@Darkmage1337 wrote:I currently believe the best solution for BGs would be this:
3-sided (solo or grouped), unranked, and top-menu option.
2-sided (solo or grouped), ranked, and bottom-menu option.
I enjoy both variations and all maps/modes in each of them.
BUT, I believe the best/most-fun was with the 3-sided format.
Both formats can coexist with the ESO BG PvP community.
It is simple. Competitive-play? 2-sided. Casual-play? 3-sided.
So, remove the current casual 2-sided and bring back 3-sided.
Which one is the current casual 2-sided? 8v8?@Avran_Sylt wrote:@Moonspawn
Regarding the 4 flaws of 2-sided:`
1. What has changed about positioning and target selection? You still want to try and focus down on those that seem like they take more damage than the rest, CC healers, layer burst, rushdown squishies or backline archers while being sure to be mindful of where you're at so as to not get swarmed and focused (unless built for it).
I've been thinking for a while now that the first flaw should be rewritten.
''1. Since you can't use one team against another anymore, it's difficult for BG regulars to engage each other without discarding everything they know about positioning and target selection.''
Rewritten how?
And why?
The description of the first flaw makes it seem like the possibility of being sandwiched is the only factor that facilitates fights between BG regulars. The part about the target order going from 1-4, instead of 1-8, is just as important, but it's hidden at the bottom of the spoiler tab.
Deathmatch 1 and 2, inevitable victories:
Chaosball 1 and 2, inevitable victories:
Crazy King, inevitable victory. Opponents collected 75 deaths:
Destruction of Battlegrounds Chapter 213: Waiting 25 minutes for a lopsided match (Solo 8v8 PC/EU)
Relic, inevitable victory. Promptly throwing the towel after losing one relic. Fourth critical flaw of 2-sided:
Domination, inevitable defeat. We could barely reach the flags, let alone capture them:
Are you referring to the situation below?@L_Nici wrote:Its pretty easy to see what kind is better by the number of players taking part.
We had two 3 sided BG Events this year and both times you instantly got into one, never waited more than one minute on a BG that did not consist of the same 16 people just mixed differently. To be fair the Domination one was better as people did not exploit Shattered Path yet, still I had more fun with the 3 sided relic hunt too than I ever did with any 2 sided BG. 2 sided BGs get decided by which team wipes first, because then it just gets camped at spawn.
One thing I noticed about the relic event was how often every team ended up holding each other's relics without being able to deliver. Didn't that used to be extremely rare?
That's the one. I remember taking a bunch of pictures the first few times it happened. I'll see if I can find them.
Are you referring to the situation below?@L_Nici wrote:Its pretty easy to see what kind is better by the number of players taking part.
We had two 3 sided BG Events this year and both times you instantly got into one, never waited more than one minute on a BG that did not consist of the same 16 people just mixed differently. To be fair the Domination one was better as people did not exploit Shattered Path yet, still I had more fun with the 3 sided relic hunt too than I ever did with any 2 sided BG. 2 sided BGs get decided by which team wipes first, because then it just gets camped at spawn.
One thing I noticed about the relic event was how often every team ended up holding each other's relics without being able to deliver. Didn't that used to be extremely rare?
That's the one. I remember taking a bunch of pictures the first few times it happened. I'll see if I can find them.
How is that coming along? If possible, I'd like to update the relic suggestion with those pictures. Replacing the image I drew in Paint with something familiar should make it much easier for people to understand.
In my opinion, 3-sided Capture the Relic only works when this happens:
3 teams is a lot better. 2-sided was nice at first but people just give up now after the first wipe.
How would you fix the MMR?@Weesacs wrote:Just give us the option for 4x4 and 4x4x4 full time. I sign up to both. They just need to fix the MMR.
Before we discuss the MMR, any word from ZOS regarding the questions that have come up so far?
The first question was about the MMR resetting in 3-sided, and how it changed in update 44
The second was about queue times
How would you fix the MMR?@Weesacs wrote:Just give us the option for 4x4 and 4x4x4 full time. I sign up to both. They just need to fix the MMR.
Im sure it isn't that difficult to implement an algorithm that makes the game fairer and more competitive.
Honest question, before a match starts and you look at the teams, can you pretty much predict who is going to win? I can.
Now this isn't based on some magic formula, I'm just looking at the names of the players who I previously went up against, looked at the classes they are playing and then make an assumption. And as I said, that assumption is pretty much on the money most of the time. This is solely based on experience.
