Cyrodiil is about ready to crumble, and Battlegrounds aren't doing so well, either. Between MMR, garbage match making, broken queues, broken metas, Battlegrounds are just as depressing to play as Cyrodiil, despite not having the crippling lag of Cyrodiil. How have they not received any serious attention, in 3 PTS periods, despite us practically screaming at you to fix them?
How?
I'm about at the end of my rope with Battlegrounds, so as a last ditch effort to have this potentially great form of PVP receive the fixes it truly deserves, no,
needs, I'm just going to compile every problem in the one thread. Hope you guys actually read this and take everything in, because at this point, it's getting to be an actual joke.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_RobGarrett @ZOS_BrianWheelerBroken Queues
Quickest and easiest to address, so it's up first. If you're not familiar with this problem, the Battlegrounds queue can occasionally get stuck trying to find players, leaving one team a man short for potentially hours at a time, which renders the match unable to start, since one team is a man short. The only way to fix this is to either wait for the queue to fix itself (can take hours, and potentially draws more players into the match, making the problem worse), or to simply leave the match, giving you the deserter penalty and leaving you unable to queue again for another 20 minutes.
Not that bad if you have other things to do while you wait for the penalty to end, but if you've logged in specifically to do Battlegrounds -- which many of us who are vocal about this problem do log in specifically to do Battlegrounds -- it leaves you unable to do the very thing you logged in to do, in which case, why keep playing. The fix for this is dead simple, and literally just involves checking if the match is still in the "Waiting for players" stage before applying the penalty to somebody who leaves. Maybe 5-10 minutes of someone's time to fix an issue that has plagued Battlegrounds for
years.MMR
Behind broken queues, this is IMO the next most destructive thing for Battlegrounds. The idea behind MMR is great, separating players into distinct brackets based on their individual performance keeps matches interesting since matches are more well balanced, and it also keeps matches enjoyable. But the execution honestly sucks. Before I start, I want to say that everything I'm talking about is speculation based on observations from everybody in the community. Zenimax has kept MMR and its inner workings hidden, so we can only take educated guesses as to how it works. Anyways, execution.
Firstly, MMR seems to be somewhat based off of medal score, or the total points you've individually scored at the end of the match. There are so many things wrong with this, but the biggest is that this effectively makes MMR scale based on time played, alongside individual performance. A good player may earn 6k points at the end of a match, compared to a newer player who only earned 1.5k points, but because MMR is based on your points, that newer player can simply play 4 matches and earn the same 1.5k points, to match the good player's 6k. MMR should really be based off a combination of things, such as overall win/loss ratio (MMR increases when you win a match, MMR decreases when you lose a match), kill/death ratio (MMR increases as you do better at PVP, MMR decreases as you do worse at PVP), etc.
Secondly, MMR seems to never go down. This means that you'll only ever face increasingly harder and harder opponents, eventually getting to a point where every match is filled with players who easily outrank you, purely because you've played a ton of Battlegrounds. It's not like there's weekly or monthly MMR resets, so this is a huge problem for those who don't enjoy getting steamrolled, like myself. If MMR were changed to what I suggested above (being based on a number of factors), it would naturally balance itself out based on how you do. However, if MMR were to remain based on your medal score, it could balance itself out based on how many points you have compared to some median, say 3k -- if you earn more than 3k points, your MMR goes up, if you earn less than 3k points, your MMR goes down.
Thirdly, premades seem to be separated from everybody else solely through MMR inflation. This is the one that really confuses me. Basically, when you queue for a Battleground as a premade group, the individual MMR values of each player in the group seem to be averaged together to form the MMR for the group itself, and then that MMR is increased based on the size of the group. Think about it for a second, and consider how that would work with the first two points -- MMR is based on time played, and MMR never goes down. A premade has their MMR inflated to enormous heights, but your own MMR is also inflated to enormous heights, because you've played a
ton of matches. How on Earth is this meant to separate premades from solo queues? It can't. It just can't. Premade matching should be done on their own variable alongside MMR, which would properly separate them from solo queues.
Match Making
Just general match making woes. A few of these are caused by MMR, but they're still a problem with match making, IMO.
Firstly, extremely long queue times caused by obscenely high MMR brackets. Those who do Battlegrounds regularly often hit a certain point where their queue times get significantly longer, sometimes taking longer than the match itself. From what I can tell, this is caused by the MMR brackets being so wide and MMR itself being so high, that there just isn't enough players in rotation. They either need to shrink the gap between the MMR brackets so players are closer to each other, or they need to loosen up the MMR requirements for the queue to find other players.
Secondly, lack of match diversity caused by obscenely high MMR brackets. Similar to long queue times, the lack of players in rotation due to MMR also causes a lack of match diversity, where every match is always against the same dozen or so players. Like long queue times, shrinking the gap would introduce more diversity, as there are more players in rotation.
Thirdly, groups missing a 4th player for an extended period of time, sometimes even the whole match. A 3v3v4 or a 3v4v4 just isn't fun. What more can I say about it? I'd imagine that this is also caused by a lack of players in rotation due to MMR, causing the queue to take ages to find a 4th, so same fixes.
Fourth, role imbalance in matches. Healers are extremely strong in Battlegrounds, and having one can mean the difference between being basically immortal, or dropping dead at the drop of a pin. The queue doesn't seem to take role into account when forming a match, so sometimes one team can have a healer, while the other two are full DPS, often leading to an easy win for the healer's team. The queue should take role into account when forming a match, and it should attempt to balance healers between the teams, to make the match as balanced and fair as possible.