I disagree. Leave the queues as they are or make the random truly random. I don't want want to queue for group DM solo to get stuck with potatoes over and over against pre mades.
A better solution would be to adjust objective modes to be fun. Reduce the flag numbers in Domination and crazy king. Give more points for defending. Increase the damage done by the chaosball. Make it impossible to hold for longer than a set amount of time. Reduce the number of relics and increase points for defending.
Probably the most important thing is educate new players on how to pvp. Teach them about buffs and debuffs and active healing and defence.
trackdemon5512 wrote: »I rather like what GTA has done. When you queue into PVP mini game modes the group is given a chance to choose the next mode. However after a single match the previously played stage or game type is disabled. Allows for group choice and keeps modes in a viable rotation.
McTaterskins wrote: »2. I'm not sure how group vs. solo is related? Could you elaborate as to why you think what you described is related and contributing to potential queue and/or population problems? Are you saying some folks don't like all DM because of group queue?
McTaterskins wrote: »Nice. Personally I think the two pools should be separated. Regardless of the random queue most likely having a lower population. Agreed on the rest.
McTaterskins wrote: »2. I'm not sure how group vs. solo is related? Could you elaborate as to why you think what you described is related and contributing to potential queue and/or population problems? Are you saying some folks don't like all DM because of group queue?McTaterskins wrote: »Nice. Personally I think the two pools should be separated. Regardless of the random queue most likely having a lower population. Agreed on the rest.
Did you miss my breakdown? ZOS says we can't have what you're asking for because there's not enough population to sustain Solo and Group versions of DM and Objective queues.
So, Solo vs Group has a lot to do with people not having a specific queue for Objective Modes.
Seems like people don't understand what the issue is. According to ZOS, if the "Random Queue" we have now stopped backfilling some partially filled Deathmatch games from the DM-Only queue, there would be times it would NEVER pop. ZOS doesn't want that to happen, so they're making it backfill DM-Only queue matches so it always pops, even if that means the majority will be DM anyway, because that's what the vast majority want and have always wanted.
So as an objective gamer, do you want solo queues or to be able to queue only for Objective Modes?
If you want to make Obj Modes good and have more people queue organically, I would drop the 3-Team idea from BGs. Head-to-head objectives like basically any competitive PvP game you can think of.
If you want to keep the 3-Team system we have, thus needing obj modes to be kept alive artificially, then I'd increase the rewards for queueing Random. Basically pay people to queue.
I disagree. Leave the queues as they are or make the random truly random. I don't want want to queue for group DM solo to get stuck with potatoes over and over against pre mades.
A better solution would be to adjust objective modes to be fun. Reduce the flag numbers in Domination and crazy king. Give more points for defending. Increase the damage done by the chaosball. Make it impossible to hold for longer than a set amount of time. Reduce the number of relics and increase points for defending.
Probably the most important thing is educate new players on how to pvp. Teach them about buffs and debuffs and active healing and defence.
McTaterskins wrote: »What about this?
"Random Queue" only or Split DM queue to on its own.
Random Queue = 3 game modes available:
Always DM
Rotating Land Grab: Between Crazy King and Domination (Or just eliminate domination lolol)
Rotating Capture: Between Chaos Ball and Capture the Relic.
Allows for more DMs.
Allows for people to get achievements for the other modes.
Shakes things up. Different modes every month while the crowd favorite is still always available.
Random Queue will see more use as DM will be seen more often.
My opinion:
While I do believe DM is the most popular across the board, I think it is underestimated as to how many players don't exactly want the same game mode every time. Just due to boredom or monotony. It doesn't change whether or not people think it's the best game mode. I myself would be 1,000% happy if I could manage DM, Crazy King, which are my two closest favorites, and every once in a while, a Capture the Relic. But that's my preference. Crazy King tends to funnel the fighting. Good matches really give that "king of the hill" feeling. Which is awesome.
Was I ok with all DM for a while? Sure was. I'm still "ok" with it, but that has become closer to "meh". Only due to just eventually getting bored with it. If 1 in 3 of my games were Crazy King, with the rest being DM? I'd never stop queueing up. But those are my preferences. Obviously can't speak for everyone else.
However, I still queue up for a couplefew matches every evening. Cuz I love it. I just find myself taking more breaks now or doing other odd things in between. So... not really the end of the world.
I just feel like there's a solution. Not saying the one I suggested. Just saying, there are several avenues that can be taken and one or more should be taken sooner rather than later.
Thoughts? We should discuss what actually could work. Lets really try and contribute here folks.
(This isn't intended to be an 'omg just do DM only cuz its the best / OMG DM sucks Objectives or else!' argument thread.)
How do you know you're fighting premades?
