New bgs are stinky

Meredy
Meredy
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Just had a match where we were absolutely steamrolling on crazy king and not in a good way.

With my frost staff warden I was able to just snipe the enemy team and kill them in their spawn, because their spawn was so small than I could reach most of its surface and 3 shot everyone.

Multiple people ended up leaving on the enemy team due to not being able to leave their spawn.

For some reason only one Crazy King flag kept spawning, which we capped by basically doing nothing everytime. It also took forever for us to win the match.
The moment we were close to winning, I randomly got removed and got no rewards lol.

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I think ZOS needs to value PVPers time more by doing the following:

-BG matches NEED to be shorter, to make the losses less sour and allow people to move on when matches are obviously onesided
-No crazy king, that mode sucked, still sucks, and is bugged
-Maps need to be bigger
-I'm in favor of the 2 teams, because it incentivizes people to actually pvp. However, when one team is obviously better than the other, you have to chance of beating them most of the time unless you change your build. Therefore the matches need to be shorter. Learn to respect your player's time. Don't keep them in a match they have no chance of winning for such a long time.
  • xylena_lazarow
    xylena_lazarow
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    Meredy wrote: »
    With my frost staff warden I was able to just snipe the enemy team and kill them in their spawn, because their spawn was so small than I could reach most of its surface and 3 shot everyone.
    Seriously. I love the new BGs but the spawn zones really need to work like the Cyro or IC safe zones where you can't interact at all. They're way too close to objectives too, people shoot Relics from their own spawn.
    PC/NA || CP/Cyro || RIP soft caps
  • Estin
    Estin
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    I have experienced this on the receiving end in Huntman Fortress (the small map with a bridge in the middle). The enemy team can just stand on the end of the bridge and instantly attack you as soon as you spawn. I have 0 idea how ZOS managed to think this wouldn't be a problem. There needs to be a spawn protection, but not a silence that prevents you from being able to prebuff before jumping down. I've also seen suggestions to also remove the range bonus battlespirit gives to long ranged attacks as well. Why do you need more range when 4 out of 7 maps are incredibly small?
  • tomofhyrule
    tomofhyrule
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    "I was spawn camping and the other team left because someone (me) was killing them right as they spawn before they could buff up."
    ...🤔

    Jokes aside, they really should make it so people can't be attacked at spawn. Still, I do find it interesting that this complaint is being presented as if it's the other team being poor sports for leaving since they can't get out of spawn, and not the team who's actively attacking them at their base.
    Edited by tomofhyrule on 31 October 2024 16:36
  • Stafford197
    Stafford197
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    "I was spawn camping and the other team left because someone (me) was killing them right as they spawn before they could buff up."
    ...🤔

    Jokes aside, they really should make it so people can't be attacked at spawn. Still, I do find it interesting that this complaint is being presented as if it's the other team being poor sports for leaving since they can't get out of spawn, and not the team who's actively attacking them at their base.

    I don’t think the OP said anything about the opposing team being bad sports. If anything they sounded understanding about the situation. I also wouldn’t blame the OP’s team either… it’s not reasonable to expect them to purposely let a losing team catch up.

    Players are there to win. This entire situation purely stems from poor game design - nothing else to it imo.
  • Nihilr
    Nihilr
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    "I was spawn camping and the other team left because someone (me) was killing them right as they spawn before they could buff up."
    ...🤔

    Jokes aside, they really should make it so people can't be attacked at spawn. Still, I do find it interesting that this complaint is being presented as if it's the other team being poor sports for leaving since they can't get out of spawn, and not the team who's actively attacking them at their base.

    This is actually bringing up a good point that previous maps did right: They actually had multiple "access points" or entryways to get to the battlezone. So if most players were camping one entrance, there was another way to drop down into the battlefield more inconspicuously.

    The new maps are smaller and there's one drop point for every map I've player so far. I know I haven't played them all yet, but every map should have 2-3 points to sneak into battlefield, and I agree with the IC/Cyro-towns impervious-mode applied to spawn Until you drop down. This will also deter camping enemy base since no one can do or take damage.

