xylena_lazarow wrote: »
Correct. I'm confident I can outmaneuver the 5 spawners, kill you, then get out. If you're a troll tank, I'm hitting you first before killing the squishy player, to send a message.I trust you don't need help
We have long queue times even with a system that obviously mixes high and low MMR players. If we went with your idea of keeping them separate, wouldn't these 20-30 min queues be even longer?MincMincMinc wrote: »MincMincMinc wrote: »Why is it that you want to avoid placing high and low MMR players in the same matches?MincMincMinc wrote: »@MincMincMinc
Correct me if I'm wrong, but your entire KDA MMR idea seems to be about NOT placing high and low MMR players in the same matches. Yes?
Yeah that is the point of any mmr system? You seem to still be stuck on the notion that matches will always be a mix and we cant ever have a system that avoids that..
Uhhhhh maybe because it is boring for high mmr players to wait 20-30 mins in que just to slaughter new pvp players that have no interest in playing the game. Half of my matches just stop after the first fight since the losing team farming dailies just waits in spawn because they know they are better off letting the match end quicker will let them reque and hopefully get on a winning team faster so they can complete their daily.
At the same time new pvp players or people just questing dailies can only explain what is going on by thinking the game has rampant cheating going on.
Neither of which are healthy for player retention.
Perfect. Keep that answer at the forefront of your mind. We'll get back to it later.
Right now the game places high and low MMR players in the same matches. It always has. Correct?
I dont understand, are you suggesting that it would be better to make sure that brand new pvp players are matched against 10 year veteran pvpers?
We have long queue times even with a system that obviously mixes high and low MMR players. If we went with your idea of keeping them separate, wouldn't these 20-30 min queues be even longer?MincMincMinc wrote: »MincMincMinc wrote: »Why is it that you want to avoid placing high and low MMR players in the same matches?MincMincMinc wrote: »@MincMincMinc
Correct me if I'm wrong, but your entire KDA MMR idea seems to be about NOT placing high and low MMR players in the same matches. Yes?
Yeah that is the point of any mmr system? You seem to still be stuck on the notion that matches will always be a mix and we cant ever have a system that avoids that..
Uhhhhh maybe because it is boring for high mmr players to wait 20-30 mins in que just to slaughter new pvp players that have no interest in playing the game. Half of my matches just stop after the first fight since the losing team farming dailies just waits in spawn because they know they are better off letting the match end quicker will let them reque and hopefully get on a winning team faster so they can complete their daily.
At the same time new pvp players or people just questing dailies can only explain what is going on by thinking the game has rampant cheating going on.
Neither of which are healthy for player retention.
Perfect. Keep that answer at the forefront of your mind. We'll get back to it later.
Right now the game places high and low MMR players in the same matches. It always has. Correct?
I dont understand, are you suggesting that it would be better to make sure that brand new pvp players are matched against 10 year veteran pvpers?
We have long queue times even with a system that obviously mixes high and low MMR players. If we went with your idea of keeping them separate, wouldn't these 20-30 min queues be even longer?MincMincMinc wrote: »MincMincMinc wrote: »Why is it that you want to avoid placing high and low MMR players in the same matches?MincMincMinc wrote: »@MincMincMinc
Correct me if I'm wrong, but your entire KDA MMR idea seems to be about NOT placing high and low MMR players in the same matches. Yes?
Yeah that is the point of any mmr system? You seem to still be stuck on the notion that matches will always be a mix and we cant ever have a system that avoids that..
Uhhhhh maybe because it is boring for high mmr players to wait 20-30 mins in que just to slaughter new pvp players that have no interest in playing the game. Half of my matches just stop after the first fight since the losing team farming dailies just waits in spawn because they know they are better off letting the match end quicker will let them reque and hopefully get on a winning team faster so they can complete their daily.
At the same time new pvp players or people just questing dailies can only explain what is going on by thinking the game has rampant cheating going on.
Neither of which are healthy for player retention.
Perfect. Keep that answer at the forefront of your mind. We'll get back to it later.
Right now the game places high and low MMR players in the same matches. It always has. Correct?
I dont understand, are you suggesting that it would be better to make sure that brand new pvp players are matched against 10 year veteran pvpers?
MincMincMinc wrote: »We have long queue times even with a system that obviously mixes high and low MMR players. If we went with your idea of keeping them separate, wouldn't these 20-30 min queues be even longer?MincMincMinc wrote: »MincMincMinc wrote: »Why is it that you want to avoid placing high and low MMR players in the same matches?MincMincMinc wrote: »@MincMincMinc
Correct me if I'm wrong, but your entire KDA MMR idea seems to be about NOT placing high and low MMR players in the same matches. Yes?
Yeah that is the point of any mmr system? You seem to still be stuck on the notion that matches will always be a mix and we cant ever have a system that avoids that..
Uhhhhh maybe because it is boring for high mmr players to wait 20-30 mins in que just to slaughter new pvp players that have no interest in playing the game. Half of my matches just stop after the first fight since the losing team farming dailies just waits in spawn because they know they are better off letting the match end quicker will let them reque and hopefully get on a winning team faster so they can complete their daily.
At the same time new pvp players or people just questing dailies can only explain what is going on by thinking the game has rampant cheating going on.
Neither of which are healthy for player retention.
Perfect. Keep that answer at the forefront of your mind. We'll get back to it later.
Right now the game places high and low MMR players in the same matches. It always has. Correct?
I dont understand, are you suggesting that it would be better to make sure that brand new pvp players are matched against 10 year veteran pvpers?
