It's not possible for any MMR matchmaking logic to work in a game where some are playing chess, while others are playing checkers.ZOS_JessicaFolsom wrote: »[*] Improvements to the MMR matchmaking logic, with the goal that teams which are formed by the matchmaker being more equal MMR-wise. (i.e. - total MMR score for each team is more equal, vs just individual players.)
[/list]
No MMR matchmaking logic will ever work in a game where some are playing chess, while others are playing checkers.ZOS_JessicaFolsom wrote: »[*] Improvements to the MMR matchmaking logic, with the goal that teams which are formed by the matchmaker being more equal MMR-wise. (i.e. - total MMR score for each team is more equal, vs just individual players.)
[/list]Balanced matches are the one thing that could draw in newcomers to become interested in PVP itself (not just the daily). Unfortunately what we have right now is the complete opposite. Even with the increased rewards, we're currently experiencing a cycle of self-destruction that starts with lopsided matches, leading to fewer players and increased queue times. If nothing is done the best we can hope for is to end up right where we were before Update 44: A small and loyal BG community that never grows, while the vast majority of players only ever step foot inside a battleground for the daily reward. As disappointing as this outcome would be, I honestly fear we're heading into a much darker place.
Thankfully there is a way to utilize all of the work that has been done so far, without throwing anything away. Not the new BGs, and certainly not the old ones. We start by reducing the existing queue options to only these three:
1) 4v4v4 Objectives Queue, solos only
Most players would come looking for the daily here. In my opinion, the only real way the PVP community will grow is if THESE newcomers become interested in PVP. It would be nice if they weren't met by sweatlords with a personal vendetta against Zenimax for not allowing the existence of the queue option below.
2) 4v4v4 Deathmatch Queue, solos only (maybe solos and duos)
This is the most important step towards balanced matches. Even if every objective mode was revamped by experienced BG players to actively encourage fighting, there would still be people only interested in deathmatch. All 12 players obviously need to be playing the same game. Can't have some playing chess, while others are playing checkers.
3)Two-Teams Custom Lobbies (4v4, 8v8, 3v3, 2v2, XvX)
The community has always asked for custom lobbies. The rewards here would probably need to be restricted to bragging rights, perhaps a separate leaderboard with wins and losses. Thanks to the new BGs being originally designed for Group vs Group, the work is mostly done. Countering how hopelessly lopsided most matches are in two-teams BGs will happen when entire teams collectively agree to change builds and strategies midgame. This has always been the domain of Premades, where it belongs. Expecting casual solo players to do this is bound to be disastrous, which is what we're seeing right now.
- Custom Lobbies for those who want it.
- Three-teams BGs for those who want it.
- Two-teams BGs for those who want it.
- Only 3 queues, so the population is not spread thin.
- No more mutual hatred between DMers and objective players.
- No more farming new players all day for lack of alternative.
- A clear progression path through the queues from casual to competitive.
- The community would, after all this time, finally have a chance to grow.
I don't understand. The objective queue would include DM, but the first and second queues would be completely separate. Players in different queues would never run into each other.
We had a Deathmatch only queue for a while. It just meant that people in the random/objectives queue got shoved into Deathmatch, exclusively.
I don't understand. The objective queue would include DM, but the first and second queues would be completely separate. Players in different queues would never run into each other.
We had a Deathmatch only queue for a while. It just meant that people in the random/objectives queue got shoved into Deathmatch, exclusively.
ZOS_JessicaFolsom wrote: »Hey all, we wanted to give you a short update on some fixes and improvements we have in progress for PVP Battlegrounds, following Update 44, as well as respond to just a bit of your related feedback.
First, we wanted to lightly touch on the Update 44 livestream. Sometimes we try new things, and they don't land the way we’d planned. We take these experiences, learn from them, and move forward with the goal of applying those learnings to and making the “next time” better. Part of that process includes listening to our community’s feedback and taking that into consideration as we plan future efforts. We also want to acknowledge that we did set the Update 44 livestream VOD to unlisted on Twitch. While no one on the stream did or said anything wrong, we were seeing an increase in abusive comments and harassment toward our developers as a result and decided to do what was right for them. That said, we recognize that we should have mentioned to you all that we took that action when we did, and why.
Going back a bit to earlier this year, we’ve seen some of you ask what became of the Cyrodiil testing we did. While we did post a short post-test follow-up here, we recognize that we could have provided a bit more detail. Ultimately, the test – a stress test, really – was to measure game performance and overall player experience in Cyrodiil when we raise the population cap closer to what it was at launch. It was a “What’s possible” test. The results of that test were valuable, and have informed discussions we’ve been having since then about next steps. Ultimately, with how much the game has grown and changed in the last 10 years, just raising the population cap to what it was at launch does not result in the play experience we want. Some larger changes will be needed to get us there. More on that very soon.
