Rizz_the_Filthy_Dino wrote: »I totally agree with having 6v6's, and I so want to derail the topic about what else I wish ZOS would do, like Guild vs Guild matches, how to handle premades, balancing executes, etc, but I won't xD.
I think the concept of having 4v4v4 is neat in concept, and follows the lore of having three factions; however, having 6v6's would be fun as well. It'd remedy getting pinched from the other team in a lot of cases since you'd be so focused on each other.
Rizz_the_Filthy_Dino wrote: »6v6's would be the optimal GvG gametype imo; however, I feel if Zenimax were to create GvG's, there would need to be a balance in moderation from Zenimax. There would need to be a banlist for spells and sets.
Honestly, and I don't know how you guys would feel about this, but I really wouldn't mind a guild system overhaul where guilds had more impact in the game. I'm talking guilds earn and controls castles or keeps, and on Fridays, they can be sieged by other guilds. If the attacking guild reaches the end of the siege and the point is taken (throne room?), that guild wins the castle. Castle wars.
Guilds could have progression and upgrade their keeps with more guards, and thus members could get passive bonuses for being apart of this guild (not a new concept to MMO's, worked great in the past with Age of Conan). If this system were put in place, then the entire CP system could be scrapped entirely. Here me out.
Having more focus on guilds would put less focus on the individual, ie gaining CP levels vs guild progression. Guild progression could be broken down into both PvP and PvE, one being GvG's and Castle Wars on Fridays, the other would be obtaining materials for keep upgrades, which in turn give those passive bonuses. Guild Level's points are allocated by the guild leader of said guild and give those bonuses out while if you don't hold a keep, you have no passives. This truly connects PvP players with the PvE community.
It's a cool concept, and I doubt everyone would agree, but it would offer an amazing change in pace from ball groups Cyrodiil and Spin to Win in BGs. We'd have entirely new metas for GvG's and Castle Wars, and it'd all tie into PvE with earning resources from fishing, dungeons, and other PvE events.
Rizz_the_Filthy_Dino wrote: »6v6's would be the optimal GvG gametype imo; however, I feel if Zenimax were to create GvG's, there would need to be a balance in moderation from Zenimax. There would need to be a banlist for spells and sets.
Honestly, and I don't know how you guys would feel about this, but I really wouldn't mind a guild system overhaul where guilds had more impact in the game. I'm talking guilds earn and controls castles or keeps, and on Fridays, they can be sieged by other guilds. If the attacking guild reaches the end of the siege and the point is taken (throne room?), that guild wins the castle. Castle wars.
Guilds could have progression and upgrade their keeps with more guards, and thus members could get passive bonuses for being apart of this guild (not a new concept to MMO's, worked great in the past with Age of Conan). If this system were put in place, then the entire CP system could be scrapped entirely. Here me out.
Having more focus on guilds would put less focus on the individual, ie gaining CP levels vs guild progression. Guild progression could be broken down into both PvP and PvE, one being GvG's and Castle Wars on Fridays, the other would be obtaining materials for keep upgrades, which in turn give those passive bonuses. Guild Level's points are allocated by the guild leader of said guild and give those bonuses out while if you don't hold a keep, you have no passives. This truly connects PvP players with the PvE community.
It's a cool concept, and I doubt everyone would agree, but it would offer an amazing change in pace from ball groups Cyrodiil and Spin to Win in BGs. We'd have entirely new metas for GvG's and Castle Wars, and it'd all tie into PvE with earning resources from fishing, dungeons, and other PvE events.
Yeah guilds in PvP are pretty pointless atm and are really no different than a random group except maybe more coordinated.
Rizz_the_Filthy_Dino wrote: »6v6's would be the optimal GvG gametype imo; however, I feel if Zenimax were to create GvG's, there would need to be a balance in moderation from Zenimax. There would need to be a banlist for spells and sets.
