Would they? Just because it would be harder?Green was getting spawncamped, so one of their teammates ditched them. It would have been counter productive in 4v4v4, where they would have tried to escape the sandwich together. But this is 8v8, and so people play by 8v8 rules: Orange had some newcomers in need of spawncamping.
The numbers speak for themselves:
Destruction of Battlegrounds Chapter 102: Waiting 23 minutes for a lopsided match (Solo 8v8 PC/EU)
Deathmatch is one of the few BG modes where spawn camping is productive; especially in the current state. That’s because your team can better control the combat.
Look at your own numbers; Green got spawn camped DESPITE having a healer and DESPITE Orange NOT having any outward healer. .. Further, look at the damage output numbers, only two players on Green surpassed 200k worth of outward damage yet 5 of the Orange team were over 300k.
Sometimes it’s not enough for us to say that one team got spawn camped unless we look at the how or why it happened.
In your own match recap here, if we presumably added a 3rd team of 4 players who’s to say that those players wouldn’t be similar to the Green team in terms of build & mechanics? .. If that were the case then having a 3rd team would result in nothing more than extra players for the Orange team to kill, whichever spawn they chose to camp. As players ran into the combat area Orange would just kill them, just like they did the Greens .. and why is that? It’s because Orange was outputting so much more damage that even though Green had a dedicated healer it didn’t matter.
And to be fair, continuing to use this example, I don’t think it’s correct that the main way that we advocate that the Green team have a chance at a win is to throw an extra team into the mix. That doesn’t do anything to address the mechanics that allowed this to occur in the first place.
Fix the mechanics first, then adjust teams and maps and game modes; otherwise they’ll all still be a mess.
Let us imagine then how fixing the crit meta would affect the third critical flaw. Back to the diagram:''3. Spawncamping is encouraged by the two-sided format itself in every gamemode.''
- Spawncamping in a 3-sided match meant leaving your teammates outnumbered against the third team. Doing the same thing in 2-sided gives your own team the numerical advantage.
- If PvPers on both sides perceive the newfound usefulness of spawncamping, there's a decent chance they'll spend the entire match on opposite ends of the map. Not having to fight each other only makes the practice easier.
- It's no longer possible to use one team against another to escape the sandwich.
@NxJoeyD Considering this is a simulation where all 12 players are the same person, with same build, under the exact same circumstances, do you notice how the orange team would be left outnumbered against purple if any of its members decide to spawncamp green?
No, I don’t believe in that scenario that the Orange team would be outnumbered.
Is there any scenario in which 4 players outnumber 3?
Well YOUR, particular, scenarios require one to assume that one of the teams players is going to absolutely run off on their own and spawn camp; leaving their team short.
What I’m saying is that the main motivator for such an action is a player running the crit meta. If you reduce the crit meta (by adding resistances, for example) then those actions go away.
That's less than one in a thousand. Have you tried wanting something else?
Another sign?Could this be another sign of the return of 4v4v4?
It quickly become clear they wouldn't win, so tank and company sat on the relic getting healed and made us stay there parsing for the full 15 minutes. The very definition of fun itself.
I don't remember ever thinking that it would've been better for my team, or any of the others, to give up in 4v4v4.It might've been better if they had? Unfortunately, these are the kind of insane situations that happen in 8v8.
Me neither. Not once.I don't remember ever thinking that it would've been better for my team, or any of the others, to give up in 4v4v4.
Green-4 and Green-8, right? They might have been mispositioning too.Another example of how the target order never leaves the squishiest players:
When?Isn't this the complete opposite of what ZOS said they wanted to accomplish with these experimental BGs?
As bad as this phenomenon is 8v8, in 4v4 it's even worse.
Balancing a match like this (with healing and all) would mean the target order for both teams would never move beyond the first two or three players. You've played matches like that, haven't you?Healing slows things down enough for everyone to have at least an inkling of the target order. At this point it doesn't matter if the match is balanced or not, it will be terrible either way. Look what happened to Orange 1 and 8. That's the real horror of the first flaw.
I've played matches where the target order for both teams wouldn't couldn't move beyond a single player. I believe that's when I acquired the insight mentioned in the original post.Balancing a match like this (with healing and all) would mean the target order for both teams would never move beyond the first two or three players. You've played matches like that, haven't you?Healing slows things down enough for everyone to have at least an inkling of the target order. At this point it doesn't matter if the match is balanced or not, it will be terrible either way. Look what happened to Orange 1 and 8. That's the real horror of the first flaw.
Green-8 went to spawncamp the newcomer on my team (Orange-7). If I had chosen to intervene, I would have succeeded in stopping evil, but it would've cost us the match. I was forced into an impossible choice. One that didn't exist in 4v4v4.