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https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

Battlegrounds - changes that would make them way more popular and enjoyable to play

Gravord
Gravord
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Hello, id like to suggest few ideas how Battlegrounds should be reworked to attract more players into them. To every idea ill provide short explanation.
@ZOS_RichLambert @ZOS_Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom

General changes
1. Option to queue for specific game modes - if players choose to play only 1 or 2 game modes instead queue for all of them its their decision for longer queue timers. Many players dislike specific game modes and either abandon them or dont queue at all to avoid them.

Group sizes
1. Full 4 man groups should be matched against other full 4 man groups. Team of 3 would be also in that bracket, which would encourage them to look for additional missing player in guild or zones and self organize to higher standard.
2. Solo or duo players should be assigned to matches also filled with solo or duo players, with system splitting duos equally to every participating team if possible.
3. In deathmatch for groups of 3-4 players there should be just 2 teams total instead current 3 - that would make this game mode more hardcore and demanding (that would boost a lot actual creation of organized 4 man teams that can later on carry to Cyrodiil and generate smaller scale battles there too). One team against another, full focus and fight for the win without worrying about third team coming out of stealth with ulti spam when fight is in full peak.


Deathmatch
5. Remove sigil - its about players killing players with their builds and skills, not silly rush to sigil for free double damage.


Domination
1. Points should be generated only if at least one alive team member is in flag radius. Right now, this game mode together with relic run is far from actual pvp as possible. Usually team that engage other teams and try to take objectives by force loose the match, while teams avoiding fight for any cost and running to empty objectives win the match, often times with 0 kills done total.
2. Killing players in objective radius should reward points towards final win, aprox 10-20 would be good enough but not too much. It would reward fighting to capture and defend objectives instead rush to empty ones for free points.


Relic
1. Player holding ball receives 30% speed debuff, its immune to any speed buffs (no matter sets or skills) and cant use charge/movement abilites (like nature graps to pull himself to fast moving ally) - right now this type of bg is dominated by mindless speed builds - dodge+sprint spam stacked with Evasion makes close to impossible to catch and kill to retrieve ball. This game mode should be about smart team play and escorting ball carrier, while peeling off attackers, not just mindless sprint.


Chaosball
1. This game mode is more or less well balanced right now.
  • Gnozo
    Gnozo
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    Yo mate,

    1. YES PLS JEEZ! I want to queue for the game mode i want to play. Pls give me

    2. I think there should be still a 4v4v4 Deathmatch and a 4v4 for hardcore groups. When you change DM to only 4v4 it would not gonna work. In a 4v4v4 you can focus on one team when the other one is to strong for you so you still can get some kills. 4v4 against an group wich totally dominates would be very frustrating.

    3. Yes, pls remove the sigil. Its stupid.

    4. Domination is kinda boring. If you want to win its more like a PvE mode where you just run from flag to flag. If you gonna fight on one flag you loose every flag in this time. So to win domination: Ignore PvP just slot rapid and run for flags.

    5. Yes relic runner should not be able to run like a crazy mf. No speed debuff but immun to speed buff so he need to be protected.

    6. Chaosball is okay
  • Gravord
    Gravord
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    Gnozo wrote: »
    Yo mate,
    2. I think there should be still a 4v4v4 Deathmatch and a 4v4 for hardcore groups. When you change DM to only 4v4 it would not gonna work. In a 4v4v4 you can focus on one team when the other one is to strong for you so you still can get some kills. 4v4 against an group wich totally dominates would be very frustrating.
    y

    In my concept only full 4 man gets 4vs4, smaller size group q still get 3 participating teams.
  • idk
    idk
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    We will never be permitted to queue for limited styles of BGs. Anyone who wants to do BGs will continue to have to deal with randomness. Tt was clearly intended to be mostly objective styles BGs with some death matches tossed in for good humor. It's going to stay that way.
  • Lexxypwns
    Lexxypwns
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    Some of these are good, some not. Overall I’m glad to see posts like these that breed discussion.

    FYI, you can’t use natures grasp when carrying the ball
  • Silver_Strider
    Silver_Strider
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    Outside Chaosball, I'd never really play battlegrounds.