Well the majority of the que time is due to zos poorly separating the ques into 4 categories first off. Again they wouldn't entirely be separated as it doesn't prevent matches from happening in any way.
i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
MincMincMinc wrote: »i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
What can we expect when they make spawns designed to disadvantage the already losing team
- The losing team is always up on the wall, so they know they didnt win the first engagement
- Then there is a good chance they are down a player because one of their guys escaped and is running around so they are maybe 6-7 vs 8.
- Then they have to make the commitment to jump down and nobody wants to be the first penguin off the iceberg
- Then as they are falling one by one they have to endure 2-3s of enemy attacks before they can even land and cast
- Then they all have to spend 10s or more going defensive to recover and regroup.....maybe setting them back minutes at a time because they are forced to use their ults defensively
- Then they can finally try fighting the 6 or 7v8 against enemies that already beat them in an 8v8
Spawns on the maps should be at level with the ground which would entice hesitant group members to stay balled up with their team as they leave. Then zos just needs to make a one way wall so enemies cant go hard into the spawn. Zos could go a step further and have a two tiered system where there is the one way wall hard safe spawn that forces players out after a 10s timer(enough time to buff up while safe) Then you get pushed out into a soft spawn area where enemies would take a dot damage like slaughterfish if they entered.
Honestly I think having more of a timed spawn regroup mechanic would help the newer players too, to atleast force them to respawn together and have a better chance of staying grouped up
MincMincMinc wrote: »i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
What can we expect when they make spawns designed to disadvantage the already losing team
- The losing team is always up on the wall, so they know they didnt win the first engagement
- Then there is a good chance they are down a player because one of their guys escaped and is running around so they are maybe 6-7 vs 8.
- Then they have to make the commitment to jump down and nobody wants to be the first penguin off the iceberg
- Then as they are falling one by one they have to endure 2-3s of enemy attacks before they can even land and cast
- Then they all have to spend 10s or more going defensive to recover and regroup.....maybe setting them back minutes at a time because they are forced to use their ults defensively
- Then they can finally try fighting the 6 or 7v8 against enemies that already beat them in an 8v8
Spawns on the maps should be at level with the ground which would entice hesitant group members to stay balled up with their team as they leave. Then zos just needs to make a one way wall so enemies cant go hard into the spawn. Zos could go a step further and have a two tiered system where there is the one way wall hard safe spawn that forces players out after a 10s timer(enough time to buff up while safe) Then you get pushed out into a soft spawn area where enemies would take a dot damage like slaughterfish if they entered.
Honestly I think having more of a timed spawn regroup mechanic would help the newer players too, to atleast force them to respawn together and have a better chance of staying grouped up
100%, this.
The Devs could fix this by creating respawn attribute points at random spaces all over the map.
When a player revives the game will revive them in any one of the established random respawn pads.
There’s a handful of different logics they could use to help determine which one(s); but other games have had similar mechanics.
It would break up spawn camping because an entire squad couldn’t sit on singular, known, spawn and camp the other team.
This is ESPECIALLY bobbins now with subclassing and MRR where we way too often see one side with healers and the other side without; setting up the spawn camp before the match even starts.
The original Unreal Tournament 1999 used random spawns around the map and it worked extremely well, I rarely got spawn killed, and there would always be a weapon nearby. It's like the whole game industry has spent a quarter century trying to reinvent the wheel. I still can't believe they don't use the safe spawn that already exists in IC and Cyro towns.MincMincMinc wrote: »Well for 10-20-maybe even 30 years of gaming these game modes have been developed.
MincMincMinc wrote: »MincMincMinc wrote: »i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
What can we expect when they make spawns designed to disadvantage the already losing team
- The losing team is always up on the wall, so they know they didnt win the first engagement
- Then there is a good chance they are down a player because one of their guys escaped and is running around so they are maybe 6-7 vs 8.
- Then they have to make the commitment to jump down and nobody wants to be the first penguin off the iceberg
- Then as they are falling one by one they have to endure 2-3s of enemy attacks before they can even land and cast
- Then they all have to spend 10s or more going defensive to recover and regroup.....maybe setting them back minutes at a time because they are forced to use their ults defensively
- Then they can finally try fighting the 6 or 7v8 against enemies that already beat them in an 8v8
Spawns on the maps should be at level with the ground which would entice hesitant group members to stay balled up with their team as they leave. Then zos just needs to make a one way wall so enemies cant go hard into the spawn. Zos could go a step further and have a two tiered system where there is the one way wall hard safe spawn that forces players out after a 10s timer(enough time to buff up while safe) Then you get pushed out into a soft spawn area where enemies would take a dot damage like slaughterfish if they entered.
Honestly I think having more of a timed spawn regroup mechanic would help the newer players too, to atleast force them to respawn together and have a better chance of staying grouped up
100%, this.
The Devs could fix this by creating respawn attribute points at random spaces all over the map.
When a player revives the game will revive them in any one of the established random respawn pads.
There’s a handful of different logics they could use to help determine which one(s); but other games have had similar mechanics.
It would break up spawn camping because an entire squad couldn’t sit on singular, known, spawn and camp the other team.
This is ESPECIALLY bobbins now with subclassing and MRR where we way too often see one side with healers and the other side without; setting up the spawn camp before the match even starts.
Well for 10-20-maybe even 30 years of gaming these game modes have been developed. There is the Call of duty approach where respawn points bias away from the enemy team. Spawn camping involves holding more choke points on the map.
Then there are the Moba style games like LoL or Dota where you have the directional maps which have more simple spawns that try to group teams up for more team oriented combat. IMO the eso combat system or BG layout would fit more into this aspect instead of the random spawn method.