If the MMR system wasn't garbage you wouldn't get stuck with potatoes on your team vs premades. Getting potatoes on your team vs teams full of good players happens even in the solo queue with the current system we have. Stop blaming the group queue for problems brought by the trash MMR system. Also, don't get me started on the 1vX culture this game's community fosters, which hurts the average BG team of randos vs a group. Solos, Duos, Trios and combinations of all beat full groups in MOBAs all the time.
ZOS copy-pasted rule sets for Head-to-Head objective arenas into their 3 team arena. As we are now, instead of paying someone to come up with 3 team arena rulesets that are good PvP, the easiest solution would be to scrap the 3 team system and just turn BGs into Head-to-Head arenas like every other game. ZOS tried to fix what wasn't broken.
thesarahandcompany wrote: »
This doesn't get at the fundamental issue that objective modes are unengaging. The DM community has been pretty consistent with its views that we need to quit talking about queues and trying fifty-million-and-one ways to redo the queues, and instead need to talk about ways to make objective modes more engaging and eliminating the three team structure.
We play deathmatch because it's the most engaging form for BG pvp. It's time to move on from endless debate about queues that are just fighting for crumbs in the end.
ZOS needs to deliver new, engaging content. We haven't had a serious PVP update in forever besides some new sets that are never tested appropriately that a barebones mmo released and caused the BG community to die out mostly.
I'd rather just delete objective modes before changing the queue here as you suggest.
I also feel that ZOS should at least try what happens when they don't backfill the DM-only queue with the Random queue. Just try it for a patch and see if it has any effect. Merge the Group and Solo Random queues if they have to. Just try it. It's not like they're shy about running tests on live. (cough Cyrodiil cough).
You queue solo and go up against a premade 4 BGs in a row? Do you get 25+ minute queues as a solo queuer?Can usually have a pretty good guess when fighting against a coordinated group. First against the same team 4 bgs in a row also makes me suspicious.
Also, don't get me started on the 1vX culture this game's community fosters, which hurts the average BG team of randos vs a group.
GypsyKing22 wrote: »Also, don't get me started on the 1vX culture this game's community fosters, which hurts the average BG team of randos vs a group.
You have no idea how happy I am someone calls this out. Eveey time I see 1vx build or 1vx pvp-er I cringe a bit since 1vx by design just doesn't work vs other equally competent players. It's only ever gonna be a reality vs potatoes or severely underlevelled players. And ESO pvp isn't deep enough to allow for such skill discrepancies once you reach a certain skill level.
McTaterskins wrote: »@thesarahandcompanythesarahandcompany wrote: »
This doesn't get at the fundamental issue that objective modes are unengaging. The DM community has been pretty consistent with its views that we need to quit talking about queues and trying fifty-million-and-one ways to redo the queues, and instead need to talk about ways to make objective modes more engaging and eliminating the three team structure.
We play deathmatch because it's the most engaging form for BG pvp. It's time to move on from endless debate about queues that are just fighting for crumbs in the end.
ZOS needs to deliver new, engaging content. We haven't had a serious PVP update in forever besides some new sets that are never tested appropriately that a barebones mmo released and caused the BG community to die out mostly.
I'd rather just delete objective modes before changing the queue here as you suggest.
What are your thoughts on making the other modes more engaging? Its not so much about redoing the queues again as to how to get more people to queue in the random bucket. Imo, such a thing as you've touched on here would result in populating the random queue.
@ealdwinI also feel that ZOS should at least try what happens when they don't backfill the DM-only queue with the Random queue. Just try it for a patch and see if it has any effect. Merge the Group and Solo Random queues if they have to. Just try it. It's not like they're shy about running tests on live. (cough Cyrodiil cough).
Agreed. Imo couldn't hurt any more than any of the other things that have been endured.
thesarahandcompany wrote: »3. Reduce the number of flags in domination down to ONE flag. Reduce the number of flags in crazy king down to ONE flag, though allow the flag to move around the map. Reduce the number of relics down to one, at the center stage similar to chaos ball. Apply a snare and major defile to people holding the chaos ball or a relic. Decrease the number of points holding the chaos ball awards. Chaos ball has a 15 second delay or so until damage starts ticking.
McTaterskins wrote: »@thesarahandcompany @trackdemon5512
In regard to Domination:
What if flag number was reduced to 3 and they are placed in positions similar to current capture the relic positions? Wouldn't that cause more fighting and also add the challenge of trying to overpower someone's spawn area? (There are multiple directions you can leave your spawn from so would still be able to flank anyway)
In regard to Crazy King:
Doesn't this get up to 3-4 flags currently? Reduce to 2 but not until 2nd half of game timer? I like this one right up until there are too many flags. But that's just me.
