How about we give everyone 70k health, remove set bonuses, no damage, no healing and no sustain ?The only solution I have to these game-breaking problems is to go back to the three-teams format. Can anyone here help me find another?
More on leaving spawn, they could include some simple text explaining the alternate spawn exits, or telling people that if they hold direction while landing out of the spawn theyll do a fake dodgeroll animation that doesnt avoid damage but does prevent you from casting skills, making you a sitting (or rolling) duck.
The only solution I have to these game-breaking problems is to go back to the three-teams format. Can anyone here help me find another?
Three-teams BGs could be balanced by placing one or two BG regulars per team and filling the rest of the slots with newcomers. You could easily create matches with extremely high probability of being fun for everyone, regardless of skill level. Doing the exact same thing in two-teams BGs just doesn't have the same result. Here's why:
- Since you can't use one team against another anymore, its difficult for BG regulars to engage each other without discarding everything they know about positioning and target selection.
- The most extreme form of anti-gaming imaginable is a thousand times easier now.
- Spawncamping is encouraged by the two-sided format itself in every gamemode.
- People just give up a lot sooner because they can no longer fight for second place.
The only solution I have to these game-breaking problems is to go back to the three-teams format. Can anyone here help me find another?
MincMincMinc wrote: »My reasoning is that the system should be designed such that a new NON eso player could get in their first match and not have to learn endgame pvp tech skills to animation cancel falling animation so they can cast faster before being one shot by a 175% crit damage merciless that tooltips higher than nearly every ultimate in the game. When a more simple solution resides in zos just designing it better from the start. There really isnt a downside to the one way wall idea on its own. Other than it'll be harder to camp the spawn for attackers. Again yes lategame it can be avoided as an issue if we are talking about the daily bg players, but for new players its a monumental issue.
For zos it shouldnt take that long to put in a one way wall asset and drag the spawn assets lower. For the turret concept it could even be done with just an invisible poison wall for the enemy team, mechanically it could be a copy and paste of lava or slaughterfish in the volume.
MincMincMinc wrote: »My reasoning is that the system should be designed such that a new NON eso player could get in their first match and not have to learn endgame pvp tech skills to animation cancel falling animation so they can cast faster before being one shot by a 175% crit damage merciless that tooltips higher than nearly every ultimate in the game. When a more simple solution resides in zos just designing it better from the start. There really isnt a downside to the one way wall idea on its own. Other than it'll be harder to camp the spawn for attackers. Again yes lategame it can be avoided as an issue if we are talking about the daily bg players, but for new players its a monumental issue.
For zos it shouldnt take that long to put in a one way wall asset and drag the spawn assets lower. For the turret concept it could even be done with just an invisible poison wall for the enemy team, mechanically it could be a copy and paste of lava or slaughterfish in the volume.
I don't disagree that it is a problem. I'm just not convinced of the solution. The way I see it the way to solve that problem would be an even simpler fix, and that would be to have the brand new people fight eachother, instead of expecting them to compete with experienced players. A one way wall without reducing time allowed in spawn, would be a crazy incentive for people to sit there and waste everyone's life.
I know I sound like a broken record, but it comes down to MMR resets again.
MincMincMinc wrote: »My reasoning is that the system should be designed such that a new NON eso player could get in their first match and not have to learn endgame pvp tech skills to animation cancel falling animation so they can cast faster before being one shot by a 175% crit damage merciless that tooltips higher than nearly every ultimate in the game. When a more simple solution resides in zos just designing it better from the start. There really isnt a downside to the one way wall idea on its own. Other than it'll be harder to camp the spawn for attackers. Again yes lategame it can be avoided as an issue if we are talking about the daily bg players, but for new players its a monumental issue.
For zos it shouldnt take that long to put in a one way wall asset and drag the spawn assets lower. For the turret concept it could even be done with just an invisible poison wall for the enemy team, mechanically it could be a copy and paste of lava or slaughterfish in the volume.
I don't disagree that it is a problem. I'm just not convinced of the solution. The way I see it the way to solve that problem would be an even simpler fix, and that would be to have the brand new people fight eachother, instead of expecting them to compete with experienced players. A one way wall without reducing time allowed in spawn, would be a crazy incentive for people to sit there and waste everyone's life.
