There is far too much toxicity with the current way that BGs work. This is caused by a number of things that have been discussed to death on this forum, but lets go by use-case for the 3 main groups of players. Keep in mind it is not my intention to put down any of the following groups of players, and that i will be making a few generalizations based on my observations over thousands of BGs played. Not all players will fit into one of these categories, but I believe that most players tend to fit into at least one. The goal of this game is play how you want after all, I'm just trying to show how the current BG system works against that goal:
1) Every match is deathmatch. Players that want quick small man fights in no-cp. These are the "turbo DM-ers" that only want to death match. Whether you agree or disagree with their view-point, at the end of the day BGs are the only way to play Non-CP PvP reliably (not even going to count the non-Proc abominations of No-CP IC and No-CP Cyrodiil). CP PvP is unfun for a lot of people as it drastically increases time to kill with the insane resistance and mitigation CP can provide. Cyrodiil PvP is unreliable, as you may ride 10 minutes and find no fights at all or ride another 10 just to get zerged down. IC is rarely populated. BGs on the other hand are fast, reliable, and consistent in the sense that you're never going to get Zerged down by a faction stack. These players aren't interested in the Objective Modes because the objective modes don't encourage engagement. They queue to get fights, so they get frustrated when they just wanna have a good time DMing, spend 10 minutes in a queue, and find that the match ends in 2 minutes because someone cheesed the objective. Some players in this group will make it their secondary objective to extend the match, not win, just so that they can continue to fight without having to wait in queue again. Without a DM queue, there isn't really a way to log in and find quick and reliable fights anymore. These players would benefit from either split queues or rebalanced modes. If the modes encouraged more conflict and fighting, they could get their DM fix no matter the game mode, matches would last longer (as it wouldnt be as easy to end the match quickly), and wouldn't be at odds with teammates in the following group.
2) Objective Enjoyers. These players generally don't care about getting fights, they instead want to win, get achievements, or purposefully cheese the o jective to highlight the imbalances. The most active/veteran players in this group will usually have special builds not designed to kill, but to instead stay alive, run fast/invisibly, and at times will even use sets such as Meridia's Blessed Armor to pick up relics without allowing anyone to bash, removing counterplay. Some of these players know of specific spots on the map that are hidden, glitched, or extremely difficult to get to and will utilize these spots in Chaos Ball. Some players in this group won't even bother fighting, and will instead run from attackers to go to an unguarded objective. These players get frustrated when their teammates ignore the objective because it makes it more difficult to win. This can cause friction on the team between these players and players in the first group; if one or 2 people are constantly running away to an unguarded objective, it makes it near impossible for those that want to stay and fight to fight effectively while down a player or 2. I don't personally fault these players - they are playing the game as the game was designed. These players would benefit from split queues and rebalanced game modes as well. If the game modes encouraged more conflict, group 1 players and group 2 players would be working together, and you wouldn't have teammates splitting off from each other as often.
3) "I'm just here for my daily." These players might have some overlap with group 2, but generally don't play BGs nearly as much and thus don't understand the strategies you can abuse to win with little effort. Thus, these players get frustrated because they are usually running suboptimal PvP sets, far too little health, and have a lower skill at DMing. Group 3 players can have friction with both group 1 and 2. This is because these players generally get farmed by DMers on the other team and left out in the open by group 1 and 2 teammates. Some of these players have genuine interest in learning the ropes of BGs, whether it's DMing or Objectiv-ing, but most are just trying to get a quick win. I've seen a number of players that join my team, claim they're just there for the daily, and then get frustrated about dying over and over because they're running off on their own. At the end of the day, these players don't play nearly as much and will really only learn/improve if they have the desire to. However, they would still benefit from rebalanced objectives because the heavy-hitter DM players would now likely be working in tandem with them, meaning they'd have much more support.
Adding back DM queue would help some of these issues, but there would still likely be friction among these different types of players. Instead, if the objective modes were more engaging and forced more conflict, I believe a lot of the tension among these different types of players would be greatly reduced. Players that enjoy the objectives and trying to win would now have more support from people that just want fun fights. DMers would be able to find good fights, no matter the objective. New and inexperienced players would also have a better time if teammates weren't split between completely ignoring fights and completely ignoring the objective. As it stands on live, the BG playerbase is fractured due to differing goals of wanting to win and wanting to fight. If the objectives encouraged more fighting, this split wouldn't occur.
TL;DR: BGs are toxic because of differing goals among players. Some players want good fights with a low queue to match time ratio, and some players just want to win. If the objectives instead encouraged more fighting, matches would last longer and teams would be more focused into a common goal.
Edited by CameraBeardThePirate on 6 October 2022 14:32