For the healing balance all you need to do is save the last match's variable on each character for their healing score. Then every new bg match just tries to pair up and balance out the values.
MincMincMinc wrote: »MincMincMinc wrote: »i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
What can we expect when they make spawns designed to disadvantage the already losing team
- The losing team is always up on the wall, so they know they didnt win the first engagement
- Then there is a good chance they are down a player because one of their guys escaped and is running around so they are maybe 6-7 vs 8.
- Then they have to make the commitment to jump down and nobody wants to be the first penguin off the iceberg
- Then as they are falling one by one they have to endure 2-3s of enemy attacks before they can even land and cast
- Then they all have to spend 10s or more going defensive to recover and regroup.....maybe setting them back minutes at a time because they are forced to use their ults defensively
- Then they can finally try fighting the 6 or 7v8 against enemies that already beat them in an 8v8
Spawns on the maps should be at level with the ground which would entice hesitant group members to stay balled up with their team as they leave. Then zos just needs to make a one way wall so enemies cant go hard into the spawn. Zos could go a step further and have a two tiered system where there is the one way wall hard safe spawn that forces players out after a 10s timer(enough time to buff up while safe) Then you get pushed out into a soft spawn area where enemies would take a dot damage like slaughterfish if they entered.
Honestly I think having more of a timed spawn regroup mechanic would help the newer players too, to atleast force them to respawn together and have a better chance of staying grouped up
100%, this.
The Devs could fix this by creating respawn attribute points at random spaces all over the map.
When a player revives the game will revive them in any one of the established random respawn pads.
There’s a handful of different logics they could use to help determine which one(s); but other games have had similar mechanics.
It would break up spawn camping because an entire squad couldn’t sit on singular, known, spawn and camp the other team.
This is ESPECIALLY bobbins now with subclassing and MRR where we way too often see one side with healers and the other side without; setting up the spawn camp before the match even starts.
Well for 10-20-maybe even 30 years of gaming these game modes have been developed. There is the Call of duty approach where respawn points bias away from the enemy team. Spawn camping involves holding more choke points on the map.
Then there are the Moba style games like LoL or Dota where you have the directional maps which have more simple spawns that try to group teams up for more team oriented combat. IMO the eso combat system or BG layout would fit more into this aspect instead of the random spawn method.
For the healing balance all you need to do is save the last match's variable on each character for their healing score. Then every new bg match just tries to pair up and balance out the values.
Exactly! Holding an objective point takes some coordination and that’s supposed to be a factor in PvP.
Muti-point spawns would provide the opposing team an opportunity to turn the tide of combat through regrouping and proper cooperative strategy; which should be the point. But that can’t happen with the structure they have now.
Eh, the healing is the lipstick on the pig here.
One of my concerns is that if they don’t address the self healing aspect we could potentially see fewer and fewer healing builds in PvP.
My thought has always been some form of “competitive indexing”, whereby the game assigns a numerical score (index) which goes up or down based on the choices a player makes in their build.
You could simply use the index to better match make .. OR .. you could take it a step further to balance performance by adjusting ability values based on choices in the build. … so for example if a build is super tanky or has multiple above average heal abilities slotted then damage tooltip output is reduced as a balance. … the player would have the durability they wanted but they’re going to have to work harder and smarter on the damage end. Conversely a player that’s built with crazy high damage output could see healing abilities or resistances adjusted downward to balance; creating a counterplay aspect to every build.
@MincMincMinc The 8v8 match below was balanced by CLONING MAGIC, and it would STILL be horrific. How would your MMR idea make it fun?
MincMincMinc wrote: »@MincMincMinc The 8v8 match below was balanced by CLONING MAGIC, and it would STILL be horrific. How would your MMR idea make it fun?
Uhh the mmr wouldnt place a bg regular and the other obviously lower MMR players in the same game. I honestly dont think i can explain it in any other way
Honestly, they should just remove BG altogether. If it sparks this much argument, it’s clearly poorly designed. Don’t get me wrong , I play BG every day when I log in, but it’s not out of excitement. I just want to finish my dailies, especially PvP, even if it’s really bad XD.
Absolutely not. Any Battlegrounds are better than no Battlegrounds, problems notwithstanding. As argumentative as these threads can be its only because people are passionate about the subject. Imo, Battlegrounds are the best thing about ESO even now. They should definitely NOT be removed.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
What can we expect when they make spawns designed to disadvantage the already losing team
- The losing team is always up on the wall, so they know they didnt win the first engagement
- Then there is a good chance they are down a player because one of their guys escaped and is running around so they are maybe 6-7 vs 8.
- Then they have to make the commitment to jump down and nobody wants to be the first penguin off the iceberg
- Then as they are falling one by one they have to endure 2-3s of enemy attacks before they can even land and cast
- Then they all have to spend 10s or more going defensive to recover and regroup.....maybe setting them back minutes at a time because they are forced to use their ults defensively
- Then they can finally try fighting the 6 or 7v8 against enemies that already beat them in an 8v8
Spawns on the maps should be at level with the ground which would entice hesitant group members to stay balled up with their team as they leave. Then zos just needs to make a one way wall so enemies cant go hard into the spawn. Zos could go a step further and have a two tiered system where there is the one way wall hard safe spawn that forces players out after a 10s timer(enough time to buff up while safe) Then you get pushed out into a soft spawn area where enemies would take a dot damage like slaughterfish if they entered.
Honestly I think having more of a timed spawn regroup mechanic would help the newer players too, to atleast force them to respawn together and have a better chance of staying grouped up
100%, this.
