not going to see the 30+ kills in a 6v6 for each side that you might get out of a particularly deadly pug-brawl. Both 6v6 scens grant 50% more emblems and loot.
We can't give the losing team better rewards than a pug brawl if they get stomped and end up with 1-2 kills (or 0!). If there's rewards simply for queueing then we run the issue of having to drop hammers on people that afk or don't take a match seriously and queue with useless garbage just to get their loser rewards. Giving people stuff for failure is a fast way to dilute the pool of competition, so we're going to need a different direction on that thought.
Of course, the issues that you mentioned, e.g. potential AFKers that would necessitate more GM involvement, are very valid.
Juicy rewards (the lion's share) being tied to a set of weekly changing quests; mini-questlines that prompt players to run non-fotm comps, or 'troll' comps...might do the trick.peterthepan3 wrote: Sun Jun 10, 2018 11:08 pmThen I honestly can't think of another means of incentivising groups to keep trying - even if they lose. I feel if groups had more incentives to keep trying, they would be more inclined.Spoiler:
Of course, the issues that you mentioned, e.g. potential AFKers that would necessitate more GM involvement, are very valid.
Why should a player who did not care about 6 on 6 before now suddenly spend time and effort in order to create a good group with proper spec/gear/complementation/voice comms if the rewards are not motivating enough?NoRKaLKiLLa wrote: Sun Jun 10, 2018 10:44 pm But then there's no incentive to win or make a group with voice comms or spec to complement each other, just show up- receive handouts.
A loss in 6v6 should carry more benefit than a loss in pug roflstomp. But not more than winning. Also with varied/added cool stuff benefits being introduced that aren't power related, a small benefit towards obtaining those even if you got stomped would be something.peterthepan3 wrote: Sun Jun 10, 2018 11:08 pmThen I honestly can't think of another means of incentivising groups to keep trying - even if they lose. I feel if groups had more incentives to keep trying, they would be more inclined.wargrimnir wrote: Sun Jun 10, 2018 9:47 pmThis carries intrinsic issues.Spoiler:
Pug scen there's a lot of kills and deaths going around. There's a lot more RP being generated and loot dropping simply by virtue of volume.
6v6 has a few solid engagements, then usually the team with the upper hand is determined and the fighting ends. Or it's a 15 minute stalemate between turtle teams. Correct me if I'm wrong, but you're not going to see the 30+ kills in a 6v6 for each side that you might get out of a particularly deadly pug-brawl. Both 6v6 scens grant 50% more emblems and loot.
We can't give the losing team better rewards than a pug brawl if they get stomped and end up with 1-2 kills (or 0!). If there's rewards simply for queueing then we run the issue of having to drop hammers on people that afk or don't take a match seriously and queue with useless garbage just to get their loser rewards. Giving people stuff for failure is a fast way to dilute the pool of competition, so we're going to need a different direction on that thought.
Of course, the issues that you mentioned, e.g. potential AFKers that would necessitate more GM involvement, are very valid.