    Give me the option to pick Chaosball only and I'd probably never leave.
    Argonian forever
  • menschikov2
    menschikov2
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    I would even Pay for the possibiity to select one mode. I Don't do BGs because i hate Relict hunt. mad King and so on. i only wanna plad deathmatch and everything is fine-
  • ol_BANK_lo
    ol_BANK_lo
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    Gravord wrote: »
    Hello, id like to suggest few ideas how Battlegrounds should be reworked to attract more players into them. To every idea ill provide short explanation.
    @ZOS_RichLambert @ZOS_Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom

    General changes
    1. Option to queue for specific game modes - if players choose to play only 1 or 2 game modes instead queue for all of them its their decision for longer queue timers. Many players dislike specific game modes and either abandon them or dont queue at all to avoid them.

    Group sizes
    1. Full 4 man groups should be matched against other full 4 man groups. Team of 3 would be also in that bracket, which would encourage them to look for additional missing player in guild or zones and self organize to higher standard.
    2. Solo or duo players should be assigned to matches also filled with solo or duo players, with system splitting duos equally to every participating team if possible.
    3. In deathmatch for groups of 3-4 players there should be just 2 teams total instead current 3 - that would make this game mode more hardcore and demanding (that would boost a lot actual creation of organized 4 man teams that can later on carry to Cyrodiil and generate smaller scale battles there too). One team against another, full focus and fight for the win without worrying about third team coming out of stealth with ulti spam when fight is in full peak.


    Deathmatch
    5. Remove sigil - its about players killing players with their builds and skills, not silly rush to sigil for free double damage.


    Domination
    1. Points should be generated only if at least one alive team member is in flag radius. Right now, this game mode together with relic run is far from actual pvp as possible. Usually team that engage other teams and try to take objectives by force loose the match, while teams avoiding fight for any cost and running to empty objectives win the match, often times with 0 kills done total.
    2. Killing players in objective radius should reward points towards final win, aprox 10-20 would be good enough but not too much. It would reward fighting to capture and defend objectives instead rush to empty ones for free points.


    Relic
    1. Player holding ball receives 30% speed debuff, its immune to any speed buffs (no matter sets or skills) and cant use charge/movement abilites (like nature graps to pull himself to fast moving ally) - right now this type of bg is dominated by mindless speed builds - dodge+sprint spam stacked with Evasion makes close to impossible to catch and kill to retrieve ball. This game mode should be about smart team play and escorting ball carrier, while peeling off attackers, not just mindless sprint.


    Chaosball
    1. This game mode is more or less well balanced right now.

    I commend ZOS for adding BGs to guarantee small scale. But it has lots of fundamental problems due to nature of builds that can be used.

    If it is Domination or Crazy King, it's brutal for magicka builds. My magicka DK is out of stam running from area to the next, and then have to run to the next. It's not really setup to "defend" like other games. In Call of Duty, there are 2 teams, with a flag at each teams' spawn point and 1 in the middle. It clearly promotes easily keeping your home flag and fighting for the one in the middle. With three teams, and flags spread out (especially with Arcane University), it's just a race from one to the next usually. Hard to spread 4 people around to defend. Then again, if you set it up like Call of Duty, these "never die" teams would just sit on a flag with Wardens, tanks, Earthgore, etc...it would boring.

    If it's Capture the Relic, stam and speed boosts are very helpful. I can't catch anyone on mag DK, and tougher to run relics also. And it's boring as hell to sit on your own flag to "defend". People want to run around with their teams.

    I don't know what their player base is for BGs, but I assume it isn't real high. If it was, it would give a lot more options for changes like you said. If so, I would suggest:

    1) having a true skill based leaderboard system separate from general public matches - like Black Ops 2. You could have 1 for solo and one for a team.
    2) have a way to pick only certain game types (as you said)

    I don't have any strong opinions. The nature of the game makes it tough. I loved PVP game modes in other games, but it fit better into those games...such as 1st and 3rd person shooter games. I think a Free For All would be fun though. I don't see myself ever loving BGs like I've enjoyed similar game modes in other games. I just do it to stay away from zergs sometimes.
    Edited by ol_BANK_lo on January 15, 2018 9:28PM
  • Gravord
    Gravord
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    Gravord wrote: »
    Hello, id like to suggest few ideas how Battlegrounds should be reworked to attract more players into them. To every idea ill provide short explanation.
    @ZOS_RichLambert @ZOS_Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom

    General changes
    1. Option to queue for specific game modes - if players choose to play only 1 or 2 game modes instead queue for all of them its their decision for longer queue timers. Many players dislike specific game modes and either abandon them or dont queue at all to avoid them.

