Without 3-Team Battlegrounds, this game is basically dysfunctional Guild Wars 2. I'm sorry. I had to say it. I have contributed to these conversations regarding PVP in Elder Scrolls Online and everything regarding this game's unique identity regarding combat, thematics and PVP have been stripped away. Having 3-Team Battlegrounds was a unique feature that was a non-negotiable when it comes to content. The fact that it was removed for generic 2-Team Battlegrounds which exists in basically every game/genre (We Valorant now, boys.) pits this game against competition that it never had to worry about. 3-Team Battlegrounds was a lot of things, but nobody could deny that it was unique in the MMORPG space. Now we have dysfunctional PVP that now appears to be trying very hard to be WoW or GW2 (both games that can support a vastly larger amount of players on screen in their respective PVE and PVP content). Since ESO is essentially only viable as a small-scale PVE and PVP instanced game, having 2-Team and 3-Team Battlegrounds as options together would have been the right call. However removing the established Battlegrounds vision and replacing it with something generic greatly hinders the experiences for a vast majority of players. Nobody likes 4v4 and 8v8 is just queue for rewards and hope it ends soon.
Oh, and nobody go and say that the current meta is high damage. The last Capture the Relic 8v8 I did last week had unkillable players walking about just grabbing relics and jogging across the map. Whether they tooled their stats or actually were that tanky to sustain being dogpiled by an entire team solo doesn't matter. It's unfun PVP. I get it, though. People who advocate for this system secretly want PVP put down and they've succeeded.
Oh, and nobody go and say that the current meta is high damage. The last Capture the Relic 8v8 I did last week had unkillable players walking about just grabbing relics and jogging across the map. Whether they tooled their stats or actually were that tanky to sustain being dogpiled by an entire team solo doesn't matter. It's unfun PVP. I get it, though. People who advocate for this system secretly want PVP put down and they've succeeded.
Don't worry bro when Cyrodiil was burning down into unplayable laggy refuse I was taking refuge in 3-Team BGs. Once they announced they were making changes then subsequently announced that they would remove 3-Team (falsely announced that they would do 3-Team Modes on weekend events maybe) I got my wife, who was new to ESO at the time, to spend some quality time in the BGs. We both miss them now and getting Class Mastery Script Scraps is a bore/chore even for a ESO PVP vet like me (now ESO Refugee greatly enjoying GW2 BGs and WvW PVP). You go to Cyro to lose control of your character due to latency/packet loss server side, see all the enemies you lock down and burst streak away out of fear because of subclassing and walk through the majesty of the Imperial City (the most unique PVP in the modern MMO space currently) in all of its unplayed/dead pop glory. What do I have that is left? 3-Team BGs was all that was left, friend. Its not coming back and no new content since 2018 shows nothing really will. Its too late. Vengeance is a side-order; NOT a content drop. Subclasssing and Vengeance are admissions of defeat. Nothing more, nothing less. I still support Vengeance because it's literally better than nothing but when ESO turns to try and compete with more functional MMORPG combat systems how can I keep hoping/coping? ZOS could do one lil patch to make No-Subclassing PVP and 3-Team BGs. Its content that is probably still wasting space in the gigantic file size of ESO so couldn't be hard to make menus to access and queue 3-Team again.Oh, and nobody go and say that the current meta is high damage. The last Capture the Relic 8v8 I did last week had unkillable players walking about just grabbing relics and jogging across the map. Whether they tooled their stats or actually were that tanky to sustain being dogpiled by an entire team solo doesn't matter. It's unfun PVP. I get it, though. People who advocate for this system secretly want PVP put down and they've succeeded.
@Markytous Do you see a way for tanks to ruin the three-sided objective modes if these small changes were made? They wouldn't be able to flip flags alone, and the healing debuff from relics and chaosballs would make surviving concentrated damage impossible.
It was impossible for an unpredictable 4v4v4 match to be boring. As long as no one cheesed the ball, three-sided Chaosball had the potential to be the most unpredictable game mode of all. Instead, here's what we get:
This time, I was lucky enough to briefly catch a glimpse of a single opponent at the beginning of the match.
First and second aspects of the third critical flaw of two-sided BGs:
You’re still also going to have those players (especially some running meta builds) who don’t play objective and only go to duel, leaving the rest of the squad to fend for themselves. That will never change but the current state rewards those players by proxy by giving them a harvesting field of players to mow through.
It was impossible for an unpredictable 4v4v4 match to be boring. As long as no one cheesed the ball, three-sided Chaosball had the potential to be the most unpredictable game mode of all. Instead, here's what we get:
This time, I was lucky enough to briefly catch a glimpse of a single opponent at the beginning of the match.
It's hard to tell, but that looks like the map where they bungled the Chaosball points, the normal one is granting 10, while the other two are only worth 3 each. Do you think it's related?
First and second aspects of the third critical flaw of two-sided BGs:
You’re still also going to have those players (especially some running meta builds) who don’t play objective and only go to duel, leaving the rest of the squad to fend for themselves. That will never change but the current state rewards those players by proxy by giving them a harvesting field of players to mow through.
3. Spawncamping is encouraged by the two-sided format itself in every gamemode.
- Spawncamping in a 3-sided match meant leaving your teammates outnumbered against the third team. Doing the same thing in 2-sided gives your own team the numerical advantage.
