In the official Feedback thread almost anyone agrees, that a full premade is not a healthy way to fight against solo players. There is also a majority of players, that want to play with a friend again. I do both solo que and qued with friends for Battlegrounds equally so i get both concerns. The matchups we get at the moment are pretty terrible. Everyone gets almost instantly into battlegrounds, which results in extremly mixed teams. A completly new player has to fight with and against fully expirienced players. There is alot of frustration from expirienced players for not getting "good" teammates, as well there are alot of concerns for newer players that feel like they are getting stomped upon.
https://forums.elderscrollsonline.com/en/discussion/509224/pts-update-25-feedback-thread-for-battlegrounds-solo-queuing/p1@ZOS_GinaBruno It is already 2 months since solo Battlegrounds were introduced
"This is a big change to Battlegrounds matchmaking which we are executing partially in response to player feedback and partially as an experiment.This is a big change to Battlegrounds matchmaking which we are executing partially in response to player feedback and partially as an experiment."
Isnt it time to check the results and see what the players wanted?
Is it time to let people play together again
BUT also stop people from running full premades and stomp everything?
I think its time to test out duo Bgs mixed with solo que. With a maximum of
one Duo per Group.
Here is a personal suggestion how the system could be applied and possible examples for team mixups.
- MMR should be based on 3 factors: Number of Battlegrounds played per type, Average Points archieved and Winrate (because the points you archieve dont always reflect how well you did contribute to your teams success)
- MMR should never infinitly increase just by playing Battlegrounds, people should be rated in a 1 to 4 system for example
- A MMR 1 player would be a new and unexpirienced player, a MMR 4 Player would be max expirienced player with alot of games played + a good winrate+ good archievement points
The calculation for Groups could look something like this:
Duoplayers Soloplayers
(
4+2)*1,5+2+2= 13 your Teams added up MMR
With a MMR4 and a MMR2 player in a DUO that get matched up with two MMR2 solo players. Duos should always be weighted heavyer bc. two expirienced players could most likely win again 4 non expirienced players, which would give them the feel of getting stomped by a full premade. I think the multiplier should be between 1,5 and 1,8 to assure balanced matches and a fun expirience for all types of players.
an example for a Deathmatch composition could looks something like this:
Team 1
(
2+3)*1,5+3+2= 12,5
Team 2
(
3+4)*1,5+2+1= 13,5
Team 3
4+3+3+3= 13
The team without a duo group would have the highest amount of expirienced players, but would not have any coordinated duo. This would be an example for medium MMR battlegrounds. I think it would be fair if duo ques have to wait some minutes longer until they find a fitting match but that also depends on the playerpool.
A low mmr groupup could look like this:
(
2+1)*1,5+1+2= 7,5
and a max mmr groupup would look something like this:
(
3+4)*1,5+4+4= 18,5
the difference between those 2 is so big that a matchup between those 2 groups would never happen.
The biggest flaws of this system is, when more people duo Que then there are solo Queres, that means the duo ques will take longer then the solo que. But that would also show Zenimax that people really want to play with their friends again and they want more group Battleground options. Another factor is the Duo multiplier, If it is set too low the Duos will become to potent, if it is set to high people will get punished to hard for playing with their friends. Let me know what you think or how a possible multiplier should be set!
TLDR:
- Battlegrounds will become a mix of duo and solo players with a maximum of one duo per group
- the MMR will be rated by Winrate/Games played/Points archieved by the individuum
- The duo mmr will be multiplied by 1,5 to assure a balanced matchmaking (examples above)