Yo mate,
2. I think there should be still a 4v4v4 Deathmatch and a 4v4 for hardcore groups. When you change DM to only 4v4 it would not gonna work. In a 4v4v4 you can focus on one team when the other one is to strong for you so you still can get some kills. 4v4 against an group wich totally dominates would be very frustrating.
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Hello, id like to suggest few ideas how Battlegrounds should be reworked to attract more players into them. To every idea ill provide short explanation.
@ZOS_RichLambert @ZOS_Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom
General changes
1. Option to queue for specific game modes - if players choose to play only 1 or 2 game modes instead queue for all of them its their decision for longer queue timers. Many players dislike specific game modes and either abandon them or dont queue at all to avoid them.
Group sizes
1. Full 4 man groups should be matched against other full 4 man groups. Team of 3 would be also in that bracket, which would encourage them to look for additional missing player in guild or zones and self organize to higher standard.
2. Solo or duo players should be assigned to matches also filled with solo or duo players, with system splitting duos equally to every participating team if possible.
3. In deathmatch for groups of 3-4 players there should be just 2 teams total instead current 3 - that would make this game mode more hardcore and demanding (that would boost a lot actual creation of organized 4 man teams that can later on carry to Cyrodiil and generate smaller scale battles there too). One team against another, full focus and fight for the win without worrying about third team coming out of stealth with ulti spam when fight is in full peak.
Deathmatch
5. Remove sigil - its about players killing players with their builds and skills, not silly rush to sigil for free double damage.
Domination
1. Points should be generated only if at least one alive team member is in flag radius. Right now, this game mode together with relic run is far from actual pvp as possible. Usually team that engage other teams and try to take objectives by force loose the match, while teams avoiding fight for any cost and running to empty objectives win the match, often times with 0 kills done total.
2. Killing players in objective radius should reward points towards final win, aprox 10-20 would be good enough but not too much. It would reward fighting to capture and defend objectives instead rush to empty ones for free points.
Relic
1. Player holding ball receives 30% speed debuff, its immune to any speed buffs (no matter sets or skills) and cant use charge/movement abilites (like nature graps to pull himself to fast moving ally) - right now this type of bg is dominated by mindless speed builds - dodge+sprint spam stacked with Evasion makes close to impossible to catch and kill to retrieve ball. This game mode should be about smart team play and escorting ball carrier, while peeling off attackers, not just mindless sprint.
Chaosball
1. This game mode is more or less well balanced right now.
BANK_IT_HERE wrote: »1) having a true skill based leaderboard system separate from general public matches - like Black Ops 2. You could have 1 for solo and one for a team.Hello, id like to suggest few ideas how Battlegrounds should be reworked to attract more players into them. To every idea ill provide short explanation.
@ZOS_RichLambert @ZOS_Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom
General changes
1. Option to queue for specific game modes - if players choose to play only 1 or 2 game modes instead queue for all of them its their decision for longer queue timers. Many players dislike specific game modes and either abandon them or dont queue at all to avoid them.
Group sizes
1. Full 4 man groups should be matched against other full 4 man groups. Team of 3 would be also in that bracket, which would encourage them to look for additional missing player in guild or zones and self organize to higher standard.
2. Solo or duo players should be assigned to matches also filled with solo or duo players, with system splitting duos equally to every participating team if possible.
3. In deathmatch for groups of 3-4 players there should be just 2 teams total instead current 3 - that would make this game mode more hardcore and demanding (that would boost a lot actual creation of organized 4 man teams that can later on carry to Cyrodiil and generate smaller scale battles there too). One team against another, full focus and fight for the win without worrying about third team coming out of stealth with ulti spam when fight is in full peak.
Deathmatch
5. Remove sigil - its about players killing players with their builds and skills, not silly rush to sigil for free double damage.
Domination
1. Points should be generated only if at least one alive team member is in flag radius. Right now, this game mode together with relic run is far from actual pvp as possible. Usually team that engage other teams and try to take objectives by force loose the match, while teams avoiding fight for any cost and running to empty objectives win the match, often times with 0 kills done total.
2. Killing players in objective radius should reward points towards final win, aprox 10-20 would be good enough but not too much. It would reward fighting to capture and defend objectives instead rush to empty ones for free points.
Relic
1. Player holding ball receives 30% speed debuff, its immune to any speed buffs (no matter sets or skills) and cant use charge/movement abilites (like nature graps to pull himself to fast moving ally) - right now this type of bg is dominated by mindless speed builds - dodge+sprint spam stacked with Evasion makes close to impossible to catch and kill to retrieve ball. This game mode should be about smart team play and escorting ball carrier, while peeling off attackers, not just mindless sprint.
