Re: Fixing boring unbalanced scenarios
Posted: Tue Mar 15, 2016 7:59 pm
Genis said it pretty good, lock thread.
Warhammer Online
https://returnofreckoning.com/forum/
Solo queue only, because two people with teamspeak and classes that complement each other are every bit a "premade" as six. The current matchmaking system tries to accomodate both 2-6 player groups and solo-queuers at the same time, and this coupled with trying to keep balanced composition is what leads to longer queue times. The matchmaking system we have works better when it's allowed to pull from only solo-queuers.th3gatekeeper wrote:To continue a point made on my last post, I respectfully dont think this is an avenue you guys should pursue UNLESS the player base really gets massive. It has far too many variables involved.Genisaurus wrote: [*]New and Future: Premade and PUG-only scenarios will reduce the occurances of pug vs. premade matchups[/list]
For instance, PUG-only: Does this mean no Duo Que teams? Or trio-Ques?
If yes and its ALL solo players - my guess is this que wont pop much, if at all and it surely doesnt promote team play. Also, if yes, how do you enforce "odd group sizes". Say you actrually get enough people grouped for this and have a group of 6 + 4+3... Who gets split up? Or does the que not pop? Etc.
If no, and you put a limit on say "1-3 players max qued" then youll end up with a guild who ques 3-4 teams of 3 players JUST BECAUSE THEY CAN. and coordinate que pops... Then also you run into... "what if you get a 6+4+4 qued... who gets dropped.
...
Rather the game should drastically HINGE on the objective. So much so, that noone should want to leave a flag un-defended. Leaving ROOM for the behind team to zerg ONE of the areas and possibly stage a "stand" there and earn some points. Creating scenarios where they have opportunity to atleast put up a fight, rather than just rewarding 2 6 man PM zergs where even if by chance you got 4 pugs FF a target, I bet they wouldnt kill anything due to guard/heals/cc etc.
Would have a question regarding the 3rd point: How is having the same gear calculated? Average item levels?Genisaurus wrote: Here is how scenarios are balanced:
- Both sides are within the same level range
- Both sides are further bolstered to even out level imbalances
- Both sides have access to the same gear
- Both sides have the same number of players
- Both sides start an equal distance from the objectives
- New: Both sides are as likely as possible to have even compositions
- New and Future: Premade and PUG-only scenarios will reduce the occurances of pug vs. premade matchups
Both sides have access to the same gear. Which is to say, gear is purely a reflection of time and effort invested by the individual player. We're not going the GW2 route of forcing all players to equip from a small selection of PvP gear set just so we can use itemlevels as a coefficient to an MMR calculation; nor are we trying for some asymmetrical design where only Destro has access to some set that Order doesn't.Idrinth wrote:Would have a question regarding the 3rd point: How is having the same gear calculated? Average item levels?Genisaurus wrote: Here is how scenarios are balanced:
- Both sides are within the same level range
- Both sides are further bolstered to even out level imbalances
- Both sides have access to the same gear
- Both sides have the same number of players
- Both sides start an equal distance from the objectives
- New: Both sides are as likely as possible to have even compositions
- New and Future: Premade and PUG-only scenarios will reduce the occurances of pug vs. premade matchups
I think that point might actually be unneeded if the gap between different gear was way, way lower - might even make the last point unnecessary.
source?freshour wrote: the vast majority of this game is solo/duo/trios and not 2-2-2 premades...
Penril wrote:source?freshour wrote: the vast majority of this game is solo/duo/trios and not 2-2-2 premades...
I think the vast majority goes solo. But i have nothing to prove it (just like you).
Thanks for the feedback on this. I guess I would encourage a slightly different approach. Just me though and we can agree to disagree and I am fine with that. But even duo/trio que against a full 6 man group is a DRASTIC difference.Genisaurus wrote:Solo queue only, because two people with teamspeak and classes that complement each other are every bit a "premade" as six. The current matchmaking system tries to accomodate both 2-6 player groups and solo-queuers at the same time, and this coupled with trying to keep balanced composition is what leads to longer queue times. The matchmaking system we have works better when it's allowed to pull from only solo-queuers.
If queue times are still bad because nobody queues for it, then that's Not Our Problem. We're at least giving the option to people who don't want to have a small chance of running into a premade. Furthermore, it absolves players of that pesky right to complain about running into premades in the non-restricted scenarios, because by queuing for those they expressly accept that risk. We haven't heard a single complaint yet about queue times being too slow because all the premades want to play CW, or that CW isn't popping because no premades are queuing for it.
The only way queue times would be reduced for other SCs is if solo-queuing players choose to only queue for the solo-queue-only scenario.