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Pug Sc options [Poll]

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Poll: Pug Sc option

Pug only scenario
78
39%
Separation of scenario queues into Solo + Duo and Groups of 3-6
123
61%
Total votes: 201

User avatar
peterthepan3
Posts: 6509

Re: Pug Sc options [Poll]

Post#31 » Tue Sep 06, 2016 11:38 am

Danielle wrote:
But it's going to be spawncamping/a massacre a lot of the time because there are large gaps between the quality of premades, some perhaps even overreaching the gap between worst 6 man premade and a PuG.
Same will occur in pug scenarios when one team has a particularly good assortment of individuals/class synergies. I'd wager that prem vs prem are more balanced as there isn't really a huge discrepancy between most premades in terms of skill (bar the 2/3 that are currently top of the food chain, but even then fair fights are to be had), whereas pug scens are a completely random assortment of players/classes/skill-levels (I know a lot of very good solo players/duo teams that could easily play in 6mans, etc). While a lot of the time they will be balanced, there will be times when good players decide to capitalise on the lack of premades and queue solo/with friends for the same scen, creating an imbalance. Just food4thought.

Suffice it to say: there are large gaps between the quality of players in general.
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Tesq
Posts: 5713

Re: Pug Sc options [Poll]

Post#32 » Tue Sep 06, 2016 12:21 pm

from 1 point of view it's bad have pug sc cos if 6 ppl want play togheter they should and with the population wont happen , but as i always saw sc as a way of fast action:

join, enter , play

maybe to help both the point of view something in between a la word of worcraft can be found.

Maybe the second choice is the better but at this point it would be better group divide the pug+ any group composition that is not 6 ppl or 3 where 1 is at least a tank and 1 is at least a healer.

and another group where there are 3 man with 1 tank and 1 healer at least and 6 man, so that 2x3 men and one 6 men would results in better balance so actually 2 groups consisting in

pug+other non fixed 3 men

and

6 men+ fixed 3 men


what remain in the mid groups of 4 and 5 should try to complete themself or maybe a 4 vs 4 sc can be create.
Also the presence of 18vs 18 or 24 vs 24 sc mitigate the presence of a premade which then you can use to have not separate sc in the queue
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User avatar
Danielle
Posts: 206

Re: Pug Sc options [Poll]

Post#33 » Tue Sep 06, 2016 12:42 pm

peterthepan3 wrote:
Danielle wrote:
But it's going to be spawncamping/a massacre a lot of the time because there are large gaps between the quality of premades, some perhaps even overreaching the gap between worst 6 man premade and a PuG.
Same will occur in pug scenarios when one team has a particularly good assortment of individuals/class synergies. I'd wager that prem vs prem are more balanced as there isn't really a huge discrepancy between most premades in terms of skill (bar the 2/3 that are currently top of the food chain, but even then fair fights are to be had), whereas pug scens are a completely random assortment of players/classes/skill-levels (I know a lot of very good solo players/duo teams that could easily play in 6mans, etc). While a lot of the time they will be balanced, there will be times when good players decide to capitalise on the lack of premades and queue solo/with friends for the same scen, creating an imbalance. Just food4thought.

Suffice it to say: there are large gaps between the quality of players in general.
Yep, I agree. I was responding to Genisaurus regarding he wouldn't mind giving double emblems if it was good fights. I think IF what the game wants to promote is teamplay and premades, premade v premade scens should give larger rewards regardless of how good the fights actually are (there are always going to be stomps), simply because giving such rewards is a good means towards promoting the desired end = more premades and teamplay. Of course at the same time, the premade players are probably the last ones who need the emblems as of now so there are 2 sides to that.
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User avatar
peterthepan3
Posts: 6509

Re: Pug Sc options [Poll]

Post#34 » Tue Sep 06, 2016 1:55 pm

Danielle wrote:
peterthepan3 wrote:
Danielle wrote:
But it's going to be spawncamping/a massacre a lot of the time because there are large gaps between the quality of premades, some perhaps even overreaching the gap between worst 6 man premade and a PuG.
Same will occur in pug scenarios when one team has a particularly good assortment of individuals/class synergies. I'd wager that prem vs prem are more balanced as there isn't really a huge discrepancy between most premades in terms of skill (bar the 2/3 that are currently top of the food chain, but even then fair fights are to be had), whereas pug scens are a completely random assortment of players/classes/skill-levels (I know a lot of very good solo players/duo teams that could easily play in 6mans, etc). While a lot of the time they will be balanced, there will be times when good players decide to capitalise on the lack of premades and queue solo/with friends for the same scen, creating an imbalance. Just food4thought.

Suffice it to say: there are large gaps between the quality of players in general.
Yep, I agree. I was responding to Genisaurus regarding he wouldn't mind giving double emblems if it was good fights. I think IF what the game wants to promote is teamplay and premades, premade v premade scens should give larger rewards regardless of how good the fights actually are (there are always going to be stomps), simply because giving such rewards is a good means towards promoting the desired end = more premades and teamplay. Of course at the same time, the premade players are probably the last ones who need the emblems as of now so there are 2 sides to that.
my thoughts exactly. also worth mentioning that there won't be another scenario set post-mercenary (afaik - but maybe more weapons?)
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Gerv
Banned
Posts: 811

Re: Pug Sc options [Poll]

Post#35 » Sat Sep 10, 2016 8:00 pm

Come on people vote this is your chance to influence the game. Come on not even more than 100 votes!
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Boyd - WP - O.S.

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Nekkma
Posts: 769

Re: Pug Sc options [Poll]

Post#36 » Sat Sep 10, 2016 8:04 pm

The poll is biased and if you do not want any chanage to scenarios there is no reason to vote.
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User avatar
adei
Posts: 272

Re: Pug Sc options [Poll]

Post#37 » Sat Sep 10, 2016 8:08 pm

Nekkma wrote:The poll is biased and if you do not want any chanage to scenarios there is no reason to vote.
If I was going to add that as an option I wouldn't even make the poll.

User avatar
Gerv
Banned
Posts: 811

Re: Pug Sc options [Poll]

Post#38 » Sat Sep 10, 2016 8:18 pm

We have had discussions about this and it clear a portion of the community want to try it out at least. The best thing you can do is support change, let it be tested for a few weeks and then provide feedback.

If we want this server to succeed we need to open ourselves to change and give things a go. It is no good sitting on our hands with this oppertunity. Be part of the difference who wants to try something different than the status quo. If it all goes horribly wrong then we can adjust it back.

I mean this of the changes to come we need to imbrace, RvR forts and new gear works to be the first to mind.
Sia - DoK - Lords
Boyd - WP - O.S.

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TenTonHammer
Posts: 3806

Re: Pug Sc options [Poll]

Post#39 » Sat Sep 10, 2016 8:30 pm

New sc system is great and all but will it address broken team comps?
If the devs would just put back in the sc management system that they had to control team group balance then that wouldn’t be an issue
But nope they decided to listen to crying late night NA players and removed it so scs are unbalanced messes again
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Toldavf
Posts: 1586

Re: Pug Sc options [Poll]

Post#40 » Sat Sep 10, 2016 8:41 pm

none of the above.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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