Is it really that hard to put together a group of four?
I solo queue all the time. When I notice a bunch of premades getting on, I'll start building my own premade of players from PUGs that are good.
I really don't want everyone to be random because then there's always the chance that I'll get stuck without a decent healer... crazy how hard it is to win when you don't have a magplar in the group.
If they make a solo queue only option, I'll never join it. It'll just be a roll of the dice on the team composition... better to make my own premade than deal with that.
Is it really that hard to put together a group of four?
I solo queue all the time. When I notice a bunch of premades getting on, I'll start building my own premade of players from PUGs that are good.
I really don't want everyone to be random because then there's always the chance that I'll get stuck without a decent healer... crazy how hard it is to win when you don't have a magplar in the group.
If they make a solo queue only option, I'll never join it. It'll just be a roll of the dice on the team composition... better to make my own premade than deal with that.
Really? No one appreciates my healer in BGs lol.
I've never seen any aspect of a game implemented worse than BGs.
I really think it has the potential to be the best PvP mode but it lacks so many standard features that it just comes off as incomplete.
Sadly I doubt they will even try to improve it. Hope I'm wrong...
We need two things: a fair match matching, and .
1 - the ability to choose "playing leaderboard" or "just for fun" as it is in ES Legends, for exemple
after that :
2 - diferent queues for premade or solo
and then, a correct match matching.
IxskullzxI wrote: »We need two things: a fair match matching, and .
1 - the ability to choose "playing leaderboard" or "just for fun" as it is in ES Legends, for exemple
after that :
2 - diferent queues for premade or solo
and then, a correct match matching.
I just don't think the population is high enough to implement that. It would probably take forever to find a game.
What you say about having the full pressure of a 4 man stambuild premade doesn't necessarily have to be true if you don't limit teams to 4 people each. 4v4 is very likely to be a miserable experience when it's a premade group vs a group of pugs, but 8v8 or 12v12 (on larger maps) is not. Premade groups being limited to 4 people when queueing would mean that all premades would queue in with pugs, and hopefully if two premades were queueing, each team would get a premade group, so you would end up with one premade and one or two pug groups vs one premade and one or two pug groups.
Rift did this very well. Despite the game's shortcomings in a lot of areas and it's population that was a fraction of what ESO has now (even years ago), it's instanced pvp was wildly more popular than BG's in ESO and a major reason (or the only reason) a lot of people logged on.
I spent over a few years interacting with the developers from Rift along with a handful of other serious, active PVPers in the game via a skype channel to help with balance changes, and that gave me a good chance to learn the ins and outs of what does and does not lead to balanced matchmaking in MMO PVP, and they ended up with a very reliable ELO system that kept everyone besides a few outliers (like myself) very close to a 50% win rate. My comments above are a reflection of my experience there, and IMO ZOS could learn a lot from that them, or players like myself, if they took the chance and listened.
Eventually having larger maps and two team game modes, while opening up instanced pvp to people who haven't bought Morrowind, would also be a step forward to hugely increasing the popularity of this kind of game mode and player retention in general. In Rift, simply queueing for bg's over and over again was a viable way to level and get experience. Even with matchmaking brackets every 10 levels or so (10-20, 21-30, etc), queues were instant 24 hours out of the day for years. More things to do/different ways to level and play with others is always a good thing for any MMO when it comes to player retention.
sorry for the wall of text lol
Reposting my comment from the thread I made about the issues with 4v4v4 here:What you say about having the full pressure of a 4 man stambuild premade doesn't necessarily have to be true if you don't limit teams to 4 people each. 4v4 is very likely to be a miserable experience when it's a premade group vs a group of pugs, but 8v8 or 12v12 (on larger maps) is not. Premade groups being limited to 4 people when queueing would mean that all premades would queue in with pugs, and hopefully if two premades were queueing, each team would get a premade group, so you would end up with one premade and one or two pug groups vs one premade and one or two pug groups.
Rift did this very well. Despite the game's shortcomings in a lot of areas and it's population that was a fraction of what ESO has now (even years ago), it's instanced pvp was wildly more popular than BG's in ESO and a major reason (or the only reason) a lot of people logged on.
I spent over a few years interacting with the developers from Rift along with a handful of other serious, active PVPers in the game via a skype channel to help with balance changes, and that gave me a good chance to learn the ins and outs of what does and does not lead to balanced matchmaking in MMO PVP, and they ended up with a very reliable ELO system that kept everyone besides a few outliers (like myself) very close to a 50% win rate. My comments above are a reflection of my experience there, and IMO ZOS could learn a lot from that them, or players like myself, if they took the chance and listened.
