SgtNuttzmeg wrote: »I think seperating ques by game mode would help with this.
Taleof2Cities wrote: »SgtNuttzmeg wrote: »I think seperating ques by game mode would help with this.
Fragmenting the queue more will increase the queue times by a lot, @SgtNuttzmeg.
It's not an option ... unless we go back to solo queue only with mode choice (which players were vocally opposed to).
I have noticed the same.
Something I don't understand is not getting points for defending. My GF will often guard our flag while the other 2 from the team run the ball/flag. But we get little to no points for this.
Is there an official list of how points are calculated for BG's?
I have noticed the same.
Something I don't understand is not getting points for defending. My GF will often guard our flag while the other 2 from the team run the ball/flag. But we get little to no points for this.
Is there an official list of how points are calculated for BG's?
Taleof2Cities wrote: »SgtNuttzmeg wrote: »I think seperating ques by game mode would help with this.
Fragmenting the queue more will increase the queue times by a lot, @SgtNuttzmeg.
It's not an option ... unless we go back to solo queue only with mode choice (which players were vocally opposed to).
FangOfTheTwoMoons wrote: »Taleof2Cities wrote: »SgtNuttzmeg wrote: »I think seperating ques by game mode would help with this.
Fragmenting the queue more will increase the queue times by a lot, @SgtNuttzmeg.
It's not an option ... unless we go back to solo queue only with mode choice (which players were vocally opposed to).
I have to disagree. The only modes that will be affected will be the objective based modes. It's clear that the majority of the community does not like them. Deathmatch will always be fine to queue for. Even when we had solo queues, objective based game modes were still underpopulated.
I have noticed the same.
Something I don't understand is not getting points for defending. My GF will often guard our flag while the other 2 from the team run the ball/flag. But we get little to no points for this.
Is there an official list of how points are calculated for BG's?
In game under the "help" menu there is a section telling how many points each medal is worth and how to achieve it.
Regarding the topic:
The two most problematic game modes in BG's are capture the relic and domination which essentially rewards the player for avoiding the other teams, and imo, regardless of the game mode being objective based or not, you shouldn't be able to win a game by avoiding other teams as much as possible.
Chaos ball, crazy king and deathmatch are fine since you have to go against the other teams in order to win the game but domination can be won by just running away from every single fight. Thats just awful design. And capture the relic is just a competition of who can abuse the immovable potion bug the best (it prevents you from getting interrupted when taking the relic, which obviously isn't indended) which makes the entire mode pointless.
Both domination and capture the relic needs to be reworked to reward engaging the enemy teams and not camping your relic/flag or avoiding fights.
SgtNuttzmeg wrote: »Why have a PvP queue in mini game and not have it focus on PvP. These modes also don't translate very well to higher MMR matches where people stick together, you need a healer and people actually fight. You can't divide and to protect multiple objectives because if you do you will get overwhelmed and killed. You need a full team that knows what they are doing and are running sweaty builds.
SgtNuttzmeg wrote: »I have noticed the same.
Something I don't understand is not getting points for defending. My GF will often guard our flag while the other 2 from the team run the ball/flag. But we get little to no points for this.
Is there an official list of how points are calculated for BG's?
In game under the "help" menu there is a section telling how many points each medal is worth and how to achieve it.
Regarding the topic:
The two most problematic game modes in BG's are capture the relic and domination which essentially rewards the player for avoiding the other teams, and imo, regardless of the game mode being objective based or not, you shouldn't be able to win a game by avoiding other teams as much as possible.
Chaos ball, crazy king and deathmatch are fine since you have to go against the other teams in order to win the game but domination can be won by just running away from every single fight. Thats just awful design. And capture the relic is just a competition of who can abuse the immovable potion bug the best (it prevents you from getting interrupted when taking the relic, which obviously isn't indended) which makes the entire mode pointless.
Both domination and capture the relic needs to be reworked to reward engaging the enemy teams and not camping your relic/flag or avoiding fights.
Exactly. Why have a PvP queue in mini game and not have it focus on PvP. These modes also don't translate very well to higher MMR matches where people stick together, you need a healer and people actually fight. You can't divide and to protect multiple objectives because if you do you will get overwhelmed and killed. You need a full team that knows what they are doing and are running sweaty builds.
I do love objective based BG's. As those are more about clever tactics than overpowered builds. This is probably why PvPers do not like those modes, while I think they are perfect.
OlumoGarbag wrote: »I do love objective based BG's. As those are more about clever tactics than overpowered builds. This is probably why PvPers do not like those modes, while I think they are perfect.
So you really think Deathmatch doesent require any tactics? Before the proc meta, when people were killed by coordinated ultimates, deathmatches were super tactical. You had to constantly watch your own and your team's positioning. If you got caught between the other 2 teams that was a big mistake on your side. And you always tried to engage other teams once they ulti dumped each other.
The clever tactic of objective based BGs literally only requires you to run/cloak aways from every single fight. Wow much smart many clever!
Deathmatch only requires one tactic: Stay together and buff up group buffs. This makes players practically impossible to be killed, and makes it only about who has the most groupbuffs in their team.OlumoGarbag wrote: »I do love objective based BG's. As those are more about clever tactics than overpowered builds. This is probably why PvPers do not like those modes, while I think they are perfect.
So you really think Deathmatch doesent require any tactics? Before the proc meta, when people were killed by coordinated ultimates, deathmatches were super tactical. You had to constantly watch your own and your team's positioning. If you got caught between the other 2 teams that was a big mistake on your side. And you always tried to engage other teams once they ulti dumped each other.
The clever tactic of objective based BGs literally only requires you to run/cloak aways from every single fight. Wow much smart many clever!