Honestly, and I don't know how you guys would feel about this, but I really wouldn't mind a guild system overhaul where guilds had more impact in the game. I'm talking guilds earn and controls castles or keeps, and on Fridays, they can be sieged by other guilds. If the attacking guild reaches the end of the siege and the point is taken (throne room?), that guild wins the castle. Castle wars.
Guilds could have progression and upgrade their keeps with more guards, and thus members could get passive bonuses for being apart of this guild (not a new concept to MMO's, worked great in the past with Age of Conan). If this system were put in place, then the entire CP system could be scrapped entirely. Here me out.
Having more focus on guilds would put less focus on the individual, ie gaining CP levels vs guild progression. Guild progression could be broken down into both PvP and PvE, one being GvG's and Castle Wars on Fridays, the other would be obtaining materials for keep upgrades, which in turn give those passive bonuses. Guild Level's points are allocated by the guild leader of said guild and give those bonuses out while if you don't hold a keep, you have no passives. This truly connects PvP players with the PvE community.
It's a cool concept, and I doubt everyone would agree, but it would offer an amazing change in pace from ball groups Cyrodiil and Spin to Win in BGs. We'd have entirely new metas for GvG's and Castle Wars, and it'd all tie into PvE with earning resources from fishing, dungeons, and other PvE events.
Yeah guilds in PvP are pretty pointless atm and are really no different than a random group except maybe more coordinated.
Must... resist... urge to be .. toxic....
Rizz_the_Filthy_Dino wrote: »I totally agree with having 6v6's, and I so want to derail the topic about what else I wish ZOS would do, like Guild vs Guild matches, how to handle premades, balancing executes, etc, but I won't xD.
I think the concept of having 4v4v4 is neat in concept, and follows the lore of having three factions; however, having 6v6's would be fun as well. It'd remedy getting pinched from the other team in a lot of cases since you'd be so focused on each other.
Rizz_the_Filthy_Dino wrote: »6v6's would be the optimal GvG gametype imo; however, I feel if Zenimax were to create GvG's, there would need to be a balance in moderation from Zenimax. There would need to be a banlist for spells and sets.
Honestly, and I don't know how you guys would feel about this, but I really wouldn't mind a guild system overhaul where guilds had more impact in the game. I'm talking guilds earn and controls castles or keeps, and on Fridays, they can be sieged by other guilds. If the attacking guild reaches the end of the siege and the point is taken (throne room?), that guild wins the castle. Castle wars.
Guilds could have progression and upgrade their keeps with more guards, and thus members could get passive bonuses for being apart of this guild (not a new concept to MMO's, worked great in the past with Age of Conan). If this system were put in place, then the entire CP system could be scrapped entirely. Here me out.
Having more focus on guilds would put less focus on the individual, ie gaining CP levels vs guild progression. Guild progression could be broken down into both PvP and PvE, one being GvG's and Castle Wars on Fridays, the other would be obtaining materials for keep upgrades, which in turn give those passive bonuses. Guild Level's points are allocated by the guild leader of said guild and give those bonuses out while if you don't hold a keep, you have no passives. This truly connects PvP players with the PvE community.
It's a cool concept, and I doubt everyone would agree, but it would offer an amazing change in pace from ball groups Cyrodiil and Spin to Win in BGs. We'd have entirely new metas for GvG's and Castle Wars, and it'd all tie into PvE with earning resources from fishing, dungeons, and other PvE events.
6v6 is too small to counter one of the biggest issues in BGs: premades vs PUGs. In my opinion (so, subjective) it is needed to:
a) Make BGs XvX (2 teams) only, or at least all the new ones must be like this and give the option to queue for them only.
b) Make them all medium size in terms of player numbers (8min-16max players per team) and make the maps slightly bigger with multiple points of conflict to force each team to break in at least two parts and be separated.
c) Each map to have 3 points of conflict minimum
The above allow for certain things to happen, ie since it's 8 players minimum they can still allow premades vs PUGs but maximum only 1 premade group of 4 per team. Additionally, if the teams will have to always split in order to defend/attack points, this means that the premade group might be dominating 1 point but the rest of their team needs to carry their weight or risk losing the game as their opponents might focus on the other 2 points.