    Group sizes
    1. Full 4 man groups should be matched against other full 4 man groups. Team of 3 would be also in that bracket, which would encourage them to look for additional missing player in guild or zones and self organize to higher standard.
    2. Solo or duo players should be assigned to matches also filled with solo or duo players, with system splitting duos equally to every participating team if possible.
    3. In deathmatch for groups of 3-4 players there should be just 2 teams total instead current 3 - that would make this game mode more hardcore and demanding (that would boost a lot actual creation of organized 4 man teams that can later on carry to Cyrodiil and generate smaller scale battles there too). One team against another, full focus and fight for the win without worrying about third team coming out of stealth with ulti spam when fight is in full peak.


    Deathmatch
    5. Remove sigil - its about players killing players with their builds and skills, not silly rush to sigil for free double damage.


    Domination
    1. Points should be generated only if at least one alive team member is in flag radius. Right now, this game mode together with relic run is far from actual pvp as possible. Usually team that engage other teams and try to take objectives by force loose the match, while teams avoiding fight for any cost and running to empty objectives win the match, often times with 0 kills done total.
    2. Killing players in objective radius should reward points towards final win, aprox 10-20 would be good enough but not too much. It would reward fighting to capture and defend objectives instead rush to empty ones for free points.


    Relic
    1. Player holding ball receives 30% speed debuff, its immune to any speed buffs (no matter sets or skills) and cant use charge/movement abilites (like nature graps to pull himself to fast moving ally) - right now this type of bg is dominated by mindless speed builds - dodge+sprint spam stacked with Evasion makes close to impossible to catch and kill to retrieve ball. This game mode should be about smart team play and escorting ball carrier, while peeling off attackers, not just mindless sprint.


    Chaosball
    1. This game mode is more or less well balanced right now.
    1) having a true skill based leaderboard system separate from general public matches - like Black Ops 2. You could have 1 for solo and one for a team.

    Knew i forgot about something in my post... Of course current leaderboard system solely based on amount matches played is bad. Id suggest system that includes win/loss ratio and require at least 10-15 games to place players on leaderboard. To avoid people playing few easy games and topping leaderboard to never queue again in that cycle.
    Edited by Gravord on January 15, 2018 9:29PM
  • ol_BANK_lo
    ol_BANK_lo
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    Gravord wrote: »
    Gravord wrote: »
    Hello, id like to suggest few ideas how Battlegrounds should be reworked to attract more players into them. To every idea ill provide short explanation.
    @ZOS_RichLambert @ZOS_Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom

    General changes
    1. Option to queue for specific game modes - if players choose to play only 1 or 2 game modes instead queue for all of them its their decision for longer queue timers. Many players dislike specific game modes and either abandon them or dont queue at all to avoid them.

    Group sizes
    1. Full 4 man groups should be matched against other full 4 man groups. Team of 3 would be also in that bracket, which would encourage them to look for additional missing player in guild or zones and self organize to higher standard.
    2. Solo or duo players should be assigned to matches also filled with solo or duo players, with system splitting duos equally to every participating team if possible.
    3. In deathmatch for groups of 3-4 players there should be just 2 teams total instead current 3 - that would make this game mode more hardcore and demanding (that would boost a lot actual creation of organized 4 man teams that can later on carry to Cyrodiil and generate smaller scale battles there too). One team against another, full focus and fight for the win without worrying about third team coming out of stealth with ulti spam when fight is in full peak.


    Deathmatch
    5. Remove sigil - its about players killing players with their builds and skills, not silly rush to sigil for free double damage.


    Domination
    1. Points should be generated only if at least one alive team member is in flag radius. Right now, this game mode together with relic run is far from actual pvp as possible. Usually team that engage other teams and try to take objectives by force loose the match, while teams avoiding fight for any cost and running to empty objectives win the match, often times with 0 kills done total.
    2. Killing players in objective radius should reward points towards final win, aprox 10-20 would be good enough but not too much. It would reward fighting to capture and defend objectives instead rush to empty ones for free points.


    Relic
    1. Player holding ball receives 30% speed debuff, its immune to any speed buffs (no matter sets or skills) and cant use charge/movement abilites (like nature graps to pull himself to fast moving ally) - right now this type of bg is dominated by mindless speed builds - dodge+sprint spam stacked with Evasion makes close to impossible to catch and kill to retrieve ball. This game mode should be about smart team play and escorting ball carrier, while peeling off attackers, not just mindless sprint.


    Chaosball
    1. This game mode is more or less well balanced right now.
    1) having a true skill based leaderboard system separate from general public matches - like Black Ops 2. You could have 1 for solo and one for a team.

