Waffennacht wrote: »Fyi Chaos ball and Cap the relic are under flag games. Death match is a stand alone, and Domination with Crazy King fall under land grab.
So all modes have an affect on leaderboards.
It kinda does reward skill as is, but it also rewards time of play.
Your individual score, or points, go directly to your points for leaderboards. Meaning if I lose yet make 3k points, I'm gonna jump in my standings.
However, it's easier to get points by playing against less experienced players (i.e. rewarding skill over less skill) but there is no value adjustment system. So if I stomp the same 100 CP player over and over, I'm much more rewarded than beating someone that's a grand overlord.
I really don't mind random games, at all. Actually, I can already see toxic players abusing deathmatch and ignoring all the rest.
What kills is the CP and pre-made groups. A ladder system is a must. Those toxic pre-made idiot groups are actually killing the population. Because all newcomers that wish(ed) to join BG are getting destroyed by them, with their morale being low or rage quitting BG for good. Sure, there's under lev50 campaign, but not every +50lv player is ready for the BG. And CP called all those invincible creeps to the games to show their "greatness".
So it's like - if BGs are going to be CP enabled, then ladder system is a must. If ZOS can't change anything in the BGs in the near future - disable CPs for good.
arkansas_ESO wrote: »
- The damage buff no longer can spawn at the beginning of the match, but instead it's location will be announced two minutes before it's spawned. This encourages fights to happen all over the map, while giving everybody a chance to run to it, and removing the RNG element of getting lucky and having the damage buff spawn right outside your base at the start of the match.
- The 4v4v4 system is intended to encourage the two other teams to focus the leading team as a way to balance the match, but instead it turns into the two leading teams competing with each other to farm kills on the weakest team. Instead, give more points for killing members of the leading team and less points for killing the team in third place.
- Implement a "Most Wanted" system where the highest performing player in the match currently is given a large glow around them (similar to when holding a relic or the Chaosball.) Killing the Most Wanted player grants extra points. Add achievements based on how many times a player is named "Most Wanted", including the title of "Most Wanted" for being named "Most Wanted" 100 times in total.
- Reduce the flags in Domination to 3.
- Flags in Domination no longer give points until they've been held for at least a minute. However, capturing a flag after killing an enemy on it grants points, based on how many enemies were killed on the flag. This is similar to a capture tick on a flag in Cyrodiil.
- Relics in Capture the Relic can no longer be immediately captured; instead, it has to be "charged" by it's carrier killing at least 3 people before it can be turned in. This helps to curb the prevalent strategy of backcapping undefended relics while the other two teams are fighting each other.
- Increase the AP gain from Battlegrounds to be on par with Cyrodiil. Decrease the amount of gear gained from Battlegrounds if you have to, not much of it's useful anyways.
- Give Transmutation Geodes for the first victory per day in Battlegrounds, and as a reward for completing each of the Battleground daily quests.
- Offer bonus rewards for players that choose to solo queue.
I always thought it was interesting that chaos ball and capture the relic are “flag games” even though no flag is involved...
But there are flags in domination and crazy king, but that’s land grab...