The Devs could fix this by creating respawn attribute points at random spaces all over the map.
When a player revives the game will revive them in any one of the established random respawn pads.
There’s a handful of different logics they could use to help determine which one(s); but other games have had similar mechanics.
It would break up spawn camping because an entire squad couldn’t sit on singular, known, spawn and camp the other team.
This is ESPECIALLY bobbins now with subclassing and MRR where we way too often see one side with healers and the other side without; setting up the spawn camp before the match even starts.
Well for 10-20-maybe even 30 years of gaming these game modes have been developed. There is the Call of duty approach where respawn points bias away from the enemy team. Spawn camping involves holding more choke points on the map.
Then there are the Moba style games like LoL or Dota where you have the directional maps which have more simple spawns that try to group teams up for more team oriented combat. IMO the eso combat system or BG layout would fit more into this aspect instead of the random spawn method.
For the healing balance all you need to do is save the last match's variable on each character for their healing score. Then every new bg match just tries to pair up and balance out the values.
Exactly! Holding an objective point takes some coordination and that’s supposed to be a factor in PvP.
Muti-point spawns would provide the opposing team an opportunity to turn the tide of combat through regrouping and proper cooperative strategy; which should be the point. But that can’t happen with the structure they have now.
Eh, the healing is the lipstick on the pig here.
One of my concerns is that if they don’t address the self healing aspect we could potentially see fewer and fewer healing builds in PvP.
My thought has always been some form of “competitive indexing”, whereby the game assigns a numerical score (index) which goes up or down based on the choices a player makes in their build.
You could simply use the index to better match make .. OR .. you could take it a step further to balance performance by adjusting ability values based on choices in the build. … so for example if a build is super tanky or has multiple above average heal abilities slotted then damage tooltip output is reduced as a balance. … the player would have the durability they wanted but they’re going to have to work harder and smarter on the damage end. Conversely a player that’s built with crazy high damage output could see healing abilities or resistances adjusted downward to balance; creating a counterplay aspect to every build.
I just go off the notion that zos needs a simple and functional system. You can spend months developing a complex system and have it just not work or go obsolete. For instance what is a healer choice? Oh they slotted 4 heal skills and maybe only one damage skill so they must be a healer......except my stamsorc literally only has one damage skill but has 3 or 4 healing abilities. There are too many possible niches. We already have a healing value that represents a healers output, just use that.
Its far easier to make complex systems ontop of simple systems. Like look at how much overwatch can complicate their system. It is because they have flat values expected per character(build) where that dynamic doesn't exist in eso.
I'm glad DM weekend is over. Now we can go back to the fun game modes.
The fun game modes:
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
What can we expect when they make spawns designed to disadvantage the already losing team
- The losing team is always up on the wall, so they know they didnt win the first engagement
- Then there is a good chance they are down a player because one of their guys escaped and is running around so they are maybe 6-7 vs 8.
- Then they have to make the commitment to jump down and nobody wants to be the first penguin off the iceberg
- Then as they are falling one by one they have to endure 2-3s of enemy attacks before they can even land and cast
- Then they all have to spend 10s or more going defensive to recover and regroup.....maybe setting them back minutes at a time because they are forced to use their ults defensively
- Then they can finally try fighting the 6 or 7v8 against enemies that already beat them in an 8v8
Spawns on the maps should be at level with the ground which would entice hesitant group members to stay balled up with their team as they leave. Then zos just needs to make a one way wall so enemies cant go hard into the spawn. Zos could go a step further and have a two tiered system where there is the one way wall hard safe spawn that forces players out after a 10s timer(enough time to buff up while safe) Then you get pushed out into a soft spawn area where enemies would take a dot damage like slaughterfish if they entered.
Honestly I think having more of a timed spawn regroup mechanic would help the newer players too, to atleast force them to respawn together and have a better chance of staying grouped up
100%, this.
The Devs could fix this by creating respawn attribute points at random spaces all over the map.
When a player revives the game will revive them in any one of the established random respawn pads.
There’s a handful of different logics they could use to help determine which one(s); but other games have had similar mechanics.
It would break up spawn camping because an entire squad couldn’t sit on singular, known, spawn and camp the other team.
This is ESPECIALLY bobbins now with subclassing and MRR where we way too often see one side with healers and the other side without; setting up the spawn camp before the match even starts.
Well for 10-20-maybe even 30 years of gaming these game modes have been developed. There is the Call of duty approach where respawn points bias away from the enemy team. Spawn camping involves holding more choke points on the map.
Then there are the Moba style games like LoL or Dota where you have the directional maps which have more simple spawns that try to group teams up for more team oriented combat. IMO the eso combat system or BG layout would fit more into this aspect instead of the random spawn method.
For the healing balance all you need to do is save the last match's variable on each character for their healing score. Then every new bg match just tries to pair up and balance out the values.
Exactly! Holding an objective point takes some coordination and that’s supposed to be a factor in PvP.
Muti-point spawns would provide the opposing team an opportunity to turn the tide of combat through regrouping and proper cooperative strategy; which should be the point. But that can’t happen with the structure they have now.
Eh, the healing is the lipstick on the pig here.
One of my concerns is that if they don’t address the self healing aspect we could potentially see fewer and fewer healing builds in PvP.
My thought has always been some form of “competitive indexing”, whereby the game assigns a numerical score (index) which goes up or down based on the choices a player makes in their build.