I know I sound like a broken record, but it comes down to MMR resets again.
MincMincMinc wrote: Different ques separating group, solo, 4v4, and 8v8. You quite literally need an addon to be able to que up for all ques at the same time. Otherwise you will spend 4x the time sitting in que just because the game doesn't have enough players participating in ques. IMO with a functional running mmr system you don't need these different solo/group ques. 4v4 and 8v8 could also be baked together and be more of a preference setting. Quote.
On PSNA and Im assuming Xbox, you can queue for every queue at once without an add on. So I can be in line for 4v4 group, solo, 8v8 group, solo, all at the same time and whichever pops first is the one you get. You cant do that on PC? You have to pick a single queue to wait in? Given how long some of these queue times are thats terrible. Yet another thing to add to the fix it list.
Thats one of the things I miss about three team, there was no real queue. Games popped back to back to back with what... 45 seconds in the spawn and then go time whether you had all four people or not?
I remember one game of relic back in the day, I was the only person on my team, all alone. In the first few minutes of the match I managed to snag an enemy relic and I held onto that ***** thing for the entire 15 minutes and came in 2nd. By myself! lol Good times
MincMincMinc wrote: »MincMincMinc wrote: Different ques separating group, solo, 4v4, and 8v8. You quite literally need an addon to be able to que up for all ques at the same time. Otherwise you will spend 4x the time sitting in que just because the game doesn't have enough players participating in ques. IMO with a functional running mmr system you don't need these different solo/group ques. 4v4 and 8v8 could also be baked together and be more of a preference setting. Quote.
On PSNA and Im assuming Xbox, you can queue for every queue at once without an add on. So I can be in line for 4v4 group, solo, 8v8 group, solo, all at the same time and whichever pops first is the one you get. You cant do that on PC? You have to pick a single queue to wait in? Given how long some of these queue times are thats terrible. Yet another thing to add to the fix it list.
Thats one of the things I miss about three team, there was no real queue. Games popped back to back to back with what... 45 seconds in the spawn and then go time whether you had all four people or not?
I remember one game of relic back in the day, I was the only person on my team, all alone. In the first few minutes of the match I managed to snag an enemy relic and I held onto that ***** thing for the entire 15 minutes and came in 2nd. By myself! lol Good times
Yeah that function never hit PCNA apparently. Maybe with crossplay it will? lul
For PCNA you HAVE to somehow know to download an addon called better scoreboard. I only just learned this when Ruski told me.
Thumbless_Bot wrote: »MincMincMinc wrote: »MincMincMinc wrote: Different ques separating group, solo, 4v4, and 8v8. You quite literally need an addon to be able to que up for all ques at the same time. Otherwise you will spend 4x the time sitting in que just because the game doesn't have enough players participating in ques. IMO with a functional running mmr system you don't need these different solo/group ques. 4v4 and 8v8 could also be baked together and be more of a preference setting. Quote.
On PSNA and Im assuming Xbox, you can queue for every queue at once without an add on. So I can be in line for 4v4 group, solo, 8v8 group, solo, all at the same time and whichever pops first is the one you get. You cant do that on PC? You have to pick a single queue to wait in? Given how long some of these queue times are thats terrible. Yet another thing to add to the fix it list.
Thats one of the things I miss about three team, there was no real queue. Games popped back to back to back with what... 45 seconds in the spawn and then go time whether you had all four people or not?
I remember one game of relic back in the day, I was the only person on my team, all alone. In the first few minutes of the match I managed to snag an enemy relic and I held onto that ***** thing for the entire 15 minutes and came in 2nd. By myself! lol Good times
Yeah that function never hit PCNA apparently. Maybe with crossplay it will? lul
For PCNA you HAVE to somehow know to download an addon called better scoreboard. I only just learned this when Ruski told me.
It works with a controller. I use a ps5 edge pro and can queue for all four at once with no addon. Not really a solution but if you happen to have a controller and an open USB port you can queue with that at least and then go back to kb and m.
MincMincMinc wrote: »For PCNA you HAVE to somehow know to download an addon called better scoreboard. I only just learned this when Ruski told me.
Thats one of the things I miss about three team, there was no real queue. Games popped back to back to back with what... 45 seconds in the spawn and then go time whether you had all four people or not?