Onto the present and the Update 44 PVP Battlegrounds changes. Since we launched Update 44, we have seen a significant increase in PVP Battlegrounds participation. This was one of our primary goals for the Update 44 PVP Battlegrounds changes. We wanted to streamline the overall battlegrounds experience in ESO and make it more fun, easier to hop into and enjoy, the structure easier to understand, and generally make them more accessible for all our players. We acknowledge that some of our players have expressed enjoying the previous 3-sided format more and are continuing to monitor feedback paired with in-game data. We are not planning any other major changes to ESO’s PVP Battlegrounds in the near future; rather, we’ll be focusing on addressing some of the main pain points outside of general personal preferences between the 3-sided versus 2-sided formats. The main two fixes and improvements are:Thank you all for continuing to share your constructive feedback and suggestions with us!
- Continuing to investigate cases where Battlegrounds matches sometimes still start with less than full teams. This is a high priority and includes adding additional logging to help aid the investigation.
- Improvements to the MMR matchmaking logic, with the goal that teams which are formed by the matchmaker being more equal MMR-wise. (i.e. - total MMR score for each team is more equal, vs just individual players.)
Splitting the population meant that both queues had unacceptably long waits. The solution was backfilling the DM queue from the objectives queue, and that meant that getting anything other than DM was rare because one person queueing for DM would have their entire match backfilled from the other queue. If not, they'd be waiting for sometimes upwards of an hour for their queue to pop.
BG queues are already down. We're waiting longer and seeing less new names in lobbies. The honeymoon is over and people were disappointed. You missed the boat and I'm sad about that because I was excited to see BGs become something more prominent in the ESO ecosystem.
Pity.
ZOS_JessicaFolsom wrote: »
Going back a bit to earlier this year, we’ve seen some of you ask what became of the Cyrodiil testing we did. While we did post a short post-test follow-up here, we recognize that we could have provided a bit more detail. Ultimately, the test – a stress test, really – was to measure game performance and overall player experience in Cyrodiil when we raise the population cap closer to what it was at launch. It was a “What’s possible” test. The results of that test were valuable, and have informed discussions we’ve been having since then about next steps. Ultimately, with how much the game has grown and changed in the last 10 years, just raising the population cap to what it was at launch does not result in the play experience we want. Some larger changes will be needed to get us there. More on that very soon.
Thanks for keeping the conversation going! This is really good communication, keep it up!ZOS_JessicaFolsom wrote: »Hey all, we wanted to give you a short update on some fixes and improvements we have in progress for PVP Battlegrounds, following Update 44, as well as respond to just a bit of your related feedback.
ZOS_JessicaFolsom wrote: »First, we wanted to lightly touch on the Update 44 livestream. Sometimes we try new things, and they don't land the way we’d planned. We take these experiences, learn from them, and move forward with the goal of applying those learnings to and making the “next time” better. Part of that process includes listening to our community’s feedback and taking that into consideration as we plan future efforts. We also want to acknowledge that we did set the Update 44 livestream VOD to unlisted on Twitch. While no one on the stream did or said anything wrong, we were seeing an increase in abusive comments and harassment toward our developers as a result and decided to do what was right for them. That said, we recognize that we should have mentioned to you all that we took that action when we did, and why.
ZOS_JessicaFolsom wrote: »Going back a bit to earlier this year, we’ve seen some of you ask what became of the Cyrodiil testing we did. While we did post a short post-test follow-up here, we recognize that we could have provided a bit more detail. Ultimately, the test – a stress test, really – was to measure game performance and overall player experience in Cyrodiil when we raise the population cap closer to what it was at launch. It was a “What’s possible” test. The results of that test were valuable, and have informed discussions we’ve been having since then about next steps. Ultimately, with how much the game has grown and changed in the last 10 years, just raising the population cap to what it was at launch does not result in the play experience we want. Some larger changes will be needed to get us there. More on that very soon.
We'll try to keep them coming!ZOS_JessicaFolsom wrote: »Thank you all for continuing to share your constructive feedback and suggestions with us!
.The results of that [population cap] test were valuable, and have informed discussions we’ve been having since then about next steps. Ultimately, with how much the game has grown and changed in the last 10 years, just raising the population cap to what it was at launch does not result in the play experience we want. Some larger changes will be needed to get us there. More on that very soon.
ZOS_JessicaFolsom wrote: »Hey all, we wanted to give you a short update on some fixes and improvements we have in progress for PVP Battlegrounds, following Update 44, as well as respond to just a bit of your related feedback.