You could simply use the index to better match make .. OR .. you could take it a step further to balance performance by adjusting ability values based on choices in the build. … so for example if a build is super tanky or has multiple above average heal abilities slotted then damage tooltip output is reduced as a balance. … the player would have the durability they wanted but they’re going to have to work harder and smarter on the damage end. Conversely a player that’s built with crazy high damage output could see healing abilities or resistances adjusted downward to balance; creating a counterplay aspect to every build.
I just go off the notion that zos needs a simple and functional system. You can spend months developing a complex system and have it just not work or go obsolete. For instance what is a healer choice? Oh they slotted 4 heal skills and maybe only one damage skill so they must be a healer......except my stamsorc literally only has one damage skill but has 3 or 4 healing abilities. There are too many possible niches. We already have a healing value that represents a healers output, just use that.
Its far easier to make complex systems ontop of simple systems. Like look at how much overwatch can complicate their system. It is because they have flat values expected per character(build) where that dynamic doesn't exist in eso.
There’s already baseline logics for something like this; ZoS wouldn’t need to reinvent the wheel to do this.
To your example, let’s say you do have a Stam Sorc that has 4 heal abilities slotted and one damage ability. The system wouldn’t need to label you as a “healer” but it would prioritize your healing & utility aspects because you chose to make those the majority of your build so they would be untouched, hence a reduced damage output would be the counter play in this point. The amount of the adjustment to damage would be based on the heals you slotted; if you had 4 mid heals then it wouldn’t adjust much at all but 4 S-tier heals then it would adjust more. This makes sense because a Stam Sorc with 4 S-tier heals slotted wouldn’t be a primary damage focus anyway, and that’s the point.
The idea is that every build should have a play and counter play element but subclassing has reduced that. An indexing system is just one suggestion; one other is simply adjusting self healing & a block cost cap as these tend to be the two most broad mechanics used to avoid proper counter play.
It’s not simply in “what ability is what” or how much in numbers a tool tip has, it’s also about the mechanics of how these attributes all go together.
Subclassing allows players to pair mechanics that, previously, were unavailable because of the lack of proper counter play.
An index would still leave each unique build to feel unique due to the mechanics of how they operate and would require each player to more strategically slot and use their build rather than leaning on the clutch spams that we’re seeing now.
Because you still want to keep diversity among builds you don’t want to kill the underlying mechanics themselves so an index adjustment to values makes sense. This way, builds don’t all become “the same but just reskinned”, rather it’s more about executing the mechanics with balanced values that determines the combat.
Currently we just have spamming mechanics with incredibly imbalanced values. When it comes to mechanics healing and block cost are the two most broad, non specific, mechanics you can look at to produce a better sense of balance without killing diversity in builds.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
What can we expect when they make spawns designed to disadvantage the already losing team
- The losing team is always up on the wall, so they know they didnt win the first engagement
- Then there is a good chance they are down a player because one of their guys escaped and is running around so they are maybe 6-7 vs 8.
- Then they have to make the commitment to jump down and nobody wants to be the first penguin off the iceberg
- Then as they are falling one by one they have to endure 2-3s of enemy attacks before they can even land and cast
- Then they all have to spend 10s or more going defensive to recover and regroup.....maybe setting them back minutes at a time because they are forced to use their ults defensively
- Then they can finally try fighting the 6 or 7v8 against enemies that already beat them in an 8v8
Spawns on the maps should be at level with the ground which would entice hesitant group members to stay balled up with their team as they leave. Then zos just needs to make a one way wall so enemies cant go hard into the spawn. Zos could go a step further and have a two tiered system where there is the one way wall hard safe spawn that forces players out after a 10s timer(enough time to buff up while safe) Then you get pushed out into a soft spawn area where enemies would take a dot damage like slaughterfish if they entered.
Honestly I think having more of a timed spawn regroup mechanic would help the newer players too, to atleast force them to respawn together and have a better chance of staying grouped up
100%, this.
The Devs could fix this by creating respawn attribute points at random spaces all over the map.
When a player revives the game will revive them in any one of the established random respawn pads.
There’s a handful of different logics they could use to help determine which one(s); but other games have had similar mechanics.
It would break up spawn camping because an entire squad couldn’t sit on singular, known, spawn and camp the other team.
This is ESPECIALLY bobbins now with subclassing and MRR where we way too often see one side with healers and the other side without; setting up the spawn camp before the match even starts.
Well for 10-20-maybe even 30 years of gaming these game modes have been developed. There is the Call of duty approach where respawn points bias away from the enemy team. Spawn camping involves holding more choke points on the map.
Then there are the Moba style games like LoL or Dota where you have the directional maps which have more simple spawns that try to group teams up for more team oriented combat. IMO the eso combat system or BG layout would fit more into this aspect instead of the random spawn method.
For the healing balance all you need to do is save the last match's variable on each character for their healing score. Then every new bg match just tries to pair up and balance out the values.
Exactly! Holding an objective point takes some coordination and that’s supposed to be a factor in PvP.
Muti-point spawns would provide the opposing team an opportunity to turn the tide of combat through regrouping and proper cooperative strategy; which should be the point. But that can’t happen with the structure they have now.
Eh, the healing is the lipstick on the pig here.
One of my concerns is that if they don’t address the self healing aspect we could potentially see fewer and fewer healing builds in PvP.
My thought has always been some form of “competitive indexing”, whereby the game assigns a numerical score (index) which goes up or down based on the choices a player makes in their build.