    Knew i forgot about something in my post... Of course current leaderboard system solely based on amount matches played is bad. Id suggest system that includes win/loss ratio and require at least 10-15 games to place players on leaderboard. To avoid people playing few easy games and topping leaderboard to never queue again in that cycle.

    It should be w/l ratio, k/d and score.

    Also, on a separate note, you shouldn't be able to attack from your spawn. This happened the other day. We were fighting one team near the spawn of another team. And the other team was spamming snipe from above...untouchable. Stupid.
    Edited by ol_BANK_lo on January 15, 2018 10:36PM
  • Gravord
    Gravord
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    Gravord wrote: »
    Gravord wrote: »
    Hello, id like to suggest few ideas how Battlegrounds should be reworked to attract more players into them. To every idea ill provide short explanation.
    @ZOS_RichLambert @ZOS_Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom

    General changes
    1. Option to queue for specific game modes - if players choose to play only 1 or 2 game modes instead queue for all of them its their decision for longer queue timers. Many players dislike specific game modes and either abandon them or dont queue at all to avoid them.

    Group sizes
    1. Full 4 man groups should be matched against other full 4 man groups. Team of 3 would be also in that bracket, which would encourage them to look for additional missing player in guild or zones and self organize to higher standard.
    2. Solo or duo players should be assigned to matches also filled with solo or duo players, with system splitting duos equally to every participating team if possible.
    3. In deathmatch for groups of 3-4 players there should be just 2 teams total instead current 3 - that would make this game mode more hardcore and demanding (that would boost a lot actual creation of organized 4 man teams that can later on carry to Cyrodiil and generate smaller scale battles there too). One team against another, full focus and fight for the win without worrying about third team coming out of stealth with ulti spam when fight is in full peak.


    Deathmatch
    5. Remove sigil - its about players killing players with their builds and skills, not silly rush to sigil for free double damage.


    Domination
    1. Points should be generated only if at least one alive team member is in flag radius. Right now, this game mode together with relic run is far from actual pvp as possible. Usually team that engage other teams and try to take objectives by force loose the match, while teams avoiding fight for any cost and running to empty objectives win the match, often times with 0 kills done total.
    2. Killing players in objective radius should reward points towards final win, aprox 10-20 would be good enough but not too much. It would reward fighting to capture and defend objectives instead rush to empty ones for free points.


    Relic
    1. Player holding ball receives 30% speed debuff, its immune to any speed buffs (no matter sets or skills) and cant use charge/movement abilites (like nature graps to pull himself to fast moving ally) - right now this type of bg is dominated by mindless speed builds - dodge+sprint spam stacked with Evasion makes close to impossible to catch and kill to retrieve ball. This game mode should be about smart team play and escorting ball carrier, while peeling off attackers, not just mindless sprint.


    Chaosball
    1. This game mode is more or less well balanced right now.
    1) having a true skill based leaderboard system separate from general public matches - like Black Ops 2. You could have 1 for solo and one for a team.

    Knew i forgot about something in my post... Of course current leaderboard system solely based on amount matches played is bad. Id suggest system that includes win/loss ratio and require at least 10-15 games to place players on leaderboard. To avoid people playing few easy games and topping leaderboard to never queue again in that cycle.

    It should be w/l ratio, k/d and score.

    Also, on a separate note, you shouldn't be able to attack from your spawn. This happened the other day. We were fighting one team near the spawn of another team. And the other team was spamming snipe from above...untouchable. Stupid.

    K/D would generate new problem - insufficient reward for tanks and healers. And damn we need more of those.
    As for spawns you are totally right. Most games put simple barrier around them preventing any skills going in or out with additional timer for leaving spawn or being booted out as a coward.
  • Olupajmibanan
    Olupajmibanan
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    Add ranked mode and I am happy. Because PvP in ESO generally lacks competition thanks to not having ranked option like vast majority of competitors have. I thought that it is standard these days to have ranked mode for instanced PvP in any game but ESO proved that it still have tons to learn.

    Adding ranked mode would bring the much needed competition and also opened option for official tournaments watched on eSports and so on. It would keep players playing and opened new money flow to ZOS. Both sides happy, why still not implemented then?

    https://forums.elderscrollsonline.com/en/discussion/388451/the-lack-of-rank-tiers-is-killing-the-battlegrounds#latest
    Edited by Olupajmibanan on January 16, 2018 7:20AM
  • DosPanchos
    DosPanchos
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    I like your suggestions on the games themselves. Splitting up the que, however, is iffy due to population...
  • Gravord
    Gravord
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    DosPanchos wrote: »
    I like your suggestions on the games themselves. Splitting up the que, however, is iffy due to population...

