_adhyffbjjjf12 wrote: »That aside, none of the above address the core issues that make PVP in ESO so flawed (see other threads or other AAA MMORPG) they are just slicing and dicing an already diminished player base. You can spin and split the queue in a million ways but its not going to make the game healthy or inviting to new players, which is the real problem.
_adhyffbjjjf12 wrote: »This doesn't include DM as its unpopular
Icyfire369 wrote: »Hey guys!
I made a four-minute video discussing an idea I had after reading the Week 5 PTS Patch Notes for Update 35. The intent was to propose a solution to the Deathmatch vs Objective PvPer problem within BGs.
I'll leave a link to the video at the end of the post.
--- What is the problem currently? ---
Deathmatchers = they play all game modes like a Deathmatch. As a result, in the objective modes, they tend to end in under five minutes because two teams are fighting their hearts out while the 3rd team ends the game uninterrupted.
Objective players = have no intent on actually fighting players.
Both of these scenarios are not fun for anyone, and we need a way to split them up IF the actual game modes are not being updated.
--- Summary of Video ---
Thanks to the new Battleground Feature technology ZOS is adding, they now have the capability to turn on/off game modes at their convenience.
I proposed three example schedules (from bad to good) on how this can be structured during the week.
Example One - "Biased and Unfair" - https://imgur.com/14VT9mO
This one favors the Objective Games Modes. I gave each mode a day then repeated that cycle for the following weeks. Not recommended.
Example Two - "Progressive" - https://imgur.com/6PqVFWz
I divided them into two groups of three. A little better but still biased towards the Objective Game Modes. Again, not recommended