First, we wanted to lightly touch on the Update 44 livestream. Sometimes we try new things, and they don't land the way we’d planned. We take these experiences, learn from them, and move forward with the goal of applying those learnings to and making the “next time” better. Part of that process includes listening to our community’s feedback and taking that into consideration as we plan future efforts. We also want to acknowledge that we did set the Update 44 livestream VOD to unlisted on Twitch. While no one on the stream did or said anything wrong, we were seeing an increase in abusive comments and harassment toward our developers as a result and decided to do what was right for them. That said, we recognize that we should have mentioned to you all that we took that action when we did, and why.
ZOS_JessicaFolsom wrote: »Going back a bit to earlier this year, we’ve seen some of you ask what became of the Cyrodiil testing we did. While we did post a short post-test follow-up here, we recognize that we could have provided a bit more detail. Ultimately, the test – a stress test, really – was to measure game performance and overall player experience in Cyrodiil when we raise the population cap closer to what it was at launch. It was a “What’s possible” test. The results of that test were valuable, and have informed discussions we’ve been having since then about next steps. Ultimately, with how much the game has grown and changed in the last 10 years, just raising the population cap to what it was at launch does not result in the play experience we want. Some larger changes will be needed to get us there. More on that very soon.
ZOS_JessicaFolsom wrote: »Onto the present and the Update 44 PVP Battlegrounds changes. Since we launched Update 44, we have seen a significant increase in PVP Battlegrounds participation. This was one of our primary goals for the Update 44 PVP Battlegrounds changes. We wanted to streamline the overall battlegrounds experience in ESO and make it more fun, easier to hop into and enjoy, the structure easier to understand, and generally make them more accessible for all our players. We acknowledge that some of our players have expressed enjoying the previous 3-sided format more and are continuing to monitor feedback paired with in-game data. We are not planning any other major changes to ESO’s PVP Battlegrounds in the near future; rather, we’ll be focusing on addressing some of the main pain points outside of general personal preferences between the 3-sided versus 2-sided formats. The main two fixes and improvements are:Thank you all for continuing to share your constructive feedback and suggestions with us!
- Continuing to investigate cases where Battlegrounds matches sometimes still start with less than full teams. This is a high priority and includes adding additional logging to help aid the investigation.
- Improvements to the MMR matchmaking logic, with the goal that teams which are formed by the matchmaker being more equal MMR-wise. (i.e. - total MMR score for each team is more equal, vs just individual players.)
Necrotech_Master wrote: »i also somewhat enjoy the 8v8 mode, and wish the 8v8 solo queue was the default
i havent actually tried 4v4, but i honestly dont want to, considering how difficult it is just to 1v1 people sometimes in the current meta, its almost always a battle of attrition to who is outdamaging whose healing or out sustaining
i would echo what others have said and would suggest that the 8v8 have a solo or duo queue option, i think a full 4 person comped team in the group queue is already enough to heavily sway balance, but smaller groups while still having an impact would be much less impact
Necrotech_Master wrote: »i also somewhat enjoy the 8v8 mode, and wish the 8v8 solo queue was the default
i havent actually tried 4v4, but i honestly dont want to, considering how difficult it is just to 1v1 people sometimes in the current meta, its almost always a battle of attrition to who is outdamaging whose healing or out sustaining
i would echo what others have said and would suggest that the 8v8 have a solo or duo queue option, i think a full 4 person comped team in the group queue is already enough to heavily sway balance, but smaller groups while still having an impact would be much less impact
i havent actually tried 4v4.....
i wish the 4v4 solo queue was stand the default.
4v4 solo on default one of the few things logically done. 4x4 fights are rated fights. More personalized fights, fights where players can show their skills much better. And naturally it is logical that they will be the first to stand. This is the softest way to get you to learn normal pvp.
if there is some kind of meta, then you can collect your own for your class and win.
Necrotech_Master wrote: »
No MMR matchmaking logic will ever work in a game where some are playing chess, while others are playing checkers.ZOS_JessicaFolsom wrote: »[*] Improvements to the MMR matchmaking logic, with the goal that teams which are formed by the matchmaker being more equal MMR-wise. (i.e. - total MMR score for each team is more equal, vs just individual players.)
[/list]Balanced matches are the one thing that could draw in newcomers to become interested in PVP itself (not just the daily). Unfortunately what we have right now is the complete opposite. Even with the increased rewards, we're currently experiencing a cycle of self-destruction that starts with lopsided matches, leading to fewer players and increased queue times. If nothing is done the best we can hope for is to end up right where we were before Update 44: A small and loyal BG community that never grows, while the vast majority of players only ever step foot inside a battleground for the daily reward. As disappointing as this outcome would be, I honestly fear we're heading into a much darker place.
