Change city queue system; group of 6 as bare minimum to enter queue
Posted: Thu Dec 31, 2020 12:55 pm
what title says
Too often one side spends 10-30mins advance in Discord, assigning spots, signing up people, ensuring a 8-8-8 roster with people speccing for rights specs, deciding in advance who is bomb MA, who is ST train MA, who is calling challenge/bellows rotations, who is initial rezzer, which tank is assigned on healer protection duty, who is running which auras... only to realize that by the time you enter city, the enemy has given zero fücks about even trying to form any kind of group that might offer a fight, but have only queued to get their loot from endgame PVP content with zero efforts given to any kind of organization, then expecting to still get their daily pity loot of 1-2 royals for showing up at the right time to lose.
(there is a systematic and now less funny joke of getting into city instance 1 with fast queueing, and having the other side filled with 20 dps, 3 heals and 1 tank combo)
Think about it, after the campaign has been through the woodlands of Ostland where your comrades gave hell to the enemy boxrunners, bleeding dry with your allies on the slopes of High Pass and watch the white snow turn blood red, organizing gorilla warfare ambushes in the backalleys of the ruined city of Praag and doing your best to hinder enemy process, then fighting again and again with your allies through half a dozen zones and suffering the braindamage that you get from joining and surviving through forts - you finally get to fight at the city.
Do you;
A) walk in alone, YOLO, Sigmar take the wheel
B) remain grouped with your comrades, make calls in /5 to organize, join guild warbands, join alliance warbands, make ad-hoc new warband and invite people to your Discord so you have somewhat decent chances of winning and gaining access to loot (giving loot to losing side was a mistake from the start)
No more solo queueing for the epic endgame content from which players are granted access to the best gear available in the game.
Players can now only queue for the city siege if they are in a group of 6, or higher. Hopefully as 12man or 18man or preferrebly as full 24man wb who should take queue priority over any other group trying to get in. The remaining 12+6mans will get mixed in eventually, and if some group is running 7 or 15 or 21 people, then that would mean some spots will be left open.
To prevent these open spots, would recommend increasing city start timer from 10 to 15 mins so people have time to plot their 24man compositions and prepare their bladders and specs for the city siege.
Then, further increase city time to queue from 30 to 40 min, to ensure there is some extra time to organize just in case it is needed, 15-20mins is enough to form a group of 6 (doesnt have to be perfect), or even better groups of 12 or 18.
To encourage grouping further and ensure that winning does matter, would maybe even recommend enabling Stage 3 goldbags to contain pieces of Sov/Warlord gears again. Atm losing side gets less royals (ok) and less bags (ok) - but to ensure that everyone has the incentive to group up in a Massive Multiplayer Online Game and not try to be "im too cool for groups"-guy, there should be extra carrot to have players remain competitive in the final phase of the city siege.
This change should have been done months ago, to have both sides get their shaite together and form somewhat coherent groups for city fights to ensure actual PVP happens to ensure loot happens.
Too often one side spends 10-30mins advance in Discord, assigning spots, signing up people, ensuring a 8-8-8 roster with people speccing for rights specs, deciding in advance who is bomb MA, who is ST train MA, who is calling challenge/bellows rotations, who is initial rezzer, which tank is assigned on healer protection duty, who is running which auras... only to realize that by the time you enter city, the enemy has given zero fücks about even trying to form any kind of group that might offer a fight, but have only queued to get their loot from endgame PVP content with zero efforts given to any kind of organization, then expecting to still get their daily pity loot of 1-2 royals for showing up at the right time to lose.
(there is a systematic and now less funny joke of getting into city instance 1 with fast queueing, and having the other side filled with 20 dps, 3 heals and 1 tank combo)
Think about it, after the campaign has been through the woodlands of Ostland where your comrades gave hell to the enemy boxrunners, bleeding dry with your allies on the slopes of High Pass and watch the white snow turn blood red, organizing gorilla warfare ambushes in the backalleys of the ruined city of Praag and doing your best to hinder enemy process, then fighting again and again with your allies through half a dozen zones and suffering the braindamage that you get from joining and surviving through forts - you finally get to fight at the city.
Do you;
A) walk in alone, YOLO, Sigmar take the wheel
B) remain grouped with your comrades, make calls in /5 to organize, join guild warbands, join alliance warbands, make ad-hoc new warband and invite people to your Discord so you have somewhat decent chances of winning and gaining access to loot (giving loot to losing side was a mistake from the start)
No more solo queueing for the epic endgame content from which players are granted access to the best gear available in the game.
Players can now only queue for the city siege if they are in a group of 6, or higher. Hopefully as 12man or 18man or preferrebly as full 24man wb who should take queue priority over any other group trying to get in. The remaining 12+6mans will get mixed in eventually, and if some group is running 7 or 15 or 21 people, then that would mean some spots will be left open.
To prevent these open spots, would recommend increasing city start timer from 10 to 15 mins so people have time to plot their 24man compositions and prepare their bladders and specs for the city siege.
Then, further increase city time to queue from 30 to 40 min, to ensure there is some extra time to organize just in case it is needed, 15-20mins is enough to form a group of 6 (doesnt have to be perfect), or even better groups of 12 or 18.
To encourage grouping further and ensure that winning does matter, would maybe even recommend enabling Stage 3 goldbags to contain pieces of Sov/Warlord gears again. Atm losing side gets less royals (ok) and less bags (ok) - but to ensure that everyone has the incentive to group up in a Massive Multiplayer Online Game and not try to be "im too cool for groups"-guy, there should be extra carrot to have players remain competitive in the final phase of the city siege.
This change should have been done months ago, to have both sides get their shaite together and form somewhat coherent groups for city fights to ensure actual PVP happens to ensure loot happens.