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Force scenarios to match balanced teams.

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Scottx125
Posts: 976

Force scenarios to match balanced teams.

Post#1 » Sat Feb 25, 2017 6:53 pm

Basically ensure both teams (Or for a non premade team) have 2 healers, 2 dps and 2 tanks. As it goes order currently has a MASSIVE shortage of tanks in scenarios, and in many games you'll probably have no tanks, leading to your team getting smashed because you don't have any protection for dps to push forward. Now this will undoubtedly increase times for scenarios, but to be honest I would rather have a balanced team arrangement for both sides in contract to having people sit at spawn because we have no tanks and the likely hood of victory is low.
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Toldavf
Posts: 1586

Re: Force scenarios to match balanced teams.

Post#2 » Sat Feb 25, 2017 6:57 pm

I think they did this once, then people started whining about sc not poping.

There are many factors that influence a pug sc leavers, classes that can dps and heal, dps tanks ect.

The fact is its mostly a human nature problem and out of the devs hands.
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wargrimnir
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Re: Force scenarios to match balanced teams.

Post#3 » Sat Feb 25, 2017 7:00 pm

If you want a balanced group, make it yourself. This isn't League of Legends and we don't have the population for a complex matchmaking system.
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xanderous
Posts: 501

Re: Force scenarios to match balanced teams.

Post#4 » Sat Feb 25, 2017 7:26 pm

I reckon the best way to do it is to just apply restrictions to the healers, seeing as they are the ones that can make or break a team.

Scenario 1 - If no healers join on one team, the other team should not get any either, scenario pops and both teams battle.
Scenario 2 - if a healer joins on one team, restrict it so that only 1 healer can join on the other team, so it's 1 for 1, 2 for 2 and so on, scenario pops or this could even happen during scenario.

Now i know it ain't a perfect solution but i'd rather be in a scenario with no healers vs one that enemy team has them but mine does not, seems only fair.
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Scottx125
Posts: 976

Re: Force scenarios to match balanced teams.

Post#5 » Sat Feb 25, 2017 7:45 pm

wargrimnir wrote:If you want a balanced group, make it yourself. This isn't League of Legends and we don't have the population for a complex matchmaking system.
Nothing complex about it. And problem is the majority of games are pubbies and if the match making is putting one side at a significant disadvantage, then I'd say there's a problem. And as long as something is not done about it and its deflected with "do it yourself", people will keep complaining. Infact I'd wager that if you did a test of all games played on SC's over the course of a week, hell even a day. You'd find destro winning more purely because order has too few tanks.

Btw im not talking about a balanced "group", I'm talking about balanced teams, for both Destro and Order. Make the playing field as level as possible before it starts to ensure it is skill that wins the games, not who has been granted the luck of the draw.
xanderous wrote:I reckon the best way to do it is to just apply restrictions to the healers, seeing as they are the ones that can make or break a team.

Scenario 1 - If no healers join on one team, the other team should not get any either, scenario pops and both teams battle.
Scenario 2 - if a healer joins on one team, restrict it so that only 1 healer can join on the other team, so it's 1 for 1, 2 for 2 and so on, scenario pops or this could even happen during scenario.

Now i know it ain't a perfect solution but i'd rather be in a scenario with no healers vs one that enemy team has them but mine does not, seems only fair.
I think this is a good idea, not perfect but its the closest balance one can achieve with limited pop. Limit the composition of the teams based on what each of the teams have. So if team 1 lets say order has 4 dps and 2 healers but 0 tanks, Destro can only have 4 dps and 2 healers and no tanks. Now You'd have to probably have a system to choose which team is the template for the other, but I suppose that can be randomized or given to the faction with the lowest current pop.
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xanderous
Posts: 501

Re: Force scenarios to match balanced teams.

Post#6 » Sat Feb 25, 2017 8:04 pm

I personally would not want to enforce too much of restriction otherwise we might not get the desired results based on the community.
Active healers are pretty uncommon in my opinion, i'm not looking at my scenarios praying for a tank to join when i see that the other side has a healer when we do not, So i'd be happy with just keeping such restrictions on the healers and make it all the other classes fair gain.
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Azarael
Posts: 5332

Re: Force scenarios to match balanced teams.

Post#7 » Sat Feb 25, 2017 8:13 pm

We had a thread on this crap already. Feel free to search for it. I will be ignoring this one.

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Caffeine
Posts: 611

Re: Force scenarios to match balanced teams.

Post#8 » Sat Feb 25, 2017 10:26 pm

Azarael wrote:We had a thread on this crap already. Feel free to search for it. I will be ignoring this one.
Does anyone have a link to this?
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geezereur
Posts: 672

Re: Force scenarios to match balanced teams.

Post#9 » Sun Feb 26, 2017 12:18 am

We already had this once and the wating time for dps was 2+ hours on a pop on order side....

Dabbart
Posts: 2251

Re: Force scenarios to match balanced teams.

Post#10 » Sun Feb 26, 2017 2:28 am

Aza's inital post on the matchmaking system(9 pages into the discussion thread)
viewtopic.php?f=15&t=11392&start=70
Go to page 1 to start fresh:P

Subsequent Whine threads:
viewtopic.php?f=8&t=11490&hilit=matchmaking
viewtopic.php?f=8&t=11558&hilit=matchmaking


Also to OP and everyone complaining, there is a reason we have a Quitter debuff. Because people drop Queues ALL THE FREAKING TIME. The most perfect match-making system can't stop people from dropping the queue or leaving, and then the sides are unbalanced once more.

BYOH. Bring Your Own Healer.
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