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Battleground's matchmaking, and how to achieve competitive balance.

SanTii.92
SanTii.92
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Hey everyone, I want to bring up a topic that some might have overlooked but, in my opinion, could actually make or break battlegrounds as a whole.

I'm refering to battleground's matchmaking, or how the system will group up players. This is something I've been thinking about for quite some time now, but after watchng today's Eso Live and hearing about it only that they plan to setup groups based on lvl (what about post cp160, what about no cps), I end up concerned that Zos isn't working on any specific enough system, and just plans to straight up randomly group us without considering exprience, skill or premade groups arrengements.

Let me say that this is a recipe for disaster. Or at least battlegrounds for sure won't live up to their potential like this. @ZOS_BrianWheeler @ZOS_RichLambert if that's the case, please reconsider. The extra work put into this will pay up greatly. Ok, here is my proposal.

At the core of any sucessfull matchmaking system there has to be some way to identify those players who are doing great to correctly reward them and, most importantly, place them agaisnt and with each other in order to guarantee competitive and balanced matches. This could be fiarly simply done by assigning a hidden rating to every player based on win/loss ratios. Your rating or Elo (as commonly known on pvp games) would be granted, for example, a +10 for every win and a -5 for every loss. Eventually, the system will know how to place similarly rated players agaisnt each other so balance is achieved.

That's basically it, simple, fair. But this can get expanded further for even more. Let's say you won a match where your team's combined elo is lower than your opponents, then instead of a +10 you could get a +12 or 13 depending on the disparity, while on the other hand a -6 or -7 when losing games that you 'shouldn't have'. Similarly compensations/penalties can be assigned if players goes afk or if a group has premades, which usually are a huge boost on coordination. On the topic of premades, they've also mention on the Eso live that they will try to place groups agaisnt each other, but i hardly doubt the game will consistently find 3 groups of 4 players queuing up at the same time, and will end up just matching a 4 man group vs pugs most of the time.

It might look like i'm making a big deal on something that it's rather trivial, but i really think that maintaining an accurate representation of people's skill and experience will be crucial to battleground's longetivty. At the end no one actually enjoys pubstomping newer players or being force out of a match because a couple of players are just way out of balance.

Another things that can be done with an elo based matchmaking system

Elo asiggned per player instead of w/l ratios but match performances. This is probably not a priority but could be done to better reflect individual skill on a team based game. stats like k/d/a ratios, points acheived, dmge and healing done, dmge taken could be use to asign a final score.

Battleground Leaderboards. Now, Zos has hinted on recent interviews that they are planning to place player on the leaderboard based on the accumulative points gained after each game. But this is an easily exploitable system, see spaming Bgs 24/7, that doesn't actually reflect effort or skill. Instead Elo based rankings would put on top those with highest w/l ratios, soft-resetting (only games played, keeping elo rating) once every two weeks after rewards are assigned.

Think that's all i got guys, looks like I was way more lenghy that i inteded to, appologize for that. Please comment if you think this is an important topic, or if you have any critic.

Inb4 Yes, this is a rip off of LoL's, sorry.
Edited by SanTii.92 on March 18, 2017 12:47AM
When the snows fall and the white winds blow,
the lone wolf dies, but the pack survives.

Arg | Pc Na | Factionless Mag Warden.
  • RebornV3x
    RebornV3x
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    The main problem that is over looked that will ultimately decide if battlegrounds are a joke or not is that nobody in the group can be the same class or it will just be a 4v4v4 templar tanks healing each other with nobody dieing just sitting on objectives.
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • alexkdd99
    alexkdd99
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    I think when people come up with ideas such as yours they are not thinking about how long people will have to wait to find a game.

    Fast queues trumps all else. They even said they were doing this so people can log on get in play a game and get off. Since cyrodil usually takes a couple hours for a good pvp session they were trying to cut the required amount of time to pvp down.

    If they add in all these checks and requirements that will extend queue times. Most really don't want to wait in queues.

    So while getting good matches is a good thing, fast queues are normally more important. Finding the happy middle is what is best.
  • SanTii.92
    SanTii.92
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    Hey @alexkdd99 thanks for your comment. Yours is actually a really valid argument, and one that I considered a lot too. Ultimately I got to agree with you, queue times will, and should triumph over any other consideration. But I think you are underestimating the effect that a proper matchmaking system would have to the enjoyment of the battlegrounds and thus the amount of players queuing up. Arguebly an unplayable match, those which are lost or won at the very start based solely on unbalanced matchups are more detrimental to longer queues than a restricted matchmaking.

    Either way, elo based queues could adress this issue by allowing a larger disparity between top and botom player as time goes by and then granting a penalty or compensation to elo gained depending on if you were supposed to win or lose.
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
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