What about adding scored points for KB's inside of flag/capture point radii? Would this perhaps cause more fight engagement over objectives?
trackdemon5512 wrote: »thesarahandcompany wrote: »3. Reduce the number of flags in domination down to ONE flag. Reduce the number of flags in crazy king down to ONE flag, though allow the flag to move around the map. Reduce the number of relics down to one, at the center stage similar to chaos ball. Apply a snare and major defile to people holding the chaos ball or a relic. Decrease the number of points holding the chaos ball awards. Chaos ball has a 15 second delay or so until damage starts ticking.
All of this is just Deathmatch with barely an extra rule attached. A team overpowers and they literally sit on one thing. Players hate it when a guild uses it to farm AP from keeps like Bleakers in Cyrodiil. Why would anyone tired of Deathmatch engage in this?
thesarahandcompany wrote: »trackdemon5512 wrote: »thesarahandcompany wrote: »3. Reduce the number of flags in domination down to ONE flag. Reduce the number of flags in crazy king down to ONE flag, though allow the flag to move around the map. Reduce the number of relics down to one, at the center stage similar to chaos ball. Apply a snare and major defile to people holding the chaos ball or a relic. Decrease the number of points holding the chaos ball awards. Chaos ball has a 15 second delay or so until damage starts ticking.
All of this is just Deathmatch with barely an extra rule attached. A team overpowers and they literally sit on one thing. Players hate it when a guild uses it to farm AP from keeps like Bleakers in Cyrodiil. Why would anyone tired of Deathmatch engage in this?
The way objective modes are right now is unengaging. This is how you make them engaging. It's pvp. There's supposed to be fighting and overpowering. It loses its purpose when u can just avoid fights all match.
trackdemon5512 wrote: »thesarahandcompany wrote: »trackdemon5512 wrote: »thesarahandcompany wrote: »3. Reduce the number of flags in domination down to ONE flag. Reduce the number of flags in crazy king down to ONE flag, though allow the flag to move around the map. Reduce the number of relics down to one, at the center stage similar to chaos ball. Apply a snare and major defile to people holding the chaos ball or a relic. Decrease the number of points holding the chaos ball awards. Chaos ball has a 15 second delay or so until damage starts ticking.
All of this is just Deathmatch with barely an extra rule attached. A team overpowers and they literally sit on one thing. Players hate it when a guild uses it to farm AP from keeps like Bleakers in Cyrodiil. Why would anyone tired of Deathmatch engage in this?
The way objective modes are right now is unengaging. This is how you make them engaging. It's pvp. There's supposed to be fighting and overpowering. It loses its purpose when u can just avoid fights all match.
That’s engaging to Deathmatchers as it caters to what they’re already doing. It’s most certainly not engaging to those who are adverse to Deathmatch but want PVP.
There are a solid number of players in Cyrodiil who run around the map looking to just kill. Groups of several who sit on a resource and wait for people to come in so they can be farmed or kited around the towers. These players build strategies to do just this on end, put up camps, return ad nauseam.
Yes that play is fun for them but it’s extremely not fun for anyone else. What usually happens is players stop engaging and move elsewhere while that group stays to entice more in. In Cyrodiil you can move onto the true objective: capture keeps, accumulate points, get scrolls, etc. by disengaging. In BGs you cannot.
1 flag DOMINATION and CRAZY KING would just be a repeat of tower kiting. Except in this case players cannot go elsewhere and they quit. Deathmatch is for killing. The other modes are for playing to their specific objectives. BGs are supposed to be about focus on a task. If every game is at heart Deathmatch then there really is no reason for the other objectives.
Dem_kitkats1 wrote: »trackdemon5512 wrote: »thesarahandcompany wrote: »trackdemon5512 wrote: »thesarahandcompany wrote: »3. Reduce the number of flags in domination down to ONE flag. Reduce the number of flags in crazy king down to ONE flag, though allow the flag to move around the map. Reduce the number of relics down to one, at the center stage similar to chaos ball. Apply a snare and major defile to people holding the chaos ball or a relic. Decrease the number of points holding the chaos ball awards. Chaos ball has a 15 second delay or so until damage starts ticking.
All of this is just Deathmatch with barely an extra rule attached. A team overpowers and they literally sit on one thing. Players hate it when a guild uses it to farm AP from keeps like Bleakers in Cyrodiil. Why would anyone tired of Deathmatch engage in this?
The way objective modes are right now is unengaging. This is how you make them engaging. It's pvp. There's supposed to be fighting and overpowering. It loses its purpose when u can just avoid fights all match.
That’s engaging to Deathmatchers as it caters to what they’re already doing. It’s most certainly not engaging to those who are adverse to Deathmatch but want PVP.
There are a solid number of players in Cyrodiil who run around the map looking to just kill. Groups of several who sit on a resource and wait for people to come in so they can be farmed or kited around the towers. These players build strategies to do just this on end, put up camps, return ad nauseam.