FangOfTheTwoMoons wrote: »I think the community has decided, if they cannot play in a dedicated deathmatch playlist, than they just make every match Deathmatch. No matter what game mode it is.
It seems the decision to try to force these less popular game modes on people has backfired. You can't even play the objective if you wanted to, everyone just plays like it's deathmatch. I feel bad for the people who legitimately enjoyed objective based BG's. They can't even play a proper game of it. All Random BG's have done is ruin their experience.
I'm not sure what the solution is, but as it stands right now. Every match is Deathmatch and screw the objective. (Unless I'm just an outlier)
What are everyone else's take on this? Has anyone else noticed it too?
Deathmatch only requires one tactic: Stay together and buff up group buffs. This makes players practically impossible to be killed, and makes it only about who has the most groupbuffs in their team.OlumoGarbag wrote: »I do love objective based BG's. As those are more about clever tactics than overpowered builds. This is probably why PvPers do not like those modes, while I think they are perfect.
So you really think Deathmatch doesent require any tactics? Before the proc meta, when people were killed by coordinated ultimates, deathmatches were super tactical. You had to constantly watch your own and your team's positioning. If you got caught between the other 2 teams that was a big mistake on your side. And you always tried to engage other teams once they ulti dumped each other.
The clever tactic of objective based BGs literally only requires you to run/cloak aways from every single fight. Wow much smart many clever!
Suggestions as shown in this thread, to make non-deathmatch matches more about PvP. Those suggestions would totally destroy PvP for those who like to occasionally PvP, and for those who know they can't match up to actual PvP players. Losing is fine, but going in knowing you don't stand a chance at all... that would chase almost every non-PvPer away from PvP.
I think the way BG-objectives are at the moment is perfect. Although I do feel some arena's are way too big, but that is not really a BG-objectives issue.
PS: For the record I do not get the 'only kills matter'-mindset at all, where it seems fun to only kill players. Especially with differing skilllevels between players, this makes some players just killfodder.
Deathmatch only requires one tactic: Stay together and buff up group buffs. This makes players practically impossible to be killed, and makes it only about who has the most groupbuffs in their team.OlumoGarbag wrote: »I do love objective based BG's. As those are more about clever tactics than overpowered builds. This is probably why PvPers do not like those modes, while I think they are perfect.
So you really think Deathmatch doesent require any tactics? Before the proc meta, when people were killed by coordinated ultimates, deathmatches were super tactical. You had to constantly watch your own and your team's positioning. If you got caught between the other 2 teams that was a big mistake on your side. And you always tried to engage other teams once they ulti dumped each other.
The clever tactic of objective based BGs literally only requires you to run/cloak aways from every single fight. Wow much smart many clever!
Suggestions as shown in this thread, to make non-deathmatch matches more about PvP. Those suggestions would totally destroy PvP for those who like to occasionally PvP, and for those who know they can't match up to actual PvP players. Losing is fine, but going in knowing you don't stand a chance at all... that would chase almost every non-PvPer away from PvP.
I think the way BG-objectives are at the moment is perfect. Although I do feel some arena's are way too big, but that is not really a BG-objectives issue.
PS: For the record I do not get the 'only kills matter'-mindset at all, where it seems fun to only kill players. Especially with differing skilllevels between players, this makes some players just killfodder.
It´s not the "only kills matter perspective" point people are trying to make, it´s the fact that certain game modes like Domination and Capture the Relic (especially domination) can be won without even engaging with the enemy teams. You´re essentially avoiding PvP in a PvP mode, which is just horrible design. If you´re just going to run between point A and B you (not you specifically just generally speaking) might aswell stick to PvE overland questiong where you do the same thing.
In modes like Crazy King, which is a mix of deathmatch and domination, you don´t get these problems because you can´t win the mode by simply avoiding the enemy teams.
And deathmatches in a 4v4v4 premade takes more effort than you would imagine, especially if you´re up against good teams. Positioning and avoiding to get stuck between the enemy teams, while trying to sandwich the enemy is quite hectic and one too many wrong decisions of poor positioning will cost your team a potential win.
And the difference in skill level is most likely a result of ZOS never implementing a propper ranking/mmr system that puts you up against equally skilled opponents.
?In Domination, if everyone is indeed running from point A to point B, wouldn't two teams then engage each other at Point B and fight it out
In Capture the Relic, I don't see how you can avoid fighting if all three relics are being held simultaneously by an enemy team as that will result in a stalemate
I have noticed the same.
Something I don't understand is not getting points for defending. My GF will often guard our flag while the other 2 from the team run the ball/flag. But we get little to no points for this.
Is there an official list of how points are calculated for BG's?
Maybe among pure PvPers, but not to everyone else. Anyone else includes: PvE'ers, less skilled players, older players, more tactical players, players new to PvP, etc.Artorias24 wrote: »We can all agree that Deathmatch is the most popular game mode i guess.
Maybe among pure PvPers, but not to everyone else. Anyone else includes: PvE'ers, less skilled players, older players, more tactical players, players new to PvP, etc.Artorias24 wrote: »We can all agree that Deathmatch is the most popular game mode i guess.
Strangely, getting killfarmed is not appealing to some of us.
OlumoGarbag wrote: »Maybe among pure PvPers, but not to everyone else. Anyone else includes: PvE'ers, less skilled players, older players, more tactical players, players new to PvP, etc.Artorias24 wrote: »We can all agree that Deathmatch is the most popular game mode i guess.
Strangely, getting killfarmed is not appealing to some of us.
Can you stop calling "avoiding every Player versus players" "tactical" your essential framing/bashing the entire player Vs player community