Eventually having larger maps and two team game modes, while opening up instanced pvp to people who haven't bought Morrowind, would also be a step forward to hugely increasing the popularity of this kind of game mode and player retention in general. In Rift, simply queueing for bg's over and over again was a viable way to level and get experience. Even with matchmaking brackets every 10 levels or so (10-20, 21-30, etc), queues were instant 24 hours out of the day for years. More things to do/different ways to level and play with others is always a good thing for any MMO when it comes to player retention.
sorry for the wall of text lol
It's the game mode itself. You are never, ever going to have balanced matches with 4 person pugs vs 4 person premades. Ever.
Premades must queue against premades, but for 4v4v4, you need *three* premade groups for this to happen. The entire system needs to be reworked into larger maps and only two teams, with 8v8 or 12v12 depending on map size, or bg's will never be popular.
Reposting my comment from the thread I made about the issues with 4v4v4 here:What you say about having the full pressure of a 4 man stambuild premade doesn't necessarily have to be true if you don't limit teams to 4 people each. 4v4 is very likely to be a miserable experience when it's a premade group vs a group of pugs, but 8v8 or 12v12 (on larger maps) is not. Premade groups being limited to 4 people when queueing would mean that all premades would queue in with pugs, and hopefully if two premades were queueing, each team would get a premade group, so you would end up with one premade and one or two pug groups vs one premade and one or two pug groups.
Rift did this very well. Despite the game's shortcomings in a lot of areas and it's population that was a fraction of what ESO has now (even years ago), it's instanced pvp was wildly more popular than BG's in ESO and a major reason (or the only reason) a lot of people logged on.
I spent over a few years interacting with the developers from Rift along with a handful of other serious, active PVPers in the game via a skype channel to help with balance changes, and that gave me a good chance to learn the ins and outs of what does and does not lead to balanced matchmaking in MMO PVP, and they ended up with a very reliable ELO system that kept everyone besides a few outliers (like myself) very close to a 50% win rate. My comments above are a reflection of my experience there, and IMO ZOS could learn a lot from that them, or players like myself, if they took the chance and listened.
Eventually having larger maps and two team game modes, while opening up instanced pvp to people who haven't bought Morrowind, would also be a step forward to hugely increasing the popularity of this kind of game mode and player retention in general. In Rift, simply queueing for bg's over and over again was a viable way to level and get experience. Even with matchmaking brackets every 10 levels or so (10-20, 21-30, etc), queues were instant 24 hours out of the day for years. More things to do/different ways to level and play with others is always a good thing for any MMO when it comes to player retention.
sorry for the wall of text lol
It's the game mode itself. You are never, ever going to have balanced matches with 4 person pugs vs 4 person premades. Ever.
Premades must queue against premades, but for 4v4v4, you need *three* premade groups for this to happen. The entire system needs to be reworked into larger maps and only two teams, with 8v8 or 12v12 depending on map size, or bg's will never be popular.
8v8 or 12v12.
I'll assume you're being serious.
You miss the concept of BGs altogether, this is supposed to be small-scale. At least we have that much right now and you want it to be taken away
Go to Cyro for your Zergfest
Reposting my comment from the thread I made about the issues with 4v4v4 here:What you say about having the full pressure of a 4 man stambuild premade doesn't necessarily have to be true if you don't limit teams to 4 people each. 4v4 is very likely to be a miserable experience when it's a premade group vs a group of pugs, but 8v8 or 12v12 (on larger maps) is not. Premade groups being limited to 4 people when queueing would mean that all premades would queue in with pugs, and hopefully if two premades were queueing, each team would get a premade group, so you would end up with one premade and one or two pug groups vs one premade and one or two pug groups.
Rift did this very well. Despite the game's shortcomings in a lot of areas and it's population that was a fraction of what ESO has now (even years ago), it's instanced pvp was wildly more popular than BG's in ESO and a major reason (or the only reason) a lot of people logged on.
I spent over a few years interacting with the developers from Rift along with a handful of other serious, active PVPers in the game via a skype channel to help with balance changes, and that gave me a good chance to learn the ins and outs of what does and does not lead to balanced matchmaking in MMO PVP, and they ended up with a very reliable ELO system that kept everyone besides a few outliers (like myself) very close to a 50% win rate. My comments above are a reflection of my experience there, and IMO ZOS could learn a lot from that them, or players like myself, if they took the chance and listened.