MMR should be a mild guideline at best. I dont remember this game catering to my noobness back in the day, no, it was sink or swim, get gud kid, "maybe you should stick with PvE" whispers from vets after getting stomped before I even knew what a build was. Good times. Very motivating. There was no weekly reprieve from this, if you wanted to keep playing you had to put in the effort to get better.
But MMR does seem to function, in a weird way. Had a match the other day where every single person on my team was under level 50. How I got there, level 2400, no clue. The other team was similarly low level. And mostly I dont see anyone under CP300-400-500 in matches I play. So maybe it is working somewhat.
People seem to think MMR is the root cause of all the balance issues but I dont think that's it. I dont think there can be balance in a two team format. The few "balanced" games I've played were boring stalemates, 15 minute slogs beating on each other getting nowhere. I'd rather the new normal stomp fests where at least you win or lose in a clear cut fashion. You need the third team for balance, period. Two mid teams, 1 OP team = balance. 3 mid teams= balance, any combination thereof, were more balanced than this because of the third team wild card factor. They will never achieve balance with two teams, period. Not with MMR and not without it. Like a scale, you need the third team to pivot around. Sigh.
Isn't that the same thing as hoping you can cheese an easy 8v4? Seemed to be the main appeal of 3s.MincMincMinc wrote: »3 teams is just hoping that there are more chances of having two balanced teams.
xylena_lazarow wrote: »Isn't that the same thing as hoping you can cheese an easy 8v4? Seemed to be the main appeal of 3s.MincMincMinc wrote: »3 teams is just hoping that there are more chances of having two balanced teams.
12 BG regulars playing DM= 15 minutes of dancing around each other.MincMincMinc wrote: »xylena_lazarow wrote: »Isn't that the same thing as hoping you can cheese an easy 8v4? Seemed to be the main appeal of 3s.MincMincMinc wrote: »3 teams is just hoping that there are more chances of having two balanced teams.
When the bg discord was huge on PCNA there were times when we would luck out and have a 12 man match of all guildies for a good match. However alot of the times itd be two teams of guildies and one random group of pugs just doing dailies not interested in pvp. Which effectively turns the game into a 2min 4v4 while the questers run flags. It only turns into an 8v4 when the 8 pvpers would spawncamp to prevent the questers from ending the match quicker.
If people want to ignore pvp and ruin the game, why make it easy for them?
12 BG regulars playing DM= 15 minutes of dancing around each other.MincMincMinc wrote: »xylena_lazarow wrote: »Isn't that the same thing as hoping you can cheese an easy 8v4? Seemed to be the main appeal of 3s.MincMincMinc wrote: »3 teams is just hoping that there are more chances of having two balanced teams.
When the bg discord was huge on PCNA there were times when we would luck out and have a 12 man match of all guildies for a good match. However alot of the times itd be two teams of guildies and one random group of pugs just doing dailies not interested in pvp. Which effectively turns the game into a 2min 4v4 while the questers run flags. It only turns into an 8v4 when the 8 pvpers would spawncamp to prevent the questers from ending the match quicker.
If people want to ignore pvp and ruin the game, why make it easy for them?
one or two BG regulars per team playing DM= fun, competitive and impossible to predict. Anything can happen.
Newcomers trying to get their dailies aren't the problem. They never were.
Since the biggest problem of 3-teams was the third team completing the objective uncontested, why not just make it harder? Wouldn't that basically convert every objective mode into variants of 3-sided Deathmatch?
Dunno but I'll die on the hill that running up one's personal KDA against noobs is not PvP either.MincMincMinc wrote: »If people want to ignore pvp and ruin the game, why make it easy for them?
MincMincMinc wrote: »12 BG regulars playing DM= 15 minutes of dancing around each other.MincMincMinc wrote: »xylena_lazarow wrote: »Isn't that the same thing as hoping you can cheese an easy 8v4? Seemed to be the main appeal of 3s.MincMincMinc wrote: »3 teams is just hoping that there are more chances of having two balanced teams.
When the bg discord was huge on PCNA there were times when we would luck out and have a 12 man match of all guildies for a good match. However alot of the times itd be two teams of guildies and one random group of pugs just doing dailies not interested in pvp. Which effectively turns the game into a 2min 4v4 while the questers run flags. It only turns into an 8v4 when the 8 pvpers would spawncamp to prevent the questers from ending the match quicker.