We can easily have a system that can save statistics like damage done, damage taken, healing done, games won, games lost, kills for, kills against, class sign up etc and taking all that information, balance the teams appropriately.
Too many times we see things like:
- 2 or more healers on the one team and the other team have none.
- 3 or 4 very good experienced players against noobs and one experienced player; the experienced good player seems to inflate the noob teams overall MMR which is ridiculous.
- 3 v 4. Absolute silly addition. The extra buff doesnt even nearly cover the lack of a player.
- Lack of balancing of the two meta crutch classes between the teams i.e. DKs and Werewolfs. In one of my recent games, myself (who plays a subclassing Templar) went up against 3 werewolves and a DK. Our team didnt have either. How the hell is that fair?
- Good experienced players jumping on an alt they never use and getting treated like a low MMR player. That isnt right. A good experienced player on a main will always make an alt work so should be the same across all their classes.
- There shouldnt be an MMR reset. Why should there be? I see it multiple times were a good experienced player who has been away for the game on months on end coming back and destroying again. Why? Because their skill and knowledge doesnt really disappear so their MMR should stick with them.
Thats just a few examples of where MMR is lacking and where it can be improved. If this was the case then the games would be much better, regardless whether its 4v4 or 4v4v4.
Oh and one other thing, to make solo queue TDM work better, as Ive mentioned numerous times, the players within each team should be rotated after each round to make each round more balanced and fairer. They do this in WoW arena and it works. There is no need to get scores of 500-0 and 500-0 across two rounds. Play three rounds, switch the teams about after each round, and I can guarantee that the results would look better at the end of the game.

Are you referring to the situation below?@L_Nici wrote:Its pretty easy to see what kind is better by the number of players taking part.
We had two 3 sided BG Events this year and both times you instantly got into one, never waited more than one minute on a BG that did not consist of the same 16 people just mixed differently. To be fair the Domination one was better as people did not exploit Shattered Path yet, still I had more fun with the 3 sided relic hunt too than I ever did with any 2 sided BG. 2 sided BGs get decided by which team wipes first, because then it just gets camped at spawn.
One thing I noticed about the relic event was how often every team ended up holding each other's relics without being able to deliver. Didn't that used to be extremely rare?
That's the one. I remember taking a bunch of pictures the first few times it happened. I'll see if I can find them.
How is that coming along? If possible, I'd like to update the relic suggestion with those pictures. Replacing the image I drew in Paint with something familiar should make it much easier for people to understand.
In my opinion, 3-sided Capture the Relic only works when this happens:
@Demonwolff wrote:What is the meaning of ''zero damage ball carries'' and ''base jumping''?
Zero Damage ball carries are where the ball bugs out and fails to damage the carrier at all. Base jumping is where the Ball Carrier is able to "magically" return to their spawn. I didn't mention the one where the ball disappears and you cant see the person carrying it lol
In the hundreds of matches I played during the 3-sided chaosball event, I never once saw this happen. Did you?
If this system works as described, it does 2 things:
1) it tries to make as many people of the same MMR as possible into one game
2) it tries to make teams as equal MMR-wise as possible
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.
Maybe it was shadow patched somewhere along the way?@Demonwolff wrote:What is the meaning of ''zero damage ball carries'' and ''base jumping''?
Zero Damage ball carries are where the ball bugs out and fails to damage the carrier at all. Base jumping is where the Ball Carrier is able to "magically" return to their spawn. I didn't mention the one where the ball disappears and you cant see the person carrying it lol
In the hundreds of matches I played during the 3-sided chaosball event, I never once saw this happen. Did you?
Tldr: MMR systems estimate skill from outcomes. For that to be meaningful, outcomes need to reflect reasonable performance consistency. Our bg modes reward different things, meaning our wins represent different things, and thus, we have no consistency. Regardless of the actual formula used, this means our mmr systems struggle to mathematically represent meaningful player brackets
It doesn't have to measure wins. A simple K/A/D based ranking with total healing output for healers should be more than enough to fix the game.
Teams would always be unfair and there would always be members who don't go after objectives. As long as the combat performances of both teams are similar, they can have meaningful and impactful gameplay. It's what matters most.
1) Unless someone can come up with an alternative, the best explanation we have for how BG matchmaking works is that it uses the average MMR of the entire team.First it tries to make as many people of the same MMR as possible into one game
When it fails, it tries to make teams as equal MMR-wise as possible
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.
