TumlinTheJolly wrote: »As title says, when BGs get horribly 1-sided, nobody on the other team wants to jump down from spawn. How do we fix this?
In 4v4?
Simple:
- Reduce the amount of deaths to one (and then spectate).
- Increase the amount of rounds to 8.
- Shuffle teams between each round.
This results in an experience where people don't lose hope of having fun in the lobby, as there's no more team imbalance to worry about and the "unfun" part is limited to just a couple of deaths rather than two rounds of jumping down 3 times with zero chance of winning.
No more toxicity either; people sitting in base afk wasting everyones' time or telling team mates to just "give up and surrender" while they're working hard to win the match.
In 8v8 unfair matchmaking is much less of an issue, but still exists. Deathmatch is actually the worst offender here: I believe Capture the Relic, Chaosball and flag modes disencourage camping opponent base.
There's a couple of solutions to this:
- Same as in 4v4; instead of one round of who reaches 32 kills, you could have two rounds of 16 kills instead with teams shuffled inbetween. The bad experience stems from spending time to queue to an activity only to find out it's super one-sided... with multiple rounds and team shuffling inbetween atleast half the match can be salvaged if this is the case.
- Catch up mechanics - this is another potential solution to bad matchmaking... why not have sigils spawn in the base of the team that is trailing by X points? I think 200 points could be a good starting point.
These are not some weird undoable ideas, Solo Shuffle has been very popular in WoW arenas for a while and many, many games do matches in form of multiple rounds (with or without shuffle inbetween) - Marvel Rivals being just the latest good example.
Thumbless_Bot wrote: »In 4v4?
Simple:
- Reduce the amount of deaths to one (and then spectate).
- Increase the amount of rounds to 8.
- Shuffle teams between each round.
This results in an experience where people don't lose hope of having fun in the lobby, as there's no more team imbalance to worry about and the "unfun" part is limited to just a couple of deaths rather than two rounds of jumping down 3 times with zero chance of winning.
No more toxicity either; people sitting in base afk wasting everyones' time or telling team mates to just "give up and surrender" while they're working hard to win the match.
In 8v8 unfair matchmaking is much less of an issue, but still exists. Deathmatch is actually the worst offender here: I believe Capture the Relic, Chaosball and flag modes disencourage camping opponent base.
There's a couple of solutions to this:
- Same as in 4v4; instead of one round of who reaches 32 kills, you could have two rounds of 16 kills instead with teams shuffled inbetween. The bad experience stems from spending time to queue to an activity only to find out it's super one-sided... with multiple rounds and team shuffling inbetween atleast half the match can be salvaged if this is the case.
- Catch up mechanics - this is another potential solution to bad matchmaking... why not have sigils spawn in the base of the team that is trailing by X points? I think 200 points could be a good starting point.
These are not some weird undoable ideas, Solo Shuffle has been very popular in WoW arenas for a while and many, many games do matches in form of multiple rounds (with or without shuffle inbetween) - Marvel Rivals being just the latest good example.
We are s9lving for a problem zos created by introducing this terrible two team format. No one ever said. What do we do about spawn camping with three teams. I've said it here before. Chasing bad code with bad code is not a good idea. Right the ship, revert to three teams. Them improve. Everything short of that is a screen door on a submarine.
Thumbless_Bot wrote: »In 4v4?
Simple:
- Reduce the amount of deaths to one (and then spectate).
- Increase the amount of rounds to 8.
- Shuffle teams between each round.
This results in an experience where people don't lose hope of having fun in the lobby, as there's no more team imbalance to worry about and the "unfun" part is limited to just a couple of deaths rather than two rounds of jumping down 3 times with zero chance of winning.
No more toxicity either; people sitting in base afk wasting everyones' time or telling team mates to just "give up and surrender" while they're working hard to win the match.
In 8v8 unfair matchmaking is much less of an issue, but still exists. Deathmatch is actually the worst offender here: I believe Capture the Relic, Chaosball and flag modes disencourage camping opponent base.
There's a couple of solutions to this:
- Same as in 4v4; instead of one round of who reaches 32 kills, you could have two rounds of 16 kills instead with teams shuffled inbetween. The bad experience stems from spending time to queue to an activity only to find out it's super one-sided... with multiple rounds and team shuffling inbetween atleast half the match can be salvaged if this is the case.
