zumos2 wrote: ↑Tue Mar 19, 2024 6:05 pm
“We are also hoping to improve the scenario grouping if for any reason a premade is put against a pick up group. Although we want to mainly not mix pugs and premades.”
This is a really big worry. The game should promote players for making premades, not potentially punish them. If this system punishes you for forming a group by just not giving you scenario pops, that would be terrible.
In general I think that no scenario should pop without every group having at least 1 tank and 1 healer. If a full premade enters the scenario you could increase that restriction to always having a 2-2-2, so there is a good fighting chance. A random 2-2-2 with good players can still beat a bad full premade in a 12v12+ scenario.
Of course if there are an equal amount of premades on both sides they can be matched against each other. But if the system forces it, additional rewards would be fair. In general I think the rewards of scenarios vs RvR are imbalanced at the moment. Only feels worth doing scenarios during the weekend event.
I think this mentality is dangerous and extremely toxic to the long-term health of ror. You don't need to incentivise people into forming a 2/2/2 - simply increasing your odds of winning through organisation should be enough reason.
The whole "you should group up, it's a group game" mindset is how we've ended up in this seal clubbing no-pop low-pop mess; people will do what's most optimal and will not engage in subpar activities, like queing solo. This is how ror loses players.
Players are drawn to ror.for the PvP - sometimes just a quick couple of games after work - if they get clubbed consistently by premades, they are more likely to just play something else.
When they stop queing because of being seal clubbed then queues dry up, everyone suffers and no one plays. If there no reason or incentive for them to queue on the face of clubbong - why should they bother?
You often hear the counter of "they should just group up", but problem is two fold; first theres a higher burden of organisation required to form one, and not everyone has the time or desire, to group up when they may have only an hour to play.
Secondly, if people have queued and had a bad experience, they are just as likely to do something else than they are to group up, so the pool of available players diminishes. As easy as it is to blast them for being casual or soft - that's reality - their time is worth more to them and they can get their fulfillment elsewhere.
There are many other levers to pull to encourage people to group up - again, rewarding the intended ideal way to play is not good game design and lacks thought. You want to reward people on the way to the desired mentality - reward them for making the correct steps, incentivise the journey, not for jumping through hoops to get the correct solution. You don't get full marks for just the answer to a math question, a majority of marks comes from doing the working.
Advocating mixing pugs and premades over premades vs premades is peak seal clubber territory.
Imo any bonus rewards like crests should be for 1-1-1 or alert based "tanks are needed in queue, join now". Lower the burden it takes to become organised with good incentives and we will see better shifts in player behaviour.
Pushing people to 1/1/1 will also speed up match making as it's easier for the game to backfill a 6 if it can get half a group, instead of a full 6 and then waiting for an ideal mix in the pug queue.
Rewarding 2/2/2 further than their already inherent bonuses of being organised only further worsens the problems we have with sc and general game pop.