Re: Degradation of average player skill: why the Scenario system rework is urgently needed
Posted: Fri Aug 22, 2025 5:00 pm
crystl32 wrote: Fri Aug 22, 2025 4:15 pm i can't confirm 1 win out of 10 in sq Oo
i can't confirm getting your face bashed in in SCs just because you are a new player.
i cannot remember "investing" into new players. we allow them to tag along, learn and have fun with us until they lose interest and leave.
i can't say that scenarios put me where I am today. it has mostly been soloing and playing with friends in small grps/exchanging ideas and strategies/doing testing with friends that taught me everything. and ofc learning from mistakes and opponents.
lots of your claims look wild to me and i dont trust them.
i see the main problem in being without guidance after leaving T1 and a power difference which is based on gear/knowledge. pairing newbs with vets leads to a frustrating experience that fends off newbs.
lots of veterans btw. also lack skills/knowledge (some of them still dont know to stop when gork sais so). some people just never learn.
itsa mix of unfair pairing due to low player numbers and casualism.
a typical disease of dead mmos
i whis you amazing day!
Thanks for the comment.
I actually wish more people spoke up about the topic I raised (i.e. if scenarios can help with skill transfer to new players, or if something else is the best way to approach that) instead of debating HOW to fix scenarios. That topic has been beaten to death over the last year in multiple threads already so I did not mean to spark discussion regarding that here. Even if you disagree with my claims, I'm glad to see a reply on the actual topic.
As for the content of your reply, I would first like to see where you are coming from:
Sure, the average winrate for a new player on scenarios might be higher than what I wrote here, but that winrate is completely at the mercy of whatever proper 6man group is queing at that time: If they are matched against a 6man they will most likely lose, if they are matched together with a 6man on their side they will probably win. And finally in the off-times where there are no premades running, then the winrate should theoretically be closer to 50%. But if you as a new player want to play scenarios at a specific time, if the odds are against your favor, you might as well win 0/30 games in a row (see Hazmy's example from earlier in this thread). From your personal experience, do you feel that individual scenarios are balanced in general or just on average?
Then there's the claim about us, the community, not needing to invest in new players.
Or, to put it more precisely, us not needing to actively teach new players. Do you think that the average new player is fully equipped to become as good as a skilled veteran by the activities they are already engaging in? Or perhaps do you believe that the average skill level of the playerbase is where it should be and that we should not strive to raise the competitiveness of the game higher than it currently is?crystl32 wrote: Fri Aug 22, 2025 4:15 pm i cannot remember "investing" into new players. we allow them to tag along, learn and have fun with us until they lose interest and leave.
From what you write next, I'm inclined to believe that you think it's the former: that every new player has all the tools needed to better themselves and become as good at the game as the best veterans
However, do you feel that this represents the way the average new player engages with the game or are cases such as yours perhaps the exception?crystl32 wrote: Fri Aug 22, 2025 4:15 pm i can't say that scenarios put me where I am today. it has mostly been soloing and playing with friends in small grps/exchanging ideas and strategies/doing testing with friends that taught me everything. and ofc learning from mistakes and opponents.
I agree with your take here. The entire post was me trying to ring a bell at the increasing levels of "casualism" in ROR and to maybe try and identify where to find a possible solution. I agree of course that scenarios are currently plagued by low player numbers which in turn leads to unfair matchups (see the 3v4 discordant scenarios mentioned above in this thread).crystl32 wrote: Fri Aug 22, 2025 4:15 pm itsa mix of unfair pairing due to low player numbers and casualism.
a typical disease of dead mmos![]()
However, I also believe that something can be done to fix that situation. RvR is currently booming with people compared to a year ago or so for example. If the proper incentives and foundation is provided for another game mode, that too can succeed. I do appreciate feedback like yours, because I also am not entirely sure that a revamp of the scenario system could help solve "casualism". A lot people seem to agree with my suggestion, but I'd really like to hear other opinions too on what the best way to tackle that issue would be.
Resigning ourselves into playing a "dead mmo" is not something I want to accept and I would like to see everyone do their best to make this game thrive. We might not be able to magically change player behavior or code ROR ourselves but I do think we should help the game in the best way we can, even if that help comes in the form of forum discussions hoping that the devs will notice them.