SkaraMinoc wrote: »Given the low BG population, I selected the "combine queues with mode preference" option.
_adhyffbjjjf12 wrote: »agreed ^^
The population is low, so cannot split, therefore the logical conclusion is exactly what is done in other games like GW2, select game mode randomly after a group of 8 is formed, each player selects their own preference. Once formed roll a dice, and proportionally represent the chance of getting a game mode based on the selections made by the players. Job done - I could write that code in a couple of hours, its not that complex.
SkaraMinoc wrote: »_adhyffbjjjf12 wrote: »agreed ^^
The population is low, so cannot split, therefore the logical conclusion is exactly what is done in other games like GW2, select game mode randomly after a group of 8 is formed, each player selects their own preference. Once formed roll a dice, and proportionally represent the chance of getting a game mode based on the selections made by the players. Job done - I could write that code in a couple of hours, its not that complex.
Some sort of mode preference is probably the best solution at this point. From start to finish it's probably 4 weeks after design, client and server code, and testing/fixes.
gariondavey wrote: »Nice post, skara. Not an objective player but they need their own queue. Or zos needs to make objectives 2 teams or rework objectives they encourage pvp.
SkaraMinoc wrote: »_adhyffbjjjf12 wrote: »agreed ^^
The population is low, so cannot split, therefore the logical conclusion is exactly what is done in other games like GW2, select game mode randomly after a group of 8 is formed, each player selects their own preference. Once formed roll a dice, and proportionally represent the chance of getting a game mode based on the selections made by the players. Job done - I could write that code in a couple of hours, its not that complex.
Some sort of mode preference is probably the best solution at this point. From start to finish it's probably 4 weeks after design, client and server code, and testing/fixes.
Necrotech_Master wrote: »i personally prefer the purely random option (equal chance for any game)
but i also think that they should have a completely separate queue for the modes so that players can queue for those, if you are working on achievements for say flag games, every other game mode is going to be a waste of time for you
the best solution that i could imagine to make everyone happy would be
- completely separate deathmatch only queue (you queue for this you are only queuing with people who use this mode)
- random (equal chance for all games, will not pull from deathmatch queue, but can pull from specific objective mode queues, can still have a chance for deathmatch though)
- individual objective queues (either full granular, one for each mode, or grouped like original system such as flag games or land grabs, if what people say is true and these are lesser used modes, they can still use same pool as random)
the separate deathmatch queue could essentially be the "ranked" mode where more competitive people play and random/objective would be better for casual play, as this seems to be where the contentions stand (casual vs competitive), as deathmatch seems to be more competitive
going along with this, you could even take away the leaderboards for all modes except the "ranked" deathmatch mode, i personally dont care about leaderboard rewards (they arent great anyway), but having the leaderboard makes more sense for a "ranked" mode (there isnt a leaderboard for random dungeons, or really any dungeons, just trials and arenas which you cant queue for)
if really think the DM only queue would take too long then, could add an option to be put into the random bucket after X amount of time, maybe after a prompt asking to switch, doing that would not unbalance random being random, but still keep queue moving as random would be a catch all mode
Dem_kitkats1 wrote: »I think because the population is so low at the moment that splitting the queues entirely would make for too long of que times. Players will not want to wait 1/2 hr or longer to get into a match, even if it's for the mode they want. I do believe that players should have some choice as to what mode they would like to que for and since there seems to be a good number of players for either Objectives or DM the votes could swing either way under a mode preference system. In GW2 this type of system works very well and is pretty fair I would say for the time being. Yes, players are going to ignore the objectives, but that's going to happen regardless at this point now. At least if players get to vote for their mode preference, Objective and DM players will feel less like they are being completely ignored.
I do think that if the population grows, then DM needs to be its own thing entirely with ranked and unranked modes.
exeeter702 wrote: »Sorry but simply put, when choice of mode existed before. DM queues popped within minutes and objective modes.... not so much.
Frankly, if given the option again, and objextive mode players have to wait 30 minutes for a game, that is simply natural selection taking shape. This is the crux of the issue.
Zos ostensibly feels that the only solution is to arbitrarily populate objective mode bgs by throwing everything into a random queue and calling it a day. This solves nothing. DM players will treat every game mode like DM because they actually WANT to pvp and zos is forcing them into game modes they dont want and objective mode players will complain that DM focused players are ruining their giga brain super deep strategic objective mode (not)pvp while doing random queue which is only DM 1/4th of the time.