    Population is low because of all the design flaws in the first place. Half bg game modes penalize actual pvping...
  • Gravord
    Gravord
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    @ZOS_GinaBruno @ZOS_JessicaFolsom

    Would be great if those bg issues and solutions get adressed on todays stream.
  • Mihael
    Mihael
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    I saw someone mention call of duty and I would love to see a ranked queen where it’s 4v4 that would be pretty cool
  • Anethum
    Anethum
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    DosPanchos wrote: »
    I like your suggestions on the games themselves. Splitting up the que, however, is iffy due to population...

    Splittin will increase the population. Twice or more. People leave bg because of premade v pugs system. Both premades and pugs. No interest
    @Anethum from .ua
  • DeadlyRecluse
    DeadlyRecluse
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    I see the same players in 2/3 matches whenever I stick my toe into battlegrounds. In off-hours, sometimes it's literally the same 12 people over and over again.

    In an ideal world, I want to be able to pick CP or noCP, premade or pug, and gamemode. Really granular menu options!

    ...But I see nothing to suggest that the current queue population supports that, and I doubt ANY options will bring enough players into the mix to make it viable to run multiple queues (premades vs pugs is the only one I think might actually have meat to it). I'd love to be proven wrong, though.
    Thrice Empress, Forever Scrub
  • Gravord
    Gravord
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    I see the same players in 2/3 matches whenever I stick my toe into battlegrounds. In off-hours, sometimes it's literally the same 12 people over and over again.

    In an ideal world, I want to be able to pick CP or noCP, premade or pug, and gamemode. Really granular menu options!

    ...But I see nothing to suggest that the current queue population supports that, and I doubt ANY options will bring enough players into the mix to make it viable to run multiple queues (premades vs pugs is the only one I think might actually have meat to it). I'd love to be proven wrong, though.

    Thats why i suggested plenty other changes. Half of the game modes penalize pvping - domination and relic. Deathmatch is driven by rush to sigil for free double damage, it shouldnt be like that. They have to center bgs around actual pvp and teamplay and you will see influx of players instantly.
  • DeadlyRecluse
    DeadlyRecluse
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    ✭✭✭✭
    Gravord wrote: »
    I see the same players in 2/3 matches whenever I stick my toe into battlegrounds. In off-hours, sometimes it's literally the same 12 people over and over again.

    In an ideal world, I want to be able to pick CP or noCP, premade or pug, and gamemode. Really granular menu options!

    ...But I see nothing to suggest that the current queue population supports that, and I doubt ANY options will bring enough players into the mix to make it viable to run multiple queues (premades vs pugs is the only one I think might actually have meat to it). I'd love to be proven wrong, though.

    Thats why i suggested plenty other changes. Half of the game modes penalize pvping - domination and relic. Deathmatch is driven by rush to sigil for free double damage, it shouldnt be like that. They have to center bgs around actual pvp and teamplay and you will see influx of players instantly.

    Yeah, and I don't think many reasonable people disagree that domination and relic are bad modes and that DM sigil is dumb. But unless they make those changes first and it brings enough people back to enable splitting queues, I don't see splitting queues as a good idea.
    Thrice Empress, Forever Scrub
  • Gravord
    Gravord
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    Gravord wrote: »
    I see the same players in 2/3 matches whenever I stick my toe into battlegrounds. In off-hours, sometimes it's literally the same 12 people over and over again.

    In an ideal world, I want to be able to pick CP or noCP, premade or pug, and gamemode. Really granular menu options!

    ...But I see nothing to suggest that the current queue population supports that, and I doubt ANY options will bring enough players into the mix to make it viable to run multiple queues (premades vs pugs is the only one I think might actually have meat to it). I'd love to be proven wrong, though.

    Thats why i suggested plenty other changes. Half of the game modes penalize pvping - domination and relic. Deathmatch is driven by rush to sigil for free double damage, it shouldnt be like that. They have to center bgs around actual pvp and teamplay and you will see influx of players instantly.

    Yeah, and I don't think many reasonable people disagree that domination and relic are bad modes and that DM sigil is dumb. But unless they make those changes first and it brings enough people back to enable splitting queues, I don't see splitting queues as a good idea.

    Todays stream will be with ppl responsible for the changes bgs need. Will see if they bother to adress it or only praise new op proc sets.
  • DeadlyRecluse
    DeadlyRecluse
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    Gravord wrote: »
    Gravord wrote: »
    I see the same players in 2/3 matches whenever I stick my toe into battlegrounds. In off-hours, sometimes it's literally the same 12 people over and over again.