Yes that play is fun for them but it’s extremely not fun for anyone else. What usually happens is players stop engaging and move elsewhere while that group stays to entice more in. In Cyrodiil you can move onto the true objective: capture keeps, accumulate points, get scrolls, etc. by disengaging. In BGs you cannot.
1 flag DOMINATION and CRAZY KING would just be a repeat of tower kiting. Except in this case players cannot go elsewhere and they quit. Deathmatch is for killing. The other modes are for playing to their specific objectives. BGs are supposed to be about focus on a task. If every game is at heart Deathmatch then there really is no reason for the other objectives.
I think you proved a lot of people's points. The point of BGs is to be in a fast paced, action packed, small scale PvP environment. It seems like you can't disengage from combat because you're not supposed to be able to. BGs is meant for people to be in small competitive skirmishes together whether it be just for for kills or to get points from an objective. Otherwise, what is the point of the smaller maps and team play if you're just supposed to run around and avoid eachother to get the objective?
And like you said, if you don't want to be locked in combat all of the time, but still want some PvP or want to earn some points for getting objectives, then by all means head to Cyro and IC.
trackdemon5512 wrote: »Where is the intelligence in two groups of 4 battling over a single objective when there are three objectives left unguarded? I’m able to employ such a strategy in BGs precisely because DMers don’t care. And yet they get frustrated when they lose. That’s on them.
trackdemon5512 wrote: »Where is the intelligence in two groups of 4 battling over a single objective when there are three objectives left unguarded? I’m able to employ such a strategy in BGs precisely because DMers don’t care. And yet they get frustrated when they lose. That’s on them.
There is no intelligence. That's the point. The "smartest" thing to do is to disengage, but that doesn't make it fun.
DMers don't care about the objectives, as they are presented currently, because it rewards purposefully disengaging from the content that they're there for: combat. If the modes were reworked to not only be objectives, but to also incorporate the content that gets players to queue for the thing in the first place, you'd see a lot more engagement.
Also, no "DMer" cares that they lose in objective modes. They got frustrated with being neglected by ZOS and being forced to queue for a BG that was almost guaranteed to not be the most popular game mode, waited sometimes 20 minutes for the queue to pop, only for the match to be over in less than 5 minutes with barely any combat, because objectives could be captured without it.
trackdemon5512 wrote: »McTaterskins wrote: »@thesarahandcompany @trackdemon5512
In regard to Domination:
What if flag number was reduced to 3 and they are placed in positions similar to current capture the relic positions? Wouldn't that cause more fighting and also add the challenge of trying to overpower someone's spawn area? (There are multiple directions you can leave your spawn from so would still be able to flank anyway)
In regard to Crazy King:
Doesn't this get up to 3-4 flags currently? Reduce to 2 but not until 2nd half of game timer? I like this one right up until there are too many flags. But that's just me.
What about adding scored points for KB's inside of flag/capture point radii? Would this perhaps cause more fight engagement over objectives?
DOMINATION: Flag number should be increased from 4 to 5. This actually always encourages individuals to be on the offensive looking to get the 5th flag. At the same time it spreads teams thin weakening defense. Battlefield/COD has long played its maps this way. You can’t have all flags without serious compromise. It makes for incredibly engaging matchups for both veterans and regular players.
One flag is the same as having a Deathmatch and then slapping a flag in the middle where everyone battles. Essentially a King of the Hill. The problem there is as we’ve seen it becomes stale when unbalanced teams or meta builds hold.
CRAZY KING: Crazy King is perfect. It starts off as King of the Hill and then devolves as more flags are added and switched around. It’s a constant debate of whether to defend or advance. The addition and removal of flags in random locations is a great touch. I would not change Crazy King.
Domination and Crazy King are the most balanced out of the PVP BG modes. Theyre all player versus player but demand tactical strategy that isn’t demanding. If you play to the the rules you can win, veteran or amateur. Builds and coordinated teams can give you an advantage BUT not one that overshadows the game mode itself
What also needs to be considered is that Kills in modes besides Deathmatch do not count toward the point win. That can’t change because as soon as it does the BG becomes about who kills the most.
All BGs are inherently objective games. Deathmatch is most kills. Domination and Crazy King are most time in the respective zones coupled with the most people. Relic is simply capture. You shouldn’t be able to win relic if you just kill attackers all day. Chaosball is possession and evade.
Chaosball’s issue is that it very much mirrors the “One Flag” type of Domination advocated above but on the move. We see what happens in that player get frustrated when they can’t make any headway. An individual in all speed gear that can’t be caught or a team with unkillable tanks. Just like a blowout Deathmatch is disheartening, so is a Chaosball game where opposing teams never touch the ball and serve as fodder.
These are practical matters of any fair competitive game. Rules and limitations in place that are strictly adhered to in order to maintain the spirit and purpose of the game. You can’t claim you’re the best figure skater in the world by physically taking your opponents out of the competition and assuming the position by default. That’s not the goal of it all.