This is a bizarre and incorrect accusation.Thumbless_Bot wrote: »You want to be able to parse on someone who you perceive as weaker without anyone getting in the way.
xylena_lazarow wrote: »This is a bizarre and incorrect accusation.Thumbless_Bot wrote: »You want to be able to parse on someone who you perceive as weaker without anyone getting in the way.
I play to win the game. If I'm in 2nd place, and the 3rd place team jumps me while I'm trying to push 1st place, all they've done is help 1st place widen its lead. They have not advanced their own position. They have gained nothing as a team. Only the team already winning, who was not even part of the engagement, has advanced.
So yes, I would like to compete without opponents who shoot their own team in the foot just to troll.
Going after the clubbers is the same as going after the seals to you? Huh?Thumbless_Bot wrote: »it's still clear you want to go after the seal clubbers
xylena_lazarow wrote: »Going after the clubbers is the same as going after the seals to you? Huh?Thumbless_Bot wrote: »it's still clear you want to go after the seal clubbers
DaniimalsSF wrote: »Just give us 3 queues:
8v8 solo or group up to 4 objectives
4v4v4 solo or group objectives
16 player ffa solo deathmatch
I thought that during a PVP event, we should see a resolution of what are generally thought to be low pop queue issues in BGs.
Nope! I choose an 8v8 solo random, wait a few minutes to get in, wait a couple of minutes in the BG "waiting for players", and then we're all kicked because there weren't enough players!
Why does this game struggle so much with basic functions for years?
I can't understand why killing other players, what defines a game as pvp, contributes so little to scoring in most modes.
In so many matches, the actual mvps of the match score at the bottom it seems.
I wouldn't care if it wasn't a factor in rewards and quest completions.
All these things are the things that score points for your character. IT IS NOT DEATHMATCH.
I can't understand why killing other players, what defines a game as pvp, contributes so little to scoring in most modes.
In so many matches, the actual mvps of the match score at the bottom it seems.
I wouldn't care if it wasn't a factor in rewards and quest completions.
Because it is an encouragement to play the mechanics of the mode, not turn it into Deathmatch.
You get points for holding a capture point, attacking a capture point, killing players at a capture point, defending a capture point from enemy players. Killing outside that zone? Doesn't get you personal points because you're missing, quite literally, the POINT.
Chaosball? You get points from attacking a chaosball carrier, defending a chaosball carrier, BEING a chaosball carrier, kill people while carrying the chaosball, healing a chaosball carrier (including yourself). Fighting someone who's not near the chaosball (or one of them)? That's not the objective.
Capture the Relic? That's what you're supposed to do. Steal the enemy relic, support and heal your relic carrier or kill ther attackers, attack enemies who have stolen your relic, recover your relic if it's stolen, bring the enemy relic back home. All these things are the things that score points for your character. IT IS NOT DEATHMATCH.
Because it is an encouragement to play the mechanics of the mode, not turn it into Deathmatch.
I dislike pure deathmatches and prefer objective based gameplay -- in general. Combat is boring to me without the context of objectives.We definitely need an Endless Deathmatch mode so people who actually enjoy capture/domination games can play them without hearing about how they're so bad at BGs.
Because it is an encouragement to play the mechanics of the mode, not turn it into Deathmatch.
Good luck completing any of your objectives without killing other players. The player who captures the relic is not doing more for the team than the players killing the opposition -- or otherwise occupying their time -- to allow them to do that.
The scoring is rubbish. It's a team game mode and the rewards should be team based. If there are individual rewards, the fraggers should be recognized for their very important contributions too.
Because it is an encouragement to play the mechanics of the mode, not turn it into Deathmatch.
Good luck completing any of your objectives without killing other players. The player who captures the relic is not doing more for the team than the players killing the opposition -- or otherwise occupying their time -- to allow them to do that.
The scoring is rubbish. It's a team game mode and the rewards should be team based. If there are individual rewards, the fraggers should be recognized for their very important contributions too.I dislike pure deathmatches and prefer objective based gameplay -- in general. Combat is boring to me without the context of objectives.We definitely need an Endless Deathmatch mode so people who actually enjoy capture/domination games can play them without hearing about how they're so bad at BGs.
Regardless, pvp remains a foundational aspect of all BG modes and it's crazy the skilled combatants that actually dictate who wins and lose most matches don't get the credit they deserve.
The big problem so far for me is players leaving when they think their team is losing. It usually turns out the team could win if only they had stayed and fought. Your team CAN come from behind and win, if you stay and help. But if 3 players leave, ya, then it's over.
If you start handing out points for non-objective-based kills/assists, you turn every mode into a de facto deathmatch. People already ignore the objectives; now they'll be incentivized to do so by getting point-based wins for it.
If you start handing out points for non-objective-based kills/assists, you turn every mode into a de facto deathmatch. People already ignore the objectives; now they'll be incentivized to do so by getting point-based wins for it.
ESO doesn't exist in a bubble. Lots of other games don't have such weird scoring yet players are engaged in the modes they.... CHOOSE.
So to start, stop ramming chaosball down everyone's throat and let people choose which modes they want to play. If some modes aren't popular enough to be sustainable, then perhaps they should be reevaluated.
Then make all rewards based on team performance. Sure, there are actual MVPs, but the current scoring system doesn't expose them, so eliminate that evaluation entirely.
Again, people already ignore the objectives without getting points for doing so. Not only that, people already chew out BGers who don't ignore the objectives in favor of getting a high kill count. It's happening repeatedly in this very thread (ref: the screenshots of the "worse" team winning because they played the objectives, which is treated like cheating for some reason). Other games may not have this issue, but ESO absolutely does.
Again, people already ignore the objectives without getting points for doing so. Not only that, people already chew out BGers who don't ignore the objectives in favor of getting a high kill count. It's happening repeatedly in this very thread (ref: the screenshots of the "worse" team winning because they played the objectives, which is treated like cheating for some reason). Other games may not have this issue, but ESO absolutely does.
The key word in my response was choice. Players won't buy into a mode they dislike and didn't choose.
When the event is over, and probably before, I won't step foot in BGs for a long time because I truly hate every minute I spend in a chaosball match. I don't want to be a ww or vamp and I don't want to avoid the enemy or be a healbot to get points.
I might just start leaving every chaosball match because it makes me question why I am even playing eso if I'm spending time doing something I hate.
Let players choose which modes they play and you won't have to twist their arms for them to play it properly.