As points of reference from other MMOs that successfully applied the above criteria, I would point towards Arathi Basin from WoW and Alderaan Civil War from SWTOR. I am sure other MMOs have similar maps, it's just I am more familiar with those.
Mojomonkeyman wrote: »The way ESO plays out I would be strongly opposed to team size above 4 - I feel it would require new (or heavily adjusted) modes & maps to ensure players have to spread out (and/or fulfil certain map/mode related roles, i.e.: fast roamer, heavy pointguard, etc.) and dont end up zerging every game. I ususally see no difference in 6v6 and ballgrp play - incredibly boring.
GW1 + 2 did that a lot better than eso.
6v6 is too small to counter one of the biggest issues in BGs: premades vs PUGs. In my opinion (so, subjective) it is needed to:
a) Make BGs XvX (2 teams) only, or at least all the new ones must be like this and give the option to queue for them only.
b) Make them all medium size in terms of player numbers (8min-16max players per team) and make the maps slightly bigger with multiple points of conflict to force each team to break in at least two parts and be separated.
c) Each map to have 3 points of conflict minimum
The above allow for certain things to happen, ie since it's 8 players minimum they can still allow premades vs PUGs but maximum only 1 premade group of 4 per team. Additionally, if the teams will have to always split in order to defend/attack points, this means that the premade group might be dominating 1 point but the rest of their team needs to carry their weight or risk losing the game as their opponents might focus on the other 2 points.
As points of reference from other MMOs that successfully applied the above criteria, I would point towards Arathi Basin from WoW and Alderaan Civil War from SWTOR. I am sure other MMOs have similar maps, it's just I am more familiar with those.
Mojomonkeyman wrote: »The way ESO plays out I would be strongly opposed to team size above 4 - I feel it would require new (or heavily adjusted) modes & maps to ensure players have to spread out (and/or fulfil certain map/mode related roles, i.e.: fast roamer, heavy pointguard, etc.) and dont end up zerging every game. I ususally see no difference in 6v6 and ballgrp play - incredibly boring.
GW1 + 2 did that a lot better than eso.
I think I'd prefer 3v3v3. or something that allows for more roaming, rewarding smart engagements.
the current 4v4v4 or 6v6 GvG often boils down to who can stack the most aoe, roots and snares, while timing dawnbreakers with spin to win.
Where does the assumption come from that groups of 6 or 8 would turn into a "ballgroup" when most matches are just going to be pugs? This makes absolutely no sense at all, there is zero reason to believe any match will have teams that organized unless an entire team is a full premade, which if zos is smart, won't be possible.
Groups that stack aoe do so because they're organized. You won't find the same organized groups of 8+ in instanced battlegrounds as you will in Cyrodiil where 8 people or more can queue together and form a group with a specific goal/playstyle in mind.
Honestly I get the feeling that ESO is the only pvp game a lot of players here have ever participated in when I read some of these posts.
jediodyn_ESO wrote: »3v3 adds an extra layer of strategy and unpredictability to the game.
jediodyn_ESO wrote: »3v3 adds an extra layer of strategy and unpredictability to the game.
How so? I think it hinders strategy if anything.
jediodyn_ESO wrote: »jediodyn_ESO wrote: »3v3 adds an extra layer of strategy and unpredictability to the game.
How so? I think it hinders strategy if anything.
First, I should say that one battleground that has only two teams would not be terrible to have as one of the possible battlegrounds. Variety is a good thing (usually). But, if that were the case, why not make it 7v7 (14 players) instead of just 6v6? The game can certainly handle 15 people in a match.
To answer your question:
In Deathmatch games, 3v3 means that teams need to constantly be considering positioning not to get "sandwiched' between the other two teams. Additionally, your team needs to consider which targets to eliminate of the other two teams, when to engage, and respawn. There is actually a lot of strategy that could be (but is rarely) applied.