    Lastly, there needs to be an autokick for players at spawn for more than 20-30 seconds. Teams would rather have 4/8 active allies than be forcefully shorted because some person gave up their portion of the match, but wants to avoid deserter's penalty...
  • Theist_VII
    Theist_VII
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    Nihilr wrote: »
    "I was spawn camping and the other team left because someone (me) was killing them right as they spawn before they could buff up."
    ...🤔

    Jokes aside, they really should make it so people can't be attacked at spawn. Still, I do find it interesting that this complaint is being presented as if it's the other team being poor sports for leaving since they can't get out of spawn, and not the team who's actively attacking them at their base.

    This is actually bringing up a good point that previous maps did right: They actually had multiple "access points" or entryways to get to the battlezone. So if most players were camping one entrance, there was another way to drop down into the battlefield more inconspicuously.

    The new maps are smaller and there's one drop point for every map I've player so far. I know I haven't played them all yet, but every map should have 2-3 points to sneak into battlefield, and I agree with the IC/Cyro-towns impervious-mode applied to spawn Until you drop down. This will also deter camping enemy base since no one can do or take damage.

    Lastly, there needs to be an autokick for players at spawn for more than 20-30 seconds. Teams would rather have 4/8 active allies than be forcefully shorted because some person gave up their portion of the match, but wants to avoid deserter's penalty...

    These are really great suggestions!
    Edited by Theist_VII on 31 October 2024 17:04
  • Meredy
    Meredy
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    "I was spawn camping and the other team left because someone (me) was killing them right as they spawn before they could buff up."
    ...🤔

    Jokes aside, they really should make it so people can't be attacked at spawn. Still, I do find it interesting that this complaint is being presented as if it's the other team being poor sports for leaving since they can't get out of spawn, and not the team who's actively attacking them at their base.

    You're just taking my words and giving it your own twist lol. They're absolutely not bad sports.

    They're perfectly right for leaving and I wish they didn't felt like they had to. If anything me and they probably would've preferred if the match was over sooner rather than later. I've been on the receiving end of this in the old BG system, and it really isn't fun to have to sit there and wait millions of years until the match is finally over.
  • Aldoss
    Aldoss
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    I had this exact same experience in a Crazy King 4v4 the other night.

    Was our first time getting the mode and it felt really strange that the mode basically forces you to play the entire 15min. Some poor player on the enemy team went 0-34. We weren't spawn camping them, but it was just honestly not a challenge at all.

    4v4 really needs to just be death match arena, best of 3 rounds to the team wipe death.

    The concept of someone dying and joining back in really makes no sense at all with a lobby that small. If that player died, it's likely there's a reason why. The rest of the team, now down a player, starts to get heavily pressured. By the time the player joins back in, their teammates have no resources left and die, leaving the first player alone. It's just a snowball when it doesn't need to be.

    4v4 Domination feels worse to play than 4v4v4 Domination.

    Just make them arenas and be done.

    Also, why are we beta testing this? This feedback would have been really easy to gather months ago before it was even dropped into the PTS.
  • fizzylu
    fizzylu
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    Call me crazy, but if the current match format is so bad that players feel they need to be even shorter than they already are.... then yeah, please just give us 4v4v4 back.
    Aldoss wrote: »
    4v4 really needs to just be death match arena, best of 3 rounds to the team wipe death.
    But yeah, I don't know why they didn't just make 4v4 a PvP arena instead of trying to force it into the game as a BG. Have been saying it all day it feels like; but they really should have just kept 4v4v4 as the ranked/competitive BGs, added the 8v8 as a more casual mode, then 4v4 should have been it's own PvP feature (aka deathmatch arenas).
  • silky_soft
    silky_soft
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    Make it fun. If multiple of your team get killed in spawn and you're losing, you all get the damage, speed and defence sigil on respawn.
    Here $15, goat mount please. Not gambling or paying 45 : lol :
    20% base speed for high ping players.
    Streak moves you faster then speed cap.
    They should of made 4v4v4v4 instead of 8v8.
  • Xarc
    Xarc
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    For the moment, MMR isnt active (if i'm not wrong), this is why the fights can sometimes be totally disproportionate.
    @xarcs FR-EU-PC -
    Please visit my house ingame !
    "Death is overrated", Xarc
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