- If PvPers on both sides perceive the newfound usefulness of spawncamping, there's a decent chance they'll spend the entire match on opposite ends of the map. Not having to fight each other only makes the practice easier.
In 4v4v4, ditching the team to go farm some newcomers was a bad move in almost every scenario. In 8v8 it's not. It is also easier, because the pvpers on opposing team are always tempted to do the same.
PS: You can replace ''spawncamping newcomers'' with ''isolating and focusing newcomers''.
There are dozens of ways to make spawncamping harder, including fantastical ones like mystical matchmaking that require population to be a hundred times what it is right now. Don't you think it's far more elegant to deftly remove the very reasons spawncamping became so useful in the first place?
xylena_lazarow wrote: »
I was very careful when describing the four critical flaws. Let us carefully review the third one word for word:
''3. Spawncamping is encouraged by the two-sided format itself in every gamemode.''
- Spawncamping in a 3-sided match meant leaving your teammates outnumbered against the third team. Doing the same thing in 2-sided gives your own team the numerical advantage.
- If PvPers on both sides perceive the newfound usefulness of spawncamping, there's a decent chance they'll spend the entire match on opposite ends of the map. Not having to fight each other only makes the practice easier.
- It's no longer possible to use one team against another to escape the sandwich.
Disregarding whatever other factors you believe are at play, like critical damage and healing, do you disagree with anything there?
xylena_lazarow wrote: »
How was this match unpredictable?
MincMincMinc wrote: »xylena_lazarow wrote: »
How was this match unpredictable?
Hes showing that even 4v4v4 ran into spawncamping boring matches. Its one of those grass is always greener nostalgia kind of things where people think the old 3 team bgs were perfect with no issues.
Which i think we already discussed pages ago, pointing out that 3 teams were not as bulletproof as others make them sound.
It was impossible for an unpredictable 4v4v4 match to be boring. As long as no one cheesed the ball, three-sided Chaosball had the potential to be the most unpredictable game mode of all. Instead, here's what we get:
This time, I was lucky enough to briefly catch a glimpse of a single opponent at the beginning of the match.
It's hard to tell, but that looks like the map where they bungled the Chaosball points, the normal one is granting 10, while the other two are only worth 3 each. Do you think it's related?
How many unbelievably fun three-sided matches could've been formed with these players?
Solo players already have enaugh disadvantages and you can’t rely on randoms in your team to come and help you take flag when you need and ask them nor unasked.Ok so assuming that mixing high and low MMR players is inevitable, we need to find ways to make the three-sided objective modes fun for everyone, regardless of skill level.MincMincMinc wrote: »So if the matchmaking search had to expand enough it would still put players of vastly different skill levels in the same matches, right?
Yes, (...) Even if the population of bgs collapsed to say 30 people, the MMR system would still function, but in these more niche scenarios you would then start leaning on other mechanics to prevent issues.
Here's how I'd fix Domination and Crazy King:Even in the worst case scenario (two teams fight while the third flips all remaining flags uncontested), it would be impossible to end any of these matches in less than 10 minutes. Most would last 15.
- Reduce the amount of points each flag gives per tick. Domination from 8 to 4, Crazy King from 8 to 6.
- Modify flags to require a minimum of two players to be fully captured. Solo players would still be able to hinder the opponents' progress by discoloring their flags, but to get any points they would need the help of at least one teammate. Running around without even drawing weapons would no longer be the ultimate winning strategy.
@MincMincMinc Do you see any problem with these changes?
MincMincMinc wrote: »Ok so assuming that mixing high and low MMR players is inevitable, we need to find ways to make the three-sided objective modes fun for everyone, regardless of skill level.MincMincMinc wrote: »So if the matchmaking search had to expand enough it would still put players of vastly different skill levels in the same matches, right?
Yes, (...) Even if the population of bgs collapsed to say 30 people, the MMR system would still function, but in these more niche scenarios you would then start leaning on other mechanics to prevent issues.
Here's how I'd fix Domination and Crazy King:Even in the worst case scenario (two teams fight while the third flips all remaining flags uncontested), it would be impossible to end any of these matches in less than 10 minutes.
- Reduce the amount of points each flag gives per tick. Domination from 8 to 4, Crazy King from 8 to 6.
- Modify flags to require a minimum of two players to be fully captured. Solo players would still be able to hinder the opponents' progress by turning them white, but running around without even drawing weapons would no longer be the ultimate winning strategy.
@MincMincMinc Do you see any problem with these changes?
No that makes sense. Really its more like zos just needs to tune the games to be a standard duration. No matter the game mode you shouldnt be able to end it objectively in 2 mins, when other games are 15mins full duration.
Things like chaos ball being held at spawn, why not make it only held in a designated area so they are more prone to actually fighting over it?
3 team CTF is probably the hardest to deal with. Nothing to stop the third team from running 5 flags uncontested within a minute if they really wanted to. Youd probably have to require them to capture both enemy flags in order to gain points. CTF is really more of a two sided gamemode.
Crazy king also shouldn't be spamming uncontested flags all over the place, incentivizing people to not pvp
Two objective modes down, two to go. I'm leaving CTR for last, but there is a plan for that too.
Chaosball
PROBLEMSSOLUTIONS
- Ball carrier could move around the map at high speed. Would be all but impossible to catch.
- Players could take the ball to cheesy places where they couldn't be damaged OR where you had to give up your life to damage them.
- Reduce ball carrier speed by 30%
- Fix cheesy places.
Anything missing?