You could simply use the index to better match make .. OR .. you could take it a step further to balance performance by adjusting ability values based on choices in the build. … so for example if a build is super tanky or has multiple above average heal abilities slotted then damage tooltip output is reduced as a balance. … the player would have the durability they wanted but they’re going to have to work harder and smarter on the damage end. Conversely a player that’s built with crazy high damage output could see healing abilities or resistances adjusted downward to balance; creating a counterplay aspect to every build.
I just go off the notion that zos needs a simple and functional system. You can spend months developing a complex system and have it just not work or go obsolete. For instance what is a healer choice? Oh they slotted 4 heal skills and maybe only one damage skill so they must be a healer......except my stamsorc literally only has one damage skill but has 3 or 4 healing abilities. There are too many possible niches. We already have a healing value that represents a healers output, just use that.
Its far easier to make complex systems ontop of simple systems. Like look at how much overwatch can complicate their system. It is because they have flat values expected per character(build) where that dynamic doesn't exist in eso.
There’s already baseline logics for something like this; ZoS wouldn’t need to reinvent the wheel to do this.
To your example, let’s say you do have a Stam Sorc that has 4 heal abilities slotted and one damage ability. The system wouldn’t need to label you as a “healer” but it would prioritize your healing & utility aspects because you chose to make those the majority of your build so they would be untouched, hence a reduced damage output would be the counter play in this point. The amount of the adjustment to damage would be based on the heals you slotted; if you had 4 mid heals then it wouldn’t adjust much at all but 4 S-tier heals then it would adjust more. This makes sense because a Stam Sorc with 4 S-tier heals slotted wouldn’t be a primary damage focus anyway, and that’s the point.
The idea is that every build should have a play and counter play element but subclassing has reduced that. An indexing system is just one suggestion; one other is simply adjusting self healing & a block cost cap as these tend to be the two most broad mechanics used to avoid proper counter play.
It’s not simply in “what ability is what” or how much in numbers a tool tip has, it’s also about the mechanics of how these attributes all go together.
Subclassing allows players to pair mechanics that, previously, were unavailable because of the lack of proper counter play.
An index would still leave each unique build to feel unique due to the mechanics of how they operate and would require each player to more strategically slot and use their build rather than leaning on the clutch spams that we’re seeing now.
Because you still want to keep diversity among builds you don’t want to kill the underlying mechanics themselves so an index adjustment to values makes sense. This way, builds don’t all become “the same but just reskinned”, rather it’s more about executing the mechanics with balanced values that determines the combat.
Currently we just have spamming mechanics with incredibly imbalanced values. When it comes to mechanics healing and block cost are the two most broad, non specific, mechanics you can look at to produce a better sense of balance without killing diversity in builds.
Wait what are we talking about now? You want to implement some sort of extra battlespirit for some reason? We should stick to talking about BGs and the mmr system. This system makes no sense and is pointless. The game already has build mechanics which accomplish this. Even with my stamsorc example I hardly do 1/10 the healing that actual heal builds can accomplish.
Again you are thinking of a far to complicated system on a system that will just add another layer onto an already complicated system. These rules are already baked into the choices available in the game, you dont need blanket debuffs put in place, they are pointless.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
What can we expect when they make spawns designed to disadvantage the already losing team
- The losing team is always up on the wall, so they know they didnt win the first engagement
- Then there is a good chance they are down a player because one of their guys escaped and is running around so they are maybe 6-7 vs 8.
- Then they have to make the commitment to jump down and nobody wants to be the first penguin off the iceberg
- Then as they are falling one by one they have to endure 2-3s of enemy attacks before they can even land and cast
- Then they all have to spend 10s or more going defensive to recover and regroup.....maybe setting them back minutes at a time because they are forced to use their ults defensively
- Then they can finally try fighting the 6 or 7v8 against enemies that already beat them in an 8v8
Spawns on the maps should be at level with the ground which would entice hesitant group members to stay balled up with their team as they leave. Then zos just needs to make a one way wall so enemies cant go hard into the spawn. Zos could go a step further and have a two tiered system where there is the one way wall hard safe spawn that forces players out after a 10s timer(enough time to buff up while safe) Then you get pushed out into a soft spawn area where enemies would take a dot damage like slaughterfish if they entered.
Honestly I think having more of a timed spawn regroup mechanic would help the newer players too, to atleast force them to respawn together and have a better chance of staying grouped up
100%, this.
The Devs could fix this by creating respawn attribute points at random spaces all over the map.
When a player revives the game will revive them in any one of the established random respawn pads.
There’s a handful of different logics they could use to help determine which one(s); but other games have had similar mechanics.
It would break up spawn camping because an entire squad couldn’t sit on singular, known, spawn and camp the other team.
This is ESPECIALLY bobbins now with subclassing and MRR where we way too often see one side with healers and the other side without; setting up the spawn camp before the match even starts.
Well for 10-20-maybe even 30 years of gaming these game modes have been developed. There is the Call of duty approach where respawn points bias away from the enemy team. Spawn camping involves holding more choke points on the map.
Then there are the Moba style games like LoL or Dota where you have the directional maps which have more simple spawns that try to group teams up for more team oriented combat. IMO the eso combat system or BG layout would fit more into this aspect instead of the random spawn method.
For the healing balance all you need to do is save the last match's variable on each character for their healing score. Then every new bg match just tries to pair up and balance out the values.
Exactly! Holding an objective point takes some coordination and that’s supposed to be a factor in PvP.
Muti-point spawns would provide the opposing team an opportunity to turn the tide of combat through regrouping and proper cooperative strategy; which should be the point. But that can’t happen with the structure they have now.
Eh, the healing is the lipstick on the pig here.
One of my concerns is that if they don’t address the self healing aspect we could potentially see fewer and fewer healing builds in PvP.