The fact of the matter is BGs as a whole from a fundamental design point are poorly designed and have been since their introduction in MW with many glaring issues that are explicitly causing this divided discourse. Focusing on the game mode grouping and queue pool is a surface level attempted bandaid fix, and it seems to be the approach taken because the alternative would require actual tangible development time and resources for something that ultimatley draws in a minority of the overall player base. The irony being that it was the design flaws to begin with that helped establish bgs as a niche activity among an already minority group of eso players.
The current structure with 2 queues (DM & objective) is best by a wide margin. Most of the BG regulars only want deathmatch, so ZOS should provide a DM only queue
While you do that ima be winning, lol.
PhoenixGrey wrote: »They are getting what they want so why improve it?
Of course it will be super toxic as DM regulars like me will run the most busted builds to spawn camp these objective players. What else is there to do ?
PhoenixGrey wrote: »They are getting what they want so why improve it?
Of course it will be super toxic as DM regulars like me will run the most busted builds to spawn camp these objective players. What else is there to do ?
PhoenixGrey wrote: »They are getting what they want so why improve it?
Of course it will be super toxic as DM regulars like me will run the most busted builds to spawn camp these objective players. What else is there to do ?
_adhyffbjjjf12 wrote: »
The reason for this toxicity is that some players who want to exclusively play DM feel as if DM should get special treatment in a random queue environment.
_adhyffbjjjf12 wrote: »in reality DM is only 1 of many BG types, and its not DM versus Objective based BG, its DM versus each of the other individual map types individually. If the randomness was weighted based on the preference selected for the attending players there wouldn't be a problem.
_adhyffbjjjf12 wrote: »
The reason for this toxicity is that some players who want to exclusively play DM feel as if DM should get special treatment in a random queue environment.
snip..
We all should be screaming at ZOS in unison at how ludicrous this change is._adhyffbjjjf12 wrote: »in reality DM is only 1 of many BG types, and its not DM versus Objective based BG, its DM versus each of the other individual map types individually. If the randomness was weighted based on the preference selected for the attending players there wouldn't be a problem.
You don't want this. What you just proposed is pretty much what we just had and it resulted in 99% death match. In all likelihood, a system you're proposing will still result in a majority of death matches and won't guarantee for you that if an objective mode is chosen, you won't get some combat lovers in your lobby that will find joy in spawn camping you.
If anything, ZOS has (fortunately or unfortunately) proven that the "Every Match is Death Match" methodology is effective at eventually getting ZOS' attention and causing a change. Them reverting back to the last queue system makes this strategy the most obvious choice to get their attention to try a different solution.
_adhyffbjjjf12 wrote: »PhoenixGrey wrote: »They are getting what they want so why improve it?
Of course it will be super toxic as DM regulars like me will run the most busted builds to spawn camp these objective players. What else is there to do ?
not 'it' will be super toxic, 'you' will be super toxic. Most decent players understand the concept of random and adapt to the game format and tactical goals.
The reason for this toxicity is that some players who want to exclusively play DM feel as if DM should get special treatment in a random queue environment. in reality DM is only 1 of many BG types, and its not DM versus Objective based BG, its DM versus each of the other individual map types individually. If the randomness was weighted based on the preference selected for the attending players there wouldn't be a problem.
SkaraMinoc wrote: »Given the low BG population, I selected the "combine queues with mode preference" option.
Rocket League had a similar mode preference option in the early days before they went mainstream. It allowed players to queue for specific game modes with a fallback to non-preferred modes and also enabled Psyonix to collect data about which modes were most popular. It worked very well during off hours. ZOS should do something similar.
Game Modes
[x] Team Deathmatch
[ ] Capture the Relic
[x] Chaosball
[ ] Domination
[ ] Crazy King
[x] Play any mode if waiting longer than [15 minutes]
Maps
[x] Ald Carac
[ ] Arcane University
[x] Ularra
[x] Foyada Quarry
[x] Mor Khazgur
[x] Deeping Drome
[ ] Istirus Outpost Arena
[ ] Eld Angavar
[x] Play any map if waiting longer than [10 minutes]