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Suggestion on how to fix MMR/Battleground Matchmaking

jediodyn_ESO
jediodyn_ESO
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1) Keep MMR up until a "mid level" rating, and then get rid of it. - Reasoning - This will afford new players who are trying to get into pvp better "learning" match ups at the very beginning, but allow for a mix once they've had a chance to "learn the ropes". As it is now, players who actually enjoy BG's have a much worse experience because they are often faced off against the same opponents, over and over again, forced into meta builds to compete, and/or experiencing very long wait times. The player base just isn't big enough for a good MMR experience. Let the players mix.

2) Separate pre-made ques and solo ques : Do this in the following manner:

2a) Create a separate leaderboard for pre-made groups. Offer better rewards for groups, both weekly and per match. Offer much better rewards for the top 10 groups weekly. Consider unique rewards only obtainable from group pvp. Higher rewards should offset the increased wait time and encourage group participation. Reasoning: the same logic you use in PvE rewards in regards to dungeons and trials is also applicable to solving this problem in pvp.

2b) For the que have only two options - alone, or with a group of 4. Do not allow teams to fight with less than four (at least for the beginning). Only solo or with 3 friends.- Reasoning : group play is social. If you want to compete in a group you need to make friends. Even teams of two when the total per team is 4, can greatly effect the enjoyment of others in the match. Yes, this does put people who enjoy fighting as partners in the situation of finding more friends if they want to do BG's together, but this is necessary to maintain match fairness. 3 separate ques (one for groups, one solo, one for doubles) would likely greatly increase wait times. The reasoning for not allowing people to que with less than 4 is that it will reduce the amount of players who que in partners or teams of three expecting to get a group fill, but will not, thereby creating a worse experience for both them and their opponents.
  • ReName
    ReName
    1 but would not keep MMR ad all remove it complete

    reason you play against more players and takes less time to find a match
    yeah some times you will have to play against op team you and lose but next match you will dominate or do good



  • Solariken
    Solariken
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    Excellent ideas, especially regarding MMR - it would be sort of like an inverse MMR where only the newbies get get grouped with other newbies until they reach a threshold and then get thrown it the main pool. It's beautiful, I love it.
  • Thogard
    Thogard
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    Or just cap the MMR, so that a high MMR player has the exact same effective MMR as a mid rank player. It’s only a problem when dealing with the outliers, so just cap it and bring them all in.
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

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  • jediodyn_ESO
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    Thogard wrote: »
    Or just cap the MMR, so that a high MMR player has the exact same effective MMR as a mid rank player. It’s only a problem when dealing with the outliers, so just cap it and bring them all in.

    Your suggestion would be a great way to implement suggestion #1. Not sure how things are coded at ZOS, but it seems like it would work.
  • MurderMostFoul
    MurderMostFoul
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    I still like this:
    Maulkin wrote: »
    This has been said countless of times. They don't even need 4 queues. Two will do fine:

    BGyWUdl.png

    2 Queues, a small and a large group queue, with solo players falling into both. Trio +1 random is strong enough to take on a Quartet (full premade). And solo players are fine mixing with duos.

    This is both easier to implement than MMR and it will cause smaller fragmentation of the relatively small player base than proper MMR would cause.

    Under this very simple system, you wouldn't even need separate queues. All folks joining would be auto sorted and all matches would be:

    singles/duos v. singles/duos

    or

    single+trio/quartet v. single+trio/quartet

    You could get rid of the MMR inflation for groups, then do something about MMR outliers so they don't wait forever.

    “There is nothing either good or bad, but thinking makes it so.”
  • jediodyn_ESO
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    Every match has 3 teams, one winner. It only takes one hugely advantaged team (strong premade duo v pug or 4 person team to ruin the fairness, the fun, and the match for the other team.

    Keep the solo players solo and the teams as 4. Any other combo and every match has a high chance that at least one team will have an unnatural advantage over the other two, which players can abuse by continuing to que as pairs v pugs or quads v 3+1. It’s not fun to get into a match with two players who are “working the system” to gain more wins, and when we que solo we don’t want to get pasted onto someone’s 3 man team who doesn’t take PvP seriously enough to find that 4th person before going in.

    Also, teams shouldn’t be able to que for the “higher rewards” 4 man matches with 2 or 3 people hoping to sleaze their way to the leaderboards and get rewards. One weak team turns the best win strategy into farming that team’s easier kills/steals/captures.

    Just keep it simple, pug alone or make 3 friends.
    Edited by jediodyn_ESO on July 20, 2018 1:39AM
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