If people want to ignore pvp and ruin the game, why make it easy for them?
one or two BG regulars per team playing DM= fun, competitive and impossible to predict. Anything can happen.
Newcomers trying to get their dailies aren't the problem. They never were.
Since the biggest problem of 3-teams was the third team completing the objective uncontested, why not just make it harder? Wouldn't that basically convert every objective mode into variants of 3-sided Deathmatch?
No it circles all back to a dysfunctional MMR system.
xylena_lazarow wrote: »Dunno but I'll die on the hill that running up one's personal KDA against noobs is not PvP either.MincMincMinc wrote: »If people want to ignore pvp and ruin the game, why make it easy for them?
MincMincMinc wrote: »12 BG regulars playing DM= 15 minutes of dancing around each other.MincMincMinc wrote: »xylena_lazarow wrote: »Isn't that the same thing as hoping you can cheese an easy 8v4? Seemed to be the main appeal of 3s.MincMincMinc wrote: »3 teams is just hoping that there are more chances of having two balanced teams.
When the bg discord was huge on PCNA there were times when we would luck out and have a 12 man match of all guildies for a good match. However alot of the times itd be two teams of guildies and one random group of pugs just doing dailies not interested in pvp. Which effectively turns the game into a 2min 4v4 while the questers run flags. It only turns into an 8v4 when the 8 pvpers would spawncamp to prevent the questers from ending the match quicker.
If people want to ignore pvp and ruin the game, why make it easy for them?
one or two BG regulars per team playing DM= fun, competitive and impossible to predict. Anything can happen.
Newcomers trying to get their dailies aren't the problem. They never were.
Since the biggest problem of 3-teams was the third team completing the objective uncontested, why not just make it harder? Wouldn't that basically convert every objective mode into variants of 3-sided Deathmatch?
No it circles all back to a dysfunctional MMR system.
When you say “no” to turning the 3-sided objective modes into interesting variations of deathmatch, do you mean you don’t want it to happen, or that you think it’s impossible?
That's a relief. Thought I was having a stroke there for a moment. There are four main reasons two-teams BGs are so much harder to balance when compared to three-teams. Can you explain how a better MMR system is supposed to help with any of them? This is the first:MincMincMinc wrote: »I'm not saying no to doing that. We are talking about PVP afterall.
xylena_lazarow wrote: »Like how hard would it really be for them to convert the spawn zone to a non-interactive safe zone like IC or Cyro towns? That alone would solve a ton of format problems.
Once you understand all the four reasons you might change your mind about this. For all intents and purposes, 90% of ppl in BGs are only there for rewards. This is where we are right now. This is where we've always been. Talking about ''better MMR'' is all well and good, but it's been happening from the start, and it led absolutely nowhere. It's not impossible to put the 5000+ hours pvpers and newcomers in the same matches, because even if a few of them think they want to go 40/0/15 and then complain, there are pvpers who only want to kill each other by any means necessary, and maybe win the match while they're at it.MincMincMinc wrote: »ESO is not a competitive game by any means, so you first need to make a simple functional MMR system that is actually implementable before talking about the combat aspects. Because there shouldn't be 8v8 or 4v4 or 4v4v4 games where new pvp players ever fight someone with 5000+ hours of pvp.
Once you understand all the four reasons you might change your mind about this. For all intents and purposes, 90% of ppl in BGs are only there for rewards. This is where we are right now. This is where we've always been. Talking about ''better MMR'' is all well and good, but it's been happening from the start, and it led absolutely nowhere. It's not impossible to put the 5000+ hours pvpers and newcomers in the same matches, because even if a few of them think they want to go 40/0/15 and then complain, there are pvpers who only want to kill each other by any means necessary, and maybe win the match while they're at it.MincMincMinc wrote: »ESO is not a competitive game by any means, so you first need to make a simple functional MMR system that is actually implementable before talking about the combat aspects. Because there shouldn't be 8v8 or 4v4 or 4v4v4 games where new pvp players ever fight someone with 5000+ hours of pvp.
Can you please explain how your MMR system would help with this problem , which is specific to 8v8?