Chaosball
1. This game mode is more or less well balanced right now.
BANK_IT_HERE wrote: »1) having a true skill based leaderboard system separate from general public matches - like Black Ops 2. You could have 1 for solo and one for a team.Hello, id like to suggest few ideas how Battlegrounds should be reworked to attract more players into them. To every idea ill provide short explanation.
@ZOS_RichLambert @ZOS_Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom
General changes
1. Option to queue for specific game modes - if players choose to play only 1 or 2 game modes instead queue for all of them its their decision for longer queue timers. Many players dislike specific game modes and either abandon them or dont queue at all to avoid them.
Group sizes
1. Full 4 man groups should be matched against other full 4 man groups. Team of 3 would be also in that bracket, which would encourage them to look for additional missing player in guild or zones and self organize to higher standard.
2. Solo or duo players should be assigned to matches also filled with solo or duo players, with system splitting duos equally to every participating team if possible.
3. In deathmatch for groups of 3-4 players there should be just 2 teams total instead current 3 - that would make this game mode more hardcore and demanding (that would boost a lot actual creation of organized 4 man teams that can later on carry to Cyrodiil and generate smaller scale battles there too). One team against another, full focus and fight for the win without worrying about third team coming out of stealth with ulti spam when fight is in full peak.
Deathmatch
5. Remove sigil - its about players killing players with their builds and skills, not silly rush to sigil for free double damage.
Domination
1. Points should be generated only if at least one alive team member is in flag radius. Right now, this game mode together with relic run is far from actual pvp as possible. Usually team that engage other teams and try to take objectives by force loose the match, while teams avoiding fight for any cost and running to empty objectives win the match, often times with 0 kills done total.
2. Killing players in objective radius should reward points towards final win, aprox 10-20 would be good enough but not too much. It would reward fighting to capture and defend objectives instead rush to empty ones for free points.
Relic
1. Player holding ball receives 30% speed debuff, its immune to any speed buffs (no matter sets or skills) and cant use charge/movement abilites (like nature graps to pull himself to fast moving ally) - right now this type of bg is dominated by mindless speed builds - dodge+sprint spam stacked with Evasion makes close to impossible to catch and kill to retrieve ball. This game mode should be about smart team play and escorting ball carrier, while peeling off attackers, not just mindless sprint.
Chaosball
1. This game mode is more or less well balanced right now.
Knew i forgot about something in my post... Of course current leaderboard system solely based on amount matches played is bad. Id suggest system that includes win/loss ratio and require at least 10-15 games to place players on leaderboard. To avoid people playing few easy games and topping leaderboard to never queue again in that cycle.
BANK_IT_HERE wrote: »BANK_IT_HERE wrote: »1) having a true skill based leaderboard system separate from general public matches - like Black Ops 2. You could have 1 for solo and one for a team.Hello, id like to suggest few ideas how Battlegrounds should be reworked to attract more players into them. To every idea ill provide short explanation.
@ZOS_RichLambert @ZOS_Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom
General changes
1. Option to queue for specific game modes - if players choose to play only 1 or 2 game modes instead queue for all of them its their decision for longer queue timers. Many players dislike specific game modes and either abandon them or dont queue at all to avoid them.
Group sizes
1. Full 4 man groups should be matched against other full 4 man groups. Team of 3 would be also in that bracket, which would encourage them to look for additional missing player in guild or zones and self organize to higher standard.
2. Solo or duo players should be assigned to matches also filled with solo or duo players, with system splitting duos equally to every participating team if possible.
3. In deathmatch for groups of 3-4 players there should be just 2 teams total instead current 3 - that would make this game mode more hardcore and demanding (that would boost a lot actual creation of organized 4 man teams that can later on carry to Cyrodiil and generate smaller scale battles there too). One team against another, full focus and fight for the win without worrying about third team coming out of stealth with ulti spam when fight is in full peak.
Deathmatch
5. Remove sigil - its about players killing players with their builds and skills, not silly rush to sigil for free double damage.
Domination
1. Points should be generated only if at least one alive team member is in flag radius. Right now, this game mode together with relic run is far from actual pvp as possible. Usually team that engage other teams and try to take objectives by force loose the match, while teams avoiding fight for any cost and running to empty objectives win the match, often times with 0 kills done total.
2. Killing players in objective radius should reward points towards final win, aprox 10-20 would be good enough but not too much. It would reward fighting to capture and defend objectives instead rush to empty ones for free points.
Relic
1. Player holding ball receives 30% speed debuff, its immune to any speed buffs (no matter sets or skills) and cant use charge/movement abilites (like nature graps to pull himself to fast moving ally) - right now this type of bg is dominated by mindless speed builds - dodge+sprint spam stacked with Evasion makes close to impossible to catch and kill to retrieve ball. This game mode should be about smart team play and escorting ball carrier, while peeling off attackers, not just mindless sprint.