Thankfully there is a way to utilize all of the work that has been done so far, without throwing anything away. Not the new BGs, and certainly not the old ones. We start by reducing the existing queue options to only these three:
1) 4v4v4 Objectives Queue, solos only
Most players would come looking for the daily here. In my opinion, the only real way the PVP community will grow is if THESE newcomers become interested in PVP. It would be nice if they weren't met by sweatlords with a personal vendetta against Zenimax for not allowing the existence of the queue option below.
2) 4v4v4 Deathmatch Queue, solos only (maybe solos and duos)
This is the most important step towards balanced matches. Even if every objective mode was revamped by experienced BG players to actively encourage fighting, there would still be people only interested in deathmatch. All 12 players obviously need to be playing the same game. Can't have some playing chess, while others are playing checkers.
3)Two-Teams Custom Lobbies (4v4, 8v8, 3v3, 2v2, XvX)
The community has always asked for custom lobbies. The rewards here would probably need to be restricted to bragging rights, perhaps a separate leaderboard with wins and losses. Thanks to the new BGs being originally designed for Group vs Group, the work is mostly done. Countering how hopelessly lopsided most matches are in two-teams BGs will happen when entire teams collectively agree to change builds and strategies midgame. This has always been the domain of Premades, where it belongs. Expecting casual solo players to do this is bound to be disastrous, which is what we're seeing right now.
- Custom Lobbies for those who want it.
- Three-teams BGs for those who want it.
- Two-teams BGs for those who want it.
- Only 3 queues, so the population is not spread thin.
- No more mutual hatred between DMers and objective players.
- No more farming new players all day for lack of alternative.
- A clear progression path through the queues from casual to competitive.
- The community would, after all this time, finally have a chance to grow.
We had a Deathmatch only queue for a while. It just meant that people in the random/objectives queue got shoved into Deathmatch, exclusively.
gariondavey wrote: »No MMR matchmaking logic will ever work in a game where some are playing chess, while others are playing checkers.ZOS_JessicaFolsom wrote: »[*] Improvements to the MMR matchmaking logic, with the goal that teams which are formed by the matchmaker being more equal MMR-wise. (i.e. - total MMR score for each team is more equal, vs just individual players.)
[/list]Balanced matches are the one thing that could draw in newcomers to become interested in PVP itself (not just the daily). Unfortunately what we have right now is the complete opposite. Even with the increased rewards, we're currently experiencing a cycle of self-destruction that starts with lopsided matches, leading to fewer players and increased queue times. If nothing is done the best we can hope for is to end up right where we were before Update 44: A small and loyal BG community that never grows, while the vast majority of players only ever step foot inside a battleground for the daily reward. As disappointing as this outcome would be, I honestly fear we're heading into a much darker place.
Thankfully there is a way to utilize all of the work that has been done so far, without throwing anything away. Not the new BGs, and certainly not the old ones. We start by reducing the existing queue options to only these three:
1) 4v4v4 Objectives Queue, solos only
Most players would come looking for the daily here. In my opinion, the only real way the PVP community will grow is if THESE newcomers become interested in PVP. It would be nice if they weren't met by sweatlords with a personal vendetta against Zenimax for not allowing the existence of the queue option below.
2) 4v4v4 Deathmatch Queue, solos only (maybe solos and duos)
This is the most important step towards balanced matches. Even if every objective mode was revamped by experienced BG players to actively encourage fighting, there would still be people only interested in deathmatch. All 12 players obviously need to be playing the same game. Can't have some playing chess, while others are playing checkers.
3)Two-Teams Custom Lobbies (4v4, 8v8, 3v3, 2v2, XvX)
The community has always asked for custom lobbies. The rewards here would probably need to be restricted to bragging rights, perhaps a separate leaderboard with wins and losses. Thanks to the new BGs being originally designed for Group vs Group, the work is mostly done. Countering how hopelessly lopsided most matches are in two-teams BGs will happen when entire teams collectively agree to change builds and strategies midgame. This has always been the domain of Premades, where it belongs. Expecting casual solo players to do this is bound to be disastrous, which is what we're seeing right now.
- Custom Lobbies for those who want it.
- Three-teams BGs for those who want it.
- Two-teams BGs for those who want it.
- Only 3 queues, so the population is not spread thin.
- No more mutual hatred between DMers and objective players.
- No more farming new players all day for lack of alternative.
- A clear progression path through the queues from casual to competitive.
- The community would, after all this time, finally have a chance to grow.
We had a Deathmatch only queue for a while. It just meant that people in the random/objectives queue got shoved into Deathmatch, exclusively.
That's because they didn't separate them. It isn't hard.