SoloQ / 3s PTR feedback #7632
Replies: 14 comments 13 replies
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The situation we have on the PTR: the system is waiting for 6 players: 2 melee, 2 ranged, and 2 healers. The team is still easy to predict: the first melee + the first caster + the first healer versus the second ones. Because of this, stacking the same classes still occurs (we had a boomkin in one team and shadow and disc priests in the other). Also, one player queued without distributing talents. He was counted as melee (shaman) and had enhancement gear, which could be the reason he was queued as melee. However, fixing this issue by implementing a rule such as 'no talent points = can't queue' would be a good solution. I later tried to queue as a priest without talents and got classified as a caster, but when I did it again, I was classified as melee. |
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System is forcing 1 of each role to make the queue pop. |
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Thanks all for the feedback.
I know, but I hope it's still an improvement compared to the current status in the main realm.
I have enabled a new feature in the PTR, so now the players can't join without talents or without items equipped.
We should show only the last 70+ or we could show only the players in queue of the players level (ex. if you are 10-19 you'll see only the players queued for 10-19). |
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if we made a spread sheet with all the possible combinations of classes that can play toighter for a working and functional setup with spec would help? |
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To insure a fair queue, I suggest adding some grief protection in the following way: If someone doesn't accept the invite to the arena or leaves before the doors open, the game automatically draws as soon as the gates open. |
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It seems like the update for queues to pop only when there's 2 healers, 2 melees, and 2 ranged in queue is now in place. Having 10 people in the queue and it not popping is a bit meh. Could there be introduced a timer after which it would force pop the queue? |
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The queue seems to be bugged. If you insta queue after your game ends, it'll pop for you, regardless of how many people should be in queue before you. The problem of class stacking also persists |
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Today everyone waited a lot in the queue. All matches I did were 2dps+1healer vs 2dps+1healer. Even when there could be 3dps vs. 3dps. But I think the rules about caster/melee dps made it impossible. I suggest removing melee/caster distinction as it's neither feasible nor reasonable. |
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the server population is too small to have "balanaced" teams |
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I don't know if it's gonna help anything, but last week I made a report on the queue logic behaviour: This is still happening, and it's so easily abused to keep getting instant pops for you while several others get skipped. TL;DR: If you exit the arena match before everyone else (i.e., match closes), and instantly queue, you will retain your priority in the queue and will be put on the top of the queue again. Maybe someone sees this as I think not many go to look at the module. |
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Que not popping. Remove caster vs melee restrictions and allow 3dps vs. 3dps matches please. |
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As per the conversation shared in the PvP discord channel, please use this thread to give feedback on the current state of matchmaking for these modules.
Please share the comps used, how the teams were divided etc along with the talents used. There is only so much we can do on a single computer with 6 windows open so the more people who can test this, the more we can polish it and move the findings into live. Thank you.
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