Chaosball
1. This game mode is more or less well balanced right now.
Knew i forgot about something in my post... Of course current leaderboard system solely based on amount matches played is bad. Id suggest system that includes win/loss ratio and require at least 10-15 games to place players on leaderboard. To avoid people playing few easy games and topping leaderboard to never queue again in that cycle.
It should be w/l ratio, k/d and score.
Also, on a separate note, you shouldn't be able to attack from your spawn. This happened the other day. We were fighting one team near the spawn of another team. And the other team was spamming snipe from above...untouchable. Stupid.
DosPanchos wrote: »I like your suggestions on the games themselves. Splitting up the que, however, is iffy due to population...
DosPanchos wrote: »I like your suggestions on the games themselves. Splitting up the que, however, is iffy due to population...
DeadlyRecluse wrote: »I see the same players in 2/3 matches whenever I stick my toe into battlegrounds. In off-hours, sometimes it's literally the same 12 people over and over again.
In an ideal world, I want to be able to pick CP or noCP, premade or pug, and gamemode. Really granular menu options!
...But I see nothing to suggest that the current queue population supports that, and I doubt ANY options will bring enough players into the mix to make it viable to run multiple queues (premades vs pugs is the only one I think might actually have meat to it). I'd love to be proven wrong, though.
DeadlyRecluse wrote: »I see the same players in 2/3 matches whenever I stick my toe into battlegrounds. In off-hours, sometimes it's literally the same 12 people over and over again.
In an ideal world, I want to be able to pick CP or noCP, premade or pug, and gamemode. Really granular menu options!
...But I see nothing to suggest that the current queue population supports that, and I doubt ANY options will bring enough players into the mix to make it viable to run multiple queues (premades vs pugs is the only one I think might actually have meat to it). I'd love to be proven wrong, though.
Thats why i suggested plenty other changes. Half of the game modes penalize pvping - domination and relic. Deathmatch is driven by rush to sigil for free double damage, it shouldnt be like that. They have to center bgs around actual pvp and teamplay and you will see influx of players instantly.
DeadlyRecluse wrote: »DeadlyRecluse wrote: »I see the same players in 2/3 matches whenever I stick my toe into battlegrounds. In off-hours, sometimes it's literally the same 12 people over and over again.
In an ideal world, I want to be able to pick CP or noCP, premade or pug, and gamemode. Really granular menu options!
...But I see nothing to suggest that the current queue population supports that, and I doubt ANY options will bring enough players into the mix to make it viable to run multiple queues (premades vs pugs is the only one I think might actually have meat to it). I'd love to be proven wrong, though.
Thats why i suggested plenty other changes. Half of the game modes penalize pvping - domination and relic. Deathmatch is driven by rush to sigil for free double damage, it shouldnt be like that. They have to center bgs around actual pvp and teamplay and you will see influx of players instantly.
Yeah, and I don't think many reasonable people disagree that domination and relic are bad modes and that DM sigil is dumb. But unless they make those changes first and it brings enough people back to enable splitting queues, I don't see splitting queues as a good idea.
DeadlyRecluse wrote: »DeadlyRecluse wrote: »I see the same players in 2/3 matches whenever I stick my toe into battlegrounds. In off-hours, sometimes it's literally the same 12 people over and over again.
In an ideal world, I want to be able to pick CP or noCP, premade or pug, and gamemode. Really granular menu options!
...But I see nothing to suggest that the current queue population supports that, and I doubt ANY options will bring enough players into the mix to make it viable to run multiple queues (premades vs pugs is the only one I think might actually have meat to it). I'd love to be proven wrong, though.
Thats why i suggested plenty other changes. Half of the game modes penalize pvping - domination and relic. Deathmatch is driven by rush to sigil for free double damage, it shouldnt be like that. They have to center bgs around actual pvp and teamplay and you will see influx of players instantly.
Yeah, and I don't think many reasonable people disagree that domination and relic are bad modes and that DM sigil is dumb. But unless they make those changes first and it brings enough people back to enable splitting queues, I don't see splitting queues as a good idea.
Todays stream will be with ppl responsible for the changes bgs need. Will see if they bother to adress it or only praise new op proc sets.
Snipers (archers) shouldn't be able to hit enemies capturing their flag from the safety of their spawn point (where they can't be reached by any melee attacks).
My biggest frustration is overwhelming odds. You go in there solo qua, and if just one of those groups stick together it's a wrap. Having just two teams in no CP I feel would be very well balanced. Atleast for the non deathmatch games. Deathmatch I can understand having so many players. Always going into a battleground outnumbered turns the new players away, and the old players who have a full friends list will always dominate the little guys who have just reached 50 on their first toon. Gets old quick