- Catch up mechanics - this is another potential solution to bad matchmaking... why not have sigils spawn in the base of the team that is trailing by X points? I think 200 points could be a good starting point.
These are not some weird undoable ideas, Solo Shuffle has been very popular in WoW arenas for a while and many, many games do matches in form of multiple rounds (with or without shuffle inbetween) - Marvel Rivals being just the latest good example.
We are s9lving for a problem zos created by introducing this terrible two team format. No one ever said. What do we do about spawn camping with three teams. I've said it here before. Chasing bad code with bad code is not a good idea. Right the ship, revert to three teams. Them improve. Everything short of that is a screen door on a submarine.
If it's "bad code", then why does pretty much every competitive PvP game out there utilize team vs team format? And if you think battlegrounds in ESO were some stellar example of superior PvP format, then why were there only like 20 players queueing for the 3-way battlegrounds while we get multiple lobbies for the 2-way format with different players throughout the day?
If you enjoy the 3-way format, you still have Cyrodiil for that. Plenty of empty flags to run to and capture, plenty of people to third party while they fight another faction... still offers everything the 3-way BGs did.
Thumbless_Bot wrote: »Thumbless_Bot wrote: »In 4v4?
Simple:
- Reduce the amount of deaths to one (and then spectate).
- Increase the amount of rounds to 8.
- Shuffle teams between each round.
This results in an experience where people don't lose hope of having fun in the lobby, as there's no more team imbalance to worry about and the "unfun" part is limited to just a couple of deaths rather than two rounds of jumping down 3 times with zero chance of winning.
No more toxicity either; people sitting in base afk wasting everyones' time or telling team mates to just "give up and surrender" while they're working hard to win the match.
In 8v8 unfair matchmaking is much less of an issue, but still exists. Deathmatch is actually the worst offender here: I believe Capture the Relic, Chaosball and flag modes disencourage camping opponent base.
There's a couple of solutions to this:
- Same as in 4v4; instead of one round of who reaches 32 kills, you could have two rounds of 16 kills instead with teams shuffled inbetween. The bad experience stems from spending time to queue to an activity only to find out it's super one-sided... with multiple rounds and team shuffling inbetween atleast half the match can be salvaged if this is the case.
- Catch up mechanics - this is another potential solution to bad matchmaking... why not have sigils spawn in the base of the team that is trailing by X points? I think 200 points could be a good starting point.
These are not some weird undoable ideas, Solo Shuffle has been very popular in WoW arenas for a while and many, many games do matches in form of multiple rounds (with or without shuffle inbetween) - Marvel Rivals being just the latest good example.
We are s9lving for a problem zos created by introducing this terrible two team format. No one ever said. What do we do about spawn camping with three teams. I've said it here before. Chasing bad code with bad code is not a good idea. Right the ship, revert to three teams. Them improve. Everything short of that is a screen door on a submarine.
If it's "bad code", then why does pretty much every competitive PvP game out there utilize team vs team format? And if you think battlegrounds in ESO were some stellar example of superior PvP format, then why were there only like 20 players queueing for the 3-way battlegrounds while we get multiple lobbies for the 2-way format with different players throughout the day?
If you enjoy the 3-way format, you still have Cyrodiil for that. Plenty of empty flags to run to and capture, plenty of people to third party while they fight another faction... still offers everything the 3-way BGs did.
Because those games are those games and this is eso. This game was built and balanced on three team pvp. That's why I play this game and not those games.
I am in two bg guilds that are always completely full. One on ps5 and one on pcna. This statement about 20 people is just false. It's just absolutely false.
The increased participation, as I've stated before, is a mirage, or self fulfilling prophecy. Because people want the swag. Once that's gone/had. We will really see what these new bgs have in terms of participation.
I did cyro for years and moved to bgs because of lag, Dark Convergence and ROA.
Warhawke_80 wrote: »TumlinTheJolly wrote: »As title says, when BGs get horribly 1-sided, nobody on the other team wants to jump down from spawn. How do we fix this?
Make Cyrodil one big PVE area?
/ducks
Thumbless_Bot wrote: »Thumbless_Bot wrote: »In 4v4?
Simple:
- Reduce the amount of deaths to one (and then spectate).
- Increase the amount of rounds to 8.
- Shuffle teams between each round.
This results in an experience where people don't lose hope of having fun in the lobby, as there's no more team imbalance to worry about and the "unfun" part is limited to just a couple of deaths rather than two rounds of jumping down 3 times with zero chance of winning.
