Nekkma wrote: Thu Jan 29, 2026 2:23 pm
I dont like long ques either and would prefer to not even have a matchmaker. Lack of matchmaking never was the main issue. It is a band aid that was tried before and then failed just because ques became atrocious.
NO, FFS, and YES, FFS, the lack of matchmaking was
always the issue, every.single.time you join up, premade on the other side, with yours not having a single healer or tank, and then when the first group fight is over and everybody goes afk, we get our tanks and healers. Great, thanks. .surr on 11, join again, same team, rinse repeat.
What are you even suggesting as "not the main issue" when with completely random class compositions, there is basically zero chance to get a fair fight to begin with? What ever thing you are thinking of concerning balance, or gameplay, it's completely irrelevant because of the morale drop an uneven team composition causes. You
will have players taking a glance at the composition and go afk, while dodging the quitter too for good measure. And the thing about premades? Not going to happen, and shouldn't either. People need to be able to play together with friends in an mmorpg, and premade v premade would be a dead queue just like ranked, only making the issue worse.
No, a game reliant on 2/2/2 absolutely needs matchmaking, there's no ifs or buts, or wiggle room. Quality over quantity. Going into battle without tanks or heals is not gameplay. I know plenty of people who refuse to play SC because of how it sucks, which 90% of the time is because of bad compositions. The wiggle room is 1/1/4, or any other composition
ONLY if both teams get the same composition, and that by itself
is matchmaking.
Fair compositions are of course not the only issue with sc, but it is the biggest one, bar none. I'm not even saying it's impossible to win against premade with a full DPS group, I did it plenty of times. The issue with it is more psychological. If every player on the team puts in the effort, it's doable. But there is always that one guy who refuses to fight, who surrendered the past 6 SCs and had enough, but for whatever reason keeps joining. (To that guy, I must ask: Do you know the definition of insanity?) It destroys morale in a snowball effect, compounding the issue, that's the real killer.
Anyway, first of all, how about we wait for a proper implementation without bugs?
And then go from there instead of in a state of panic fall back
again to the same, broken system we've had for a decade, that we
know is the bad direction? Go from there with things like, idk, giving people information about the state of the queue, so advice chat isn't filled with "is sc queue broken?"
This way, advice chat isn't filled with "is sc popping for anyone?" and instead LFG chat is filled with "NEED TANK SC FFS"
It is complete bananas, that you have a queue, and you don't even see how many are in front of you. It's like going to the bank, standing in line, and the space in front of you is a black void. Do you keep waiting? Are there 3 people in front of you or 10 thousand?
The new UI has plenty of space for something like this. I could make informed decisions on what map to queue and what not to queue, I could try to advertise, I could actually try to do something about it by actually knowing the issue, instead of wondering what the problem is to begin with.
The incentives are a good step in the right direction, but they're needlessly vague. And it has the issue of presenting itself only after players are already getting restless. The 2(accurate info and incentives to help along) can live side by side.
Next, add SC queue info to SoR so players can keep track. New category, can be toggled of course, just like TierX RvR or forts, etc. Just a nice QoL.
Next, if at all possible, add notifications outside of the game for a queue pop (SC, dungeon, city, etc). Blinking game icon on the task bar, a custom sound playing, a discord notification, whatever. If not possible via the game,
add the functionality to the launcher. This is so I don't need to alt tab back to the game every half a minute to check and get a quitter after 20+ minute queues when I forget, like I just got one right now writing this damn post god damnit. FML. Give me the source, I'll do it.
This is the biggest problem with the longer queues. Not the time, you can do whatever while you wait, but how players forget about them (while writing a damn post on the forums.) The comments here reflect that, the uneven number of players in the teams is because someone got a quitter. It happens to everybody (especially if they are writing a post on the forums), and if possible, it should be prevented. If it was up to me, I would go as far as implementing push notifications so a guy sitting on the toilet playing Hero Wars knows it's time to quit.
BTW I'm not sure the forced entry after the extra minute timer reaches zero was implemented during the test, but I tested it, and got another quitter for my efforts, so there's that too.