My thought has always been some form of “competitive indexing”, whereby the game assigns a numerical score (index) which goes up or down based on the choices a player makes in their build.
You could simply use the index to better match make .. OR .. you could take it a step further to balance performance by adjusting ability values based on choices in the build. … so for example if a build is super tanky or has multiple above average heal abilities slotted then damage tooltip output is reduced as a balance. … the player would have the durability they wanted but they’re going to have to work harder and smarter on the damage end. Conversely a player that’s built with crazy high damage output could see healing abilities or resistances adjusted downward to balance; creating a counterplay aspect to every build.
I just go off the notion that zos needs a simple and functional system. You can spend months developing a complex system and have it just not work or go obsolete. For instance what is a healer choice? Oh they slotted 4 heal skills and maybe only one damage skill so they must be a healer......except my stamsorc literally only has one damage skill but has 3 or 4 healing abilities. There are too many possible niches. We already have a healing value that represents a healers output, just use that.
Its far easier to make complex systems ontop of simple systems. Like look at how much overwatch can complicate their system. It is because they have flat values expected per character(build) where that dynamic doesn't exist in eso.
There’s already baseline logics for something like this; ZoS wouldn’t need to reinvent the wheel to do this.
To your example, let’s say you do have a Stam Sorc that has 4 heal abilities slotted and one damage ability. The system wouldn’t need to label you as a “healer” but it would prioritize your healing & utility aspects because you chose to make those the majority of your build so they would be untouched, hence a reduced damage output would be the counter play in this point. The amount of the adjustment to damage would be based on the heals you slotted; if you had 4 mid heals then it wouldn’t adjust much at all but 4 S-tier heals then it would adjust more. This makes sense because a Stam Sorc with 4 S-tier heals slotted wouldn’t be a primary damage focus anyway, and that’s the point.
The idea is that every build should have a play and counter play element but subclassing has reduced that. An indexing system is just one suggestion; one other is simply adjusting self healing & a block cost cap as these tend to be the two most broad mechanics used to avoid proper counter play.
It’s not simply in “what ability is what” or how much in numbers a tool tip has, it’s also about the mechanics of how these attributes all go together.
Subclassing allows players to pair mechanics that, previously, were unavailable because of the lack of proper counter play.
An index would still leave each unique build to feel unique due to the mechanics of how they operate and would require each player to more strategically slot and use their build rather than leaning on the clutch spams that we’re seeing now.
Because you still want to keep diversity among builds you don’t want to kill the underlying mechanics themselves so an index adjustment to values makes sense. This way, builds don’t all become “the same but just reskinned”, rather it’s more about executing the mechanics with balanced values that determines the combat.
Currently we just have spamming mechanics with incredibly imbalanced values. When it comes to mechanics healing and block cost are the two most broad, non specific, mechanics you can look at to produce a better sense of balance without killing diversity in builds.
Wait what are we talking about now? You want to implement some sort of extra battlespirit for some reason? We should stick to talking about BGs and the mmr system. This system makes no sense and is pointless. The game already has build mechanics which accomplish this. Even with my stamsorc example I hardly do 1/10 the healing that actual heal builds can accomplish.
Again you are thinking of a far to complicated system on a system that will just add another layer onto an already complicated system. These rules are already baked into the choices available in the game, you dont need blanket debuffs put in place, they are pointless.
Here's an even simpler system:
Each player marked by a white star can act as a core for a team of up to 3 newcomers in a 3-teams BG. @MincMincMinc do you see any problem with this matchmaking? It could function even with a small population.
You must be confusing me with someone else. I'm mostly asking questions, not making statements.MincMincMinc wrote: »
Just to be honest, you need to really iron out whatever your idea is and do a write up in a concise way if you want people to understand. Trying to be genuinely helpful here, but you obviously have an idea of a system in your head. Your posts keep hinting at how something might connect and make sense......but nobody else but you knows the made up system in your head. In all seriousness maybe try putting your idea through chatgpt to help summarize and think it through to be easier to explain. A lot of people have this issue on the forums and their ideas make sense in their mind, but in reality for other people they just see one off statements spread out across 30x posts.
What I used was: Healers and high damage players can be the core of teams in 3-sided BGs. Simple and non-restrictive. Lightning fast queues and balanced matches. Without thinking about 2-sided BGs OR your own KDA suggestion, can you think of any problems with this system?MincMincMinc wrote: »Like with my KDA and healing system you seem to have understood it and you starred the 3 players that should move up in MMR.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »i11ionward wrote: »By the way, I also want to point out the issue with spawn camping and how poorly the maps are actually designed. More than once in 8v8 deathmatch, I’ve noticed situations where at the start of the match, the teams can be roughly even, around 100-100. Then, one team manages to break through the other, and after that, one team just traps the other at their spawn, ending the match with a score like 100-500. This is yet another example of how poorly the maps and spawn points are designed.
Even though 4v4v4 maps don’t fully solve the spawn camping problem, in 4v4v4 it’s not as oppressive. Sooner or later, the third team rushes in, and the team being farmed at the spawn has to respond, which gives the first team a chance to regroup safely.
So yes, ZOS, bring back our 4v4v4 deathmatch!
What can we expect when they make spawns designed to disadvantage the already losing team
- The losing team is always up on the wall, so they know they didnt win the first engagement
- Then there is a good chance they are down a player because one of their guys escaped and is running around so they are maybe 6-7 vs 8.