2) According to ZOS, the MMR is based on wins and losses.Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Why, then, does the matchmaking seem so random?
1)
Why, then, does the matchmaking seem so random?
1) Unless someone can come up with an alternative, the best explanation we have for how BG matchmaking works is that it uses the average MMR of the entire team.First it tries to make as many people of the same MMR as possible into one game
When it fails, it tries to make teams as equal MMR-wise as possible
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.
2) According to ZOS, the MMR is based on wins and losses.Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Why, then, does the matchmaking seem so random?
1) Unless someone can come up with an alternative, the best explanation we have for how BG matchmaking works is that it uses the average MMR of the entire team.First it tries to make as many people of the same MMR as possible into one game
When it fails, it tries to make teams as equal MMR-wise as possible
So, two results of Elo are:
1) if number of players is big, it can successfully pick 16 players of the same MMR A+-a (like, 1500+-100 for example). It is possible in big MOBA games.
2) if number of players is not that big, it can pick any players to make groups look equal. Balancer can pick 6 "1500 MMR" players, one "200 MMR" player and one "2800 MMR" player, so team will be balanced at 1500. Another team can have all "1500 MMR" players.
You usually see result 2, I suppose, because from my feeling, there are not many players in PvP. If so, it is hard to make two equal groups out of equal players, so it picks some overskilled players and team them with low MMR players, and another team can have the same situation, that is why you usually see 2-4 players with positive KD and some damage, big score, and all other players are constantly dead, 0 damage, 0 score.
It is very rough estimation, and it will not be true in many cases, but you can estimate, that average winrate of you team is near 50%. If your winrate is 80%, winrates of 6 other players are 45 55 45 55 45 55, then winrate of last player should be close to 20%Once again, it is very rough estimation.
2) According to ZOS, the MMR is based on wins and losses.Source:
www.pcgamesn.com/the-elder-scrolls-online/mmr-battlegrounds-interview
ESO dev lifts lid on the MMO's MMR system saying "it's nothing new"
After huge battleground changes recently hit the Elder Scrolls Online recently, players have become obsessed with MMR and how it all works.
Updated: Nov 1, 2024
The Elder Scrolls Online
PvP has received a renewed focus in the Elder Scrolls Online thanks to the most recent update which completely overhauled the game's battlegrounds. Instead of the traditional version found previously in the Tamrielic game which consisted of three teams facing off against each other, things have become simplified and streamlined. Now, it's just your team versus another one, and as a result of this new playing field fans are looking at the MMO's matchmaking rating system and wondering what effects it has and how to navigate it.
We recently got the chance to speak to Elder Scrolls Online PvP designer Brian Wheeler about all the big changes hitting the MMORPG right now. One query that came up relates to the community's current obsession with MMR, especially looking at how one goes up or down in rank against other players, and where the current system came from.
"What's funny is it's nothing new. We've had that. We've had that MMR system in since update 20," Wheeler laughs. "When we launched battlegrounds with Morrowind, we had a pretty basic MMR that was based on your win and loss, and that's it. What we explored after that was looking at Elo and TrueSkill and various things like that, because what it's supposed to do is take into account your expected win rate or not, which is basically the MMR of your enemies."
"So let's say we're in a group and the system gets the MMR average of our group and then it goes, what's the group? What's the enemy's MMR, what's their ranking and their average?" he continues. "If theirs is higher than yours and you lose, then you don't take as big of a hit. But if you win, you get a bigger gain. The reverse goes for the other team. If they were fighting us and we're lower and we win, they're going to take a bigger hit because they lost to a crappier team."
"The only calculation change we had to make was whether it's looking at two other teams or just one other team in terms of are you going to win, or are you not going to win," he says. "The calculations have always been based on win/loss, and it's been very interesting seeing how much more people are getting interested in that because as a PvP and gamer nerd, I like looking at that stuff."
That said, there's a limit to how much the developer will share - as it might become open to abuse if the full MMR calculations ever became known. "We do have some help definitions that explain a little bit how it functions but as with many things in the game, we're not going to tell you the exact calculations," he lets us know. "That's the secret in the sauce that we have across the board for the entire game."
If you'd like to check out what's new in this latest update which completely changed how battlegrounds work in ESO, head over to the full patch notes to get the lowdown.
Why, then, does the matchmaking seem so random?
I think a better question would be: How can a matchmaking system with these two characteristics be made to appear completely random?
If the first two rules are still in effect, what could possibly be going wrong? What additional rule could be applied to this system to make it appear completely random?