    In an ideal world, I want to be able to pick CP or noCP, premade or pug, and gamemode. Really granular menu options!

    ...But I see nothing to suggest that the current queue population supports that, and I doubt ANY options will bring enough players into the mix to make it viable to run multiple queues (premades vs pugs is the only one I think might actually have meat to it). I'd love to be proven wrong, though.

    Thats why i suggested plenty other changes. Half of the game modes penalize pvping - domination and relic. Deathmatch is driven by rush to sigil for free double damage, it shouldnt be like that. They have to center bgs around actual pvp and teamplay and you will see influx of players instantly.

    Yeah, and I don't think many reasonable people disagree that domination and relic are bad modes and that DM sigil is dumb. But unless they make those changes first and it brings enough people back to enable splitting queues, I don't see splitting queues as a good idea.

    Todays stream will be with ppl responsible for the changes bgs need. Will see if they bother to adress it or only praise new op proc sets.

    That is an EXCELLENT question!
    Thrice Empress, Forever Scrub
  • DosPanchos
    DosPanchos
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    If ZOS really wants to have different game modes why not rotate them on a weekly basis? We could have deathmatch permanently available and then 2 others... that way We have 33% chance of getting DM up from 20%.
  • TomLukman
    TomLukman
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    Snipers (archers) shouldn't be able to hit enemies capturing their flag from the safety of their spawn point (where they can't be reached by any melee attacks).
  • Gravord
    Gravord
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    TomLukman wrote: »
    Snipers (archers) shouldn't be able to hit enemies capturing their flag from the safety of their spawn point (where they can't be reached by any melee attacks).

    Experienced that yesterday, makes capturing the relic impossible. Orc stronghold map especially bad design allowing to safely shoot from spawn with no risk taken.
  • ecru
    ecru
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    BGs are the worst instanced pvp i've ever had the "pleasure" of experiencing in any mmo and nothing is going to save them unless zos scraps the entire system and basically copies what worked for WoW.

    All of your suggestions are nice but they won't fix core issues like team size. Getting queued in with a very bad team against two premades and fighting what seems like 1v8 isn't something that should happen but it does. A lot. And it makes players never queue again.

    I've said it 20 times before but I'm saying it again--ZOS, stop trying to be different. Your different isn't working. Good instanced pvp will keep people playing and what you have right now is very, very bad instanced pvp.
    Edited by ecru on May 5, 2018 11:16PM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Baconlad
    Baconlad
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    My biggest frustration is overwhelming odds. You go in there solo qua, and if just one of those groups stick together it's a wrap. Having just two teams in no CP I feel would be very well balanced. Atleast for the non deathmatch games. Deathmatch I can understand having so many players. Always going into a battleground outnumbered turns the new players away, and the old players who have a full friends list will always dominate the little guys who have just reached 50 on their first toon. Gets old quick
  • Gravord
    Gravord
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    Id rather prefer 4vs4 premade and 8vs8 pug bgs, worked in many games before. Tri faction in instanced fight make no sense. Avoiding fight is rewarded, even in deathmach, team coming late get good chance on finishing off multiple low hp players. And any non deathmatch teams that fight loose to teams that dodge fights and pve hard.
  • ecru
    ecru
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    Baconlad wrote: »
    My biggest frustration is overwhelming odds. You go in there solo qua, and if just one of those groups stick together it's a wrap. Having just two teams in no CP I feel would be very well balanced. Atleast for the non deathmatch games. Deathmatch I can understand having so many players. Always going into a battleground outnumbered turns the new players away, and the old players who have a full friends list will always dominate the little guys who have just reached 50 on their first toon. Gets old quick

    Yep, I had a few games like this last night. Queue in, team is basically nowhere to be found (two of them were players around level 25), so the entire match is basically me vs two teams that seemed to stick together and were organized. It honestly felt like 1v8.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Galalin
    Galalin
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    Lets just change it to not keep score and give all players the same skills/builds remove animation canceling and everyone get the same participation based AP. We will call it Millennial based PvP.

    Completely remove the drive to get better, make and test new builds, make friends to queue with... It should bee 100% even for all the new comers and ppl who are casual.

    In my days and yes im old... We actually worked for ***.

    I do agree with some of the changes to game modes suggested.
    Edited by Galalin on May 7, 2018 5:49PM
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