- Then they have to make the commitment to jump down and nobody wants to be the first penguin off the iceberg
- Then as they are falling one by one they have to endure 2-3s of enemy attacks before they can even land and cast
- Then they all have to spend 10s or more going defensive to recover and regroup.....maybe setting them back minutes at a time because they are forced to use their ults defensively
- Then they can finally try fighting the 6 or 7v8 against enemies that already beat them in an 8v8
Spawns on the maps should be at level with the ground which would entice hesitant group members to stay balled up with their team as they leave. Then zos just needs to make a one way wall so enemies cant go hard into the spawn. Zos could go a step further and have a two tiered system where there is the one way wall hard safe spawn that forces players out after a 10s timer(enough time to buff up while safe) Then you get pushed out into a soft spawn area where enemies would take a dot damage like slaughterfish if they entered.
Honestly I think having more of a timed spawn regroup mechanic would help the newer players too, to atleast force them to respawn together and have a better chance of staying grouped up
100%, this.
The Devs could fix this by creating respawn attribute points at random spaces all over the map.
When a player revives the game will revive them in any one of the established random respawn pads.
There’s a handful of different logics they could use to help determine which one(s); but other games have had similar mechanics.
It would break up spawn camping because an entire squad couldn’t sit on singular, known, spawn and camp the other team.
This is ESPECIALLY bobbins now with subclassing and MRR where we way too often see one side with healers and the other side without; setting up the spawn camp before the match even starts.
Well for 10-20-maybe even 30 years of gaming these game modes have been developed. There is the Call of duty approach where respawn points bias away from the enemy team. Spawn camping involves holding more choke points on the map.
Then there are the Moba style games like LoL or Dota where you have the directional maps which have more simple spawns that try to group teams up for more team oriented combat. IMO the eso combat system or BG layout would fit more into this aspect instead of the random spawn method.
For the healing balance all you need to do is save the last match's variable on each character for their healing score. Then every new bg match just tries to pair up and balance out the values.
Exactly! Holding an objective point takes some coordination and that’s supposed to be a factor in PvP.
Muti-point spawns would provide the opposing team an opportunity to turn the tide of combat through regrouping and proper cooperative strategy; which should be the point. But that can’t happen with the structure they have now.
Eh, the healing is the lipstick on the pig here.
One of my concerns is that if they don’t address the self healing aspect we could potentially see fewer and fewer healing builds in PvP.
My thought has always been some form of “competitive indexing”, whereby the game assigns a numerical score (index) which goes up or down based on the choices a player makes in their build.
You could simply use the index to better match make .. OR .. you could take it a step further to balance performance by adjusting ability values based on choices in the build. … so for example if a build is super tanky or has multiple above average heal abilities slotted then damage tooltip output is reduced as a balance. … the player would have the durability they wanted but they’re going to have to work harder and smarter on the damage end. Conversely a player that’s built with crazy high damage output could see healing abilities or resistances adjusted downward to balance; creating a counterplay aspect to every build.
I just go off the notion that zos needs a simple and functional system. You can spend months developing a complex system and have it just not work or go obsolete. For instance what is a healer choice? Oh they slotted 4 heal skills and maybe only one damage skill so they must be a healer......except my stamsorc literally only has one damage skill but has 3 or 4 healing abilities. There are too many possible niches. We already have a healing value that represents a healers output, just use that.
Its far easier to make complex systems ontop of simple systems. Like look at how much overwatch can complicate their system. It is because they have flat values expected per character(build) where that dynamic doesn't exist in eso.
There’s already baseline logics for something like this; ZoS wouldn’t need to reinvent the wheel to do this.
To your example, let’s say you do have a Stam Sorc that has 4 heal abilities slotted and one damage ability. The system wouldn’t need to label you as a “healer” but it would prioritize your healing & utility aspects because you chose to make those the majority of your build so they would be untouched, hence a reduced damage output would be the counter play in this point. The amount of the adjustment to damage would be based on the heals you slotted; if you had 4 mid heals then it wouldn’t adjust much at all but 4 S-tier heals then it would adjust more. This makes sense because a Stam Sorc with 4 S-tier heals slotted wouldn’t be a primary damage focus anyway, and that’s the point.
The idea is that every build should have a play and counter play element but subclassing has reduced that. An indexing system is just one suggestion; one other is simply adjusting self healing & a block cost cap as these tend to be the two most broad mechanics used to avoid proper counter play.
It’s not simply in “what ability is what” or how much in numbers a tool tip has, it’s also about the mechanics of how these attributes all go together.
Subclassing allows players to pair mechanics that, previously, were unavailable because of the lack of proper counter play.
An index would still leave each unique build to feel unique due to the mechanics of how they operate and would require each player to more strategically slot and use their build rather than leaning on the clutch spams that we’re seeing now.
Because you still want to keep diversity among builds you don’t want to kill the underlying mechanics themselves so an index adjustment to values makes sense. This way, builds don’t all become “the same but just reskinned”, rather it’s more about executing the mechanics with balanced values that determines the combat.
Currently we just have spamming mechanics with incredibly imbalanced values. When it comes to mechanics healing and block cost are the two most broad, non specific, mechanics you can look at to produce a better sense of balance without killing diversity in builds.
Wait what are we talking about now? You want to implement some sort of extra battlespirit for some reason? We should stick to talking about BGs and the mmr system. This system makes no sense and is pointless. The game already has build mechanics which accomplish this. Even with my stamsorc example I hardly do 1/10 the healing that actual heal builds can accomplish.
Again you are thinking of a far to complicated system on a system that will just add another layer onto an already complicated system. These rules are already baked into the choices available in the game, you dont need blanket debuffs put in place, they are pointless.