No more toxicity either; people sitting in base afk wasting everyones' time or telling team mates to just "give up and surrender" while they're working hard to win the match.
In 8v8 unfair matchmaking is much less of an issue, but still exists. Deathmatch is actually the worst offender here: I believe Capture the Relic, Chaosball and flag modes disencourage camping opponent base.
There's a couple of solutions to this:
- Same as in 4v4; instead of one round of who reaches 32 kills, you could have two rounds of 16 kills instead with teams shuffled inbetween. The bad experience stems from spending time to queue to an activity only to find out it's super one-sided... with multiple rounds and team shuffling inbetween atleast half the match can be salvaged if this is the case.
- Catch up mechanics - this is another potential solution to bad matchmaking... why not have sigils spawn in the base of the team that is trailing by X points? I think 200 points could be a good starting point.
These are not some weird undoable ideas, Solo Shuffle has been very popular in WoW arenas for a while and many, many games do matches in form of multiple rounds (with or without shuffle inbetween) - Marvel Rivals being just the latest good example.
We are s9lving for a problem zos created by introducing this terrible two team format. No one ever said. What do we do about spawn camping with three teams. I've said it here before. Chasing bad code with bad code is not a good idea. Right the ship, revert to three teams. Them improve. Everything short of that is a screen door on a submarine.
If it's "bad code", then why does pretty much every competitive PvP game out there utilize team vs team format? And if you think battlegrounds in ESO were some stellar example of superior PvP format, then why were there only like 20 players queueing for the 3-way battlegrounds while we get multiple lobbies for the 2-way format with different players throughout the day?
If you enjoy the 3-way format, you still have Cyrodiil for that. Plenty of empty flags to run to and capture, plenty of people to third party while they fight another faction... still offers everything the 3-way BGs did.
Because those games are those games and this is eso. This game was built and balanced on three team pvp. That's why I play this game and not those games.
I am in two bg guilds that are always completely full. One on ps5 and one on pcna. This statement about 20 people is just false. It's just absolutely false.
The increased participation, as I've stated before, is a mirage, or self fulfilling prophecy. Because people want the swag. Once that's gone/had. We will really see what these new bgs have in terms of participation.
I did cyro for years and moved to bgs because of lag, Dark Convergence and ROA.
Actually ESO was built without battlegrounds at all, the only thing there at the beginning was Cyrodiil - even dueling (1v1 btw, not 1v1v1) was added later. The reason 3-way battlegrounds format never took off is because it simply doesn't work and doesn't appeal to a different audience than the Cyrodiil enjoyers.
You are speaking about your own personal preferences here as part of a very, very, very small amount of players who still kept playing and enjoyed the 3-way battlegrounds.
I am also in a BG guild... pretty much the only one that was even remotely active on PC EU - and out of the 500 or so people in that guild, there would be anywhere between zero and 2-3 in a battleground when logging in. Full guild doesn't mean anything since you can't enforce player behaviour - being in a big PvE raiding guild doesn't mean you're going to see most people in Trials 24/7.
There is nothing false about my statement of 20~ active BG players that you'd see in battlegrounds on PC EU (the most populated megaserver) over the last year or two of 3-way BGs, there's literally hundreds of Twitch VODs to prove that.
Also I wonder how long this "oh it's still new and there's rewards" line is going to go on for... if anything I'm still coming across new names queueing into BGs, despite them being out for literally months now - you can buy every new set item for 1-2k gold and style pages take maybe 10-20 BGs to grind. That, and by your logic everyone would be playing 4v4s (not 8v8) since that's the only way to get Galeskirmish Gladiator pages. Sorry, things just don't add up here and I think you might be on some copium.
My recommendation? Take a step back, enjoy Cyrodiil or ask for fixes to it (dcon & ROA are super easy to just play around btw) - what is best for the game is having multiple different formats of PvP that as wide variety of players as possible can enjoy. This game is not "my game" or "your game", it's everyone's.
xylena_lazarow wrote: »Spawn zones should be non-interactive like they are in IC base or Cyro towns.
Mercy rule or forfeit option for lopsided matches.
I'd assume the forfeit vote would be unavailable until the score gap hits a certain threshhold to prevent this.Major_Mangle wrote: »Disagree on forfeit vote, people in eso would genuinely just instantly vote to concede