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Battle grouds with PUG is terrible experience sometimes

AnduinTryggva
AnduinTryggva
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I so often experience people rage quitting a group during a battleground when the group drops down to third place after the first minute or so. Considering that usually this gap is NOT filled up by another player it leaves this group basically in an impossible situation to win as long as the other two groups moderately pursue the objectives.

I really think we need something that does not leave the group with someone so unsocial in such a condition.

A few ideas could be: reduce respawn time significantly for the group that is in a minority situation and/or increase respawn times for the other groups. Give additional resistance buffs or other buffs to the minority group. Make it faster for the minority group to turn flags etc.
  • Sepultura_13
    Sepultura_13
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    I so often experience people rage quitting a group during a battleground when the group drops down to third place after the first minute or so. Considering that usually this gap is NOT filled up by another player it leaves this group basically in an impossible situation to win as long as the other two groups moderately pursue the objectives.

    I really think we need something that does not leave the group with someone so unsocial in such a condition.

    It might be seen as "rage quitting" or "being unsocial / antisocial" from your perspective, but consider this:

    Player X queues into BGs. The objective is "Deathmatch," which is pretty straightforward. Player X is ready when the timer pops, and jumps into the fray with the other members of the team. Team immediately separates, leaving Player X with no opportunity to go after the opposing teams. Player X gets swarmed by the other teams regularly, then watches their own team rack up the kills while the resurrection timer takes an unreal amount of time to count down, since the so-called "teammates" refuse to rez Player X - they're too busy racking up the points. Player X says to themselves, "okay - the team is clearly doing fine without me, so I'll take the deserter penalty and try to find a group which is actually working together," and leaves.

    That is neither a rage-quit or being antisocial - it's not wanting to be AP fodder for some guild/clique who is obviously on Discord and cancelling out the person who "doesn't belong."
  • BlackRaidho
    BlackRaidho
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    PVP is terrible experience for most players. Some people plays BG only for daily reward / experience. If they lose they quit, even with a penatly (whatever, there is so much to do in this game : queue for random dungeon, ToT Daily, Zone quest...).
  • katanagirl1
    katanagirl1
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    I am surprised there are not more complaints about the BG queue. It’s a step above fake roles in group dungeons.

    Lots of times you get PvE players who just sit at the start and wait for their completion bonus. Other times you get the “divide and conquer” group that gets farmed for not sticking together.

    If you queue up a few times you notice it is the same handful of players each time that dominate the matches. I don’t think there is any remedy for this, just make the best of it or not.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • MidniteOwl1913
    MidniteOwl1913
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    I so often experience people rage quitting a group during a battleground when the group drops down to third place after the first minute or so. Considering that usually this gap is NOT filled up by another player it leaves this group basically in an impossible situation to win as long as the other two groups moderately pursue the objectives.

    I really think we need something that does not leave the group with someone so unsocial in such a condition.

    It might be seen as "rage quitting" or "being unsocial / antisocial" from your perspective, but consider this:

    Player X queues into BGs. The objective is "Deathmatch," which is pretty straightforward. Player X is ready when the timer pops, and jumps into the fray with the other members of the team. Team immediately separates, leaving Player X with no opportunity to go after the opposing teams. Player X gets swarmed by the other teams regularly, then watches their own team rack up the kills while the resurrection timer takes an unreal amount of time to count down, since the so-called "teammates" refuse to rez Player X - they're too busy racking up the points. Player X says to themselves, "okay - the team is clearly doing fine without me, so I'll take the deserter penalty and try to find a group which is actually working together," and leaves.

    That is neither a rage-quit or being antisocial - it's not wanting to be AP fodder for some guild/clique who is obviously on Discord and cancelling out the person who "doesn't belong."

    Yes, also if the opposing teams have actual PVPers on them or worse yet is a pre-made practiced group, then the score often is winner, almost winner and zero. This is the worst of PUG. I've tried it a few times and won't go back. The last straw was a member on the opposing team posting in chat, "You know we are just farming you all for kills? Ha, ha". And yes I left. It wasn't rage, it was embarrassment.

    Edited by MidniteOwl1913 on July 27, 2024 11:01PM
    PS5/NA
  • spartaxoxo
    spartaxoxo
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    The BG playerbase is too small to worry about fixing it tbh.
  • EdjeSwift
    EdjeSwift
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    A few ideas could be: reduce respawn time significantly for the group that is in a minority situation and/or increase respawn times for the other groups. Give additional resistance buffs or other buffs to the minority group. Make it faster for the minority group to turn flags etc.

    All these suggestions make for easily exploitable conditions.

    Get a group of three and a throw away fourth who doesn't mind the leaver penalty, or maybe an alt account on the laptop and suddenly you have a three person steamroller on NOS.
    Antiquities Addict
  • RomanRex
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    spartaxoxo wrote: »
    The BG playerbase is too small to worry about fixing it tbh.

    agreed. there are way bigger issues that need to be fixed than this niche activity with very few active participants.
  • Araneae6537
    Araneae6537
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    EdjeSwift wrote: »
    A few ideas could be: reduce respawn time significantly for the group that is in a minority situation and/or increase respawn times for the other groups. Give additional resistance buffs or other buffs to the minority group. Make it faster for the minority group to turn flags etc.

    All these suggestions make for easily exploitable conditions.

    Get a group of three and a throw away fourth who doesn't mind the leaver penalty, or maybe an alt account on the laptop and suddenly you have a three person steamroller on NOS.

    I think the suggestion was for solo queue only. I agree that it would be quite exploitable in group queue.
  • BlackRaidho
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    RomanRex wrote: »
    spartaxoxo wrote: »
    The BG playerbase is too small to worry about fixing it tbh.

    agreed. there are way bigger issues that need to be fixed than this niche activity with very few active participants.

    Player base too small ne cause PvP is terrible in ESO.
    A complete redesign is nécessaire but it will never happens.
  • AnduinTryggva
    AnduinTryggva
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    EdjeSwift wrote: »
    A few ideas could be: reduce respawn time significantly for the group that is in a minority situation and/or increase respawn times for the other groups. Give additional resistance buffs or other buffs to the minority group. Make it faster for the minority group to turn flags etc.

    All these suggestions make for easily exploitable conditions.

    Get a group of three and a throw away fourth who doesn't mind the leaver penalty, or maybe an alt account on the laptop and suddenly you have a three person steamroller on NOS.

    Can you explain? I may be wrong but I think being three is a sound disadvantage when fighting 2 groups of four. You can turn flags slower. You have lower group damage output and only three sources of damage to distribute on 4 to 8 enemy players. If one person dies it is 1/3 of group damage gone and 1/3 of single target incoming damage distraction compared to a group of four where this is only 1/4.

    Some of my suggestions are to mitigate some parts of this disadvantage.

    Of course a tightly and well cooperating group of three will always have good chances against disorganized groups of four. But in case you have all organized to a similar level how are you going to win that if you miss 25% of your force?
    Edited by AnduinTryggva on July 28, 2024 11:25AM
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