In Domination and Crazy King 3v3 means you need to constantly be weighing the value of continuing to fight for the flag you're after of moving to another flag, it also means you need to decide how to separate your team and which part should hold which flag while the other part (or parts capture or hold other flags). Ive seen many good teams lose a match because they spend too long totally wrecking a respawning team on the flag nearest that team's spawn point while the third team caps the entire match.
For Capture the Relic, the added layer of strategy should be obvious. You need to pick and choose who's relic is really the best grab and at what time it will be best. Its actually super fun to try and sneak in and make a grab & dash when two other teams are fighting. Additionally you need strategy in which relic you prioritize base on who is winning, and when to actually cap the relic you've taken. I've seen many matches lost because one team caps a relic too soon, when holding it for just a few moments longer would mean one of the opposing teams dropping the relic they have and not getting any points. Also, sometimes the weakest team is not the best grab, or the best strategy is to ambush the runner instead of trying to be the one grabbing from the base.
Chaosball probably has the least amount of strategy since most teams just grab the ball and run it to their respawn (its lame that this is usually, although not always, the best defense btw). However, even in Chaosball it means you need to have a little bit of strategy. If you die with the ball and your team is dead, you don't want the next highest team to get that ball, also when going for the ball carrier, you need to strategize if its better to kill some of the other enemy team before going for the ball carrier and or delay your attack until both of the other teams are weakened. As defenders you need to decide if its better to totally wipe out one of the enemy teams first, or priorize certian players over others.
So yeah, 3v3 adds strategy and unpredicatbility to what would be a much simpler game if it was just 1v1.
jediodyn_ESO wrote: »jediodyn_ESO wrote: »3v3 adds an extra layer of strategy and unpredictability to the game.
How so? I think it hinders strategy if anything.
First, I should say that one battleground that has only two teams would not be terrible to have as one of the possible battlegrounds. Variety is a good thing (usually). But, if that were the case, why not make it 7v7 (14 players) instead of just 6v6? The game can certainly handle 15 people in a match.
To answer your question:
In Deathmatch games, 3v3 means that teams need to constantly be considering positioning not to get "sandwiched' between the other two teams. Additionally, your team needs to consider which targets to eliminate of the other two teams, when to engage, and respawn. There is actually a lot of strategy that could be (but is rarely) applied.
In Domination and Crazy King 3v3 means you need to constantly be weighing the value of continuing to fight for the flag you're after of moving to another flag, it also means you need to decide how to separate your team and which part should hold which flag while the other part (or parts capture or hold other flags). Ive seen many good teams lose a match because they spend too long totally wrecking a respawning team on the flag nearest that team's spawn point while the third team caps the entire match.
For Capture the Relic, the added layer of strategy should be obvious. You need to pick and choose who's relic is really the best grab and at what time it will be best. Its actually super fun to try and sneak in and make a grab & dash when two other teams are fighting. Additionally you need strategy in which relic you prioritize base on who is winning, and when to actually cap the relic you've taken. I've seen many matches lost because one team caps a relic too soon, when holding it for just a few moments longer would mean one of the opposing teams dropping the relic they have and not getting any points. Also, sometimes the weakest team is not the best grab, or the best strategy is to ambush the runner instead of trying to be the one grabbing from the base.
Chaosball probably has the least amount of strategy since most teams just grab the ball and run it to their respawn (its lame that this is usually, although not always, the best defense btw). However, even in Chaosball it means you need to have a little bit of strategy. If you die with the ball and your team is dead, you don't want the next highest team to get that ball, also when going for the ball carrier, you need to strategize if its better to kill some of the other enemy team before going for the ball carrier and or delay your attack until both of the other teams are weakened. As defenders you need to decide if its better to totally wipe out one of the enemy teams first, or priorize certian players over others.
So yeah, 3v3 adds strategy and unpredicatbility to what would be a much simpler game if it was just 1v1.
3v3v3 is the same as 4v4v4 but with more lopsided matches because of smaller team sizes. It would be even worse than what we have now, and that would be quite the achievement.