Well, whoever you ask about the BG mode they will answer "Deathmatch" but when we had DM only queue the bgs were absolutely deserted after a week, so clearly not everybody like DM. It's better than cap the relic, those are going stalemate and boring af very fast. DM experience usually ends with steamrolling one team to the point they dont go out of spawn without any chance of retaliation.
From all gamemodes Crazy King is imo the best.
inb4 "flag games are not pvp"
Thanks for the post, @gariondavey. So we will address what we can. We have provided feedback on the bugs. While we know it's frustrating, we are working to get these fixed. Unfortunately, these fixes are not something we can just push same day, so they do take time. Again, this was not intended and we understand the frustration around it. However, we will pass on your feedback on what you are hearing from your BG community. It's helpful context to have.
As for the battleground time length. The change is not intended and we are working to change it back to the 5 days. That change should be made later today. As for the event, we have it in our pipeline and can't really rearrange it. A lot of this stuff is scheduled in advance and cannot be changed past a certain point. That being said, we will keep the content around the Deathmatch weekend in mind. And we will be rotating through modes, so deathmatch will have a chance to shine again in another rotation. However, we will pass the concern around the deathmatch weekend going live at the same time as the block bug issue.
Hope this helps to answer your questions.
Thanks for the post, @gariondavey. So we will address what we can. We have provided feedback on the bugs. While we know it's frustrating, we are working to get these fixed. Unfortunately, these fixes are not something we can just push same day, so they do take time. Again, this was not intended and we understand the frustration around it. However, we will pass on your feedback on what you are hearing from your BG community. It's helpful context to have.
As for the battleground time length. The change is not intended and we are working to change it back to the 5 days. That change should be made later today. As for the event, we have it in our pipeline and can't really rearrange it. A lot of this stuff is scheduled in advance and cannot be changed past a certain point. That being said, we will keep the content around the Deathmatch weekend in mind. And we will be rotating through modes, so deathmatch will have a chance to shine again in another rotation. However, we will pass the concern around the deathmatch weekend going live at the same time as the block bug issue.
Hope this helps to answer your questions.
Just my couple of thoughts... 1) I guess since all the others were 5 days then this one should be as well. But honestly I'd like it better if there was a bg weekend every week (has there been? I feel like it's only been like half the time,) and the weekends were only 2 (or 3 depending on when it starts on Friday night and ends on Monday morning,) days. For all modes. Because playing the same mode for 5 days in a row is boring no matter what it is. If we split the 7 day week into "week" and "weekend" which is 5 days long? I rest my case.
2) can't very well expect them to stop doing stuff because of a block bug. All aspects of the game are effected by this not just pvp. The show must go on,
3) I think 2x AP would be too much. Can't compare something that happens twice a month to something that happens twice a year. Anyway if the goal is actually to compare and see which modes got the most activity then the AP gain probably shouldn't have been touched at all. Just let the modes attract players, not the AP. Messing with results if players are incentivized to play regardless of mode.
Necrotech_Master wrote: »I feel like 25% increased AP is too little to bother with
Necrotech_Master wrote: »I feel like 25% increased AP is too little to bother with
But the people who play bgs every weekend don't do it for AP they do it because they think bgs are fun. So the size of the increase is really meaningless. If this is a way of bringing people in to bgs then sure pay whatever rewards you want... Not really my point. My point is that if they are doing an experiment to see which modes are liked and which aren't then they shouldn't be artificially inflating the player base with people who are here for the increased AP rather than because they like the mode. Their results are going to be hard to make heads or tails of. When you set up an experiment you're supposed to only change one variable at a time so you're sure the variable is what accounted for any changes in expected results.
ZOS_MattFiror wrote: »So, in order to give everyone a good play experience in high-intensity situations like PvP and Trials, we need to essentially rewrite some of the foundational server code to account for it. This should dramatically increase server performance, but obviously we will need to test and evaluate as we go along.
In the meantime, we’ll consider additional ways to keep Cyrodiil and Battlegrounds interesting and exciting (for example, potentially special rulesets or weekend events) and will continue to work on bug fixes affecting combat, but we won’t be adding any new features to PvP until the work mentioned above is complete.
CameraBeardThePirate wrote: »Vet PvPer here. I was looking forward to the DM weekend a lot - but the current state of balance post U35 and U36, combined with the game breaking block bug that's still present means I won't be coming back for the DM weekend.
Until it's demonstrated that PvP can take a turn for the better (in any number of ways - combat balance, BG mode balance, performance, or new content), I'll get my PvP fix elsewhere.
CameraBeardThePirate wrote: »Vet PvPer here. I was looking forward to the DM weekend a lot - but the current state of balance post U35 and U36, combined with the game breaking block bug that's still present means I won't be coming back for the DM weekend.
Until it's demonstrated that PvP can take a turn for the better (in any number of ways - combat balance, BG mode balance, performance, or new content), I'll get my PvP fix elsewhere.
@OBJnoob @Necrotech_Master
The point of these events was never to measure interest in different modes, or to incentivise people to try BGS.ZOS_MattFiror wrote: »So, in order to give everyone a good play experience in high-intensity situations like PvP and Trials, we need to essentially rewrite some of the foundational server code to account for it. This should dramatically increase server performance, but obviously we will need to test and evaluate as we go along.
In the meantime, we’ll consider additional ways to keep Cyrodiil and Battlegrounds interesting and exciting (for example, potentially special rulesets or weekend events) and will continue to work on bug fixes affecting combat, but we won’t be adding any new features to PvP until the work mentioned above is complete.
With this in mind it is absolutely laughable that they came up with the idea of these events in order to tide us over for what is likely now going to be 2-3 years, despite having told us it would only take "most of a year" initially. They legitimately needed to code the ability to enable these events into the game per their own statement, because it didn't exist previously. The decision to do this over weekend double telvar events or double AP events, which already exist within the game and are favorable to a much larger portion of the PVP community, is mind boggling.
Even more laughable is the AP modifier they chose. 25% more AP is going to add up to maybe an additional 10k AP earned in an hour of BGs. Completely negligible as a bonus, and you're forced to play one game mode over and over.
All and all, these events are just another example of how out of touch the developers are with what the community wants. I wish I could say that these events were something I looked forward to, but with the reasoning behind them in mind, they feel like more of a slap in the face than anything.