Eventually having larger maps and two team game modes, while opening up instanced pvp to people who haven't bought Morrowind, would also be a step forward to hugely increasing the popularity of this kind of game mode and player retention in general. In Rift, simply queueing for bg's over and over again was a viable way to level and get experience. Even with matchmaking brackets every 10 levels or so (10-20, 21-30, etc), queues were instant 24 hours out of the day for years. More things to do/different ways to level and play with others is always a good thing for any MMO when it comes to player retention.
sorry for the wall of text lol
It's the game mode itself. You are never, ever going to have balanced matches with 4 person pugs vs 4 person premades. Ever.
Premades must queue against premades, but for 4v4v4, you need *three* premade groups for this to happen. The entire system needs to be reworked into larger maps and only two teams, with 8v8 or 12v12 depending on map size, or bg's will never be popular.
This is not just an issue that will be fixed by a ranking system by itself, the nature of small scale pvp on small maps will always lead to premades pug stomping unless they are queued in WITH pugs on their own team. Even with 4v4v4 and three premades, a ranking system needs a very large population to balance these matches out, as some premades will just be a group of friends, while other premades will be a group of pvpers in voip building a well balanced group.
With a reliable ELO matchmaking/ranking system and two teams, you will end up with fairly balanced matches, but only with larger teams. This leads to high ELO premades being queued in with low ELO pugs, against an entire opposing team of average ELO pugs, leading towards a more balanced match.
Actual 4v4 could be left as a very competitive ranked type mode, with a group queue option and a solo queue option. The rest (8v8, 12v12) would be mostly non-competitive and just for fun. This gives everyone who wants to enjoy instanced pvp options to do that in many different ways.
All of that said, gatekeeping BG's with an expansion will lead to less players, less interest, and less balanced matches due to a smaller player pool regardless of how the matches work. If BG's were eventually opened up to everyone, we'd see much more balanced matches too.
Even from a premade standpoint queuing vs other premades is preferable. If you talk to the premade players they desperately want to play against other strong premades and not have these PuG slaughter fests...
Even from a premade standpoint queuing vs other premades is preferable. If you talk to the premade players they desperately want to play against other strong premades and not have these PuG slaughter fests...
This is true. Lately, due to low populations, I've been talking to other premade group leaders before putting a group together. If there aren't any other premades on, I still might run one, but we'll go without a healplar
Is it really that hard to put together a group of four?
I solo queue all the time. When I notice a bunch of premades getting on, I'll start building my own premade of players from PUGs that are good.
I really don't want everyone to be random because then there's always the chance that I'll get stuck without a decent healer... crazy how hard it is to win when you don't have a magplar in the group.
If they make a solo queue only option, I'll never join it. It'll just be a roll of the dice on the team composition... better to make my own premade than deal with that.
CP in BGs would be disastrous. There are too many "troll builds" or unkillable builds that are possible in CP but not in No CP.CatchMeTrolling wrote: »The population isn't as high because it's no cp , plenty of people said they wouldn't play because of it . Premades can be annoying but not to the point that it's off putting.
CatchMeTrolling wrote: »The population isn't as high because it's no cp , plenty of people said they wouldn't play because of it . Premades can be annoying but not to the point that it's off putting.
CatchMeTrolling wrote: »The population isn't as high because it's no cp , plenty of people said they wouldn't play because of it . Premades can be annoying but not to the point that it's off putting.
The population isn't as high because it requires another purchase of majority pve content. Pvpers have spoken with their wallets. If they tied battlegrounds to the subscription then you will see more popularity.
**Please note: I preordered Morrowind, have a constant subscription, and buy crowns so this isn't a plea from a cheap scrub.
CatchMeTrolling wrote: »The population isn't as high because it's no cp , plenty of people said they wouldn't play because of it . Premades can be annoying but not to the point that it's off putting.
The population isn't as high because it requires another purchase of majority pve content. Pvpers have spoken with their wallets. If they tied battlegrounds to the subscription then you will see more popularity.
**Please note: I preordered Morrowind, have a constant subscription, and buy crowns so this isn't a plea from a cheap scrub.
Prince_of_all_Pugs wrote: »well to combat this premade meta, ive made a BG guild Called SoS on PC NA, we are doing pretty good thanks to my experienced team!