DarthCuddlefluff wrote: »PhoenixGrey wrote: »SkaraMinoc wrote: »RealLoveBVB wrote: »
So now I am asking the same question here as I did ingame: WHO is enjoying such matches?
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The only pvp game mode which involves combat is DM so yeah we are correct.
Even PVE has more combat compared to objective pvp.
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My friend I have no idea what you're talking about. There is so much combat in objective game modes.
_adhyffbjjjf12 wrote: »its strange how in the other big AAA mmorpg Objective based PVP is by far the most popular and we don't have this odd DM elitism. I do wonder if the 3 team format is the root cause.
Literally around 75% of the problems on the BG forums would go away if ZoS gave us back the Deathmatch only que option back lol
CameraBeardThePirate wrote: »_adhyffbjjjf12 wrote: »its strange how in the other big AAA mmorpg Objective based PVP is by far the most popular and we don't have this odd DM elitism. I do wonder if the 3 team format is the root cause.
The root of the cause is the fact that the gamemodes are poorly balanced, that's it. In other Objective Based PvP games, there's almost always fewer objectives than there are teams. Look at TF2 or Overwatch; there's one payload, one hill, one active capture point. This means that teams are forced to engage on or near the objective.
The current objective modes (with the exception of Chaosball) in ESO don't do this; players aren't forced to engage (and are actually discouraged from doing so) because there's always going to be an empty or poorly guarded objective.
If, say, there were only 2 flags in Domination or Crazy King, teams would be forced to engage. Like musical chairs, one team would always be in danger of losing if they're not trying to fight the other team and gain the point.
For capture the relic, there should be 1 relic in the middle, like chaosball, and the objective should be to score with the relic by bringing it back to your spawn. Maybe have a requirement to keep the relic in your spawn for a certain amount of time before the score is counted to make it easier to counter by killing the relic holder.
Chaosball works in theory, but without a snare attached to the ball it's still possible to avoid engagement by building a max movespeed build, grabbing the ball, and running away the entire match. Additionally, many maps still have tons of places a ball holder can stand in and not be targetable by enemies - this also needs to go.
The beginning of Crazy King is probably the most balanced objective mode. There's 1 flag, and teams are forced to fight over it.
gariondavey wrote: »"...there's almost always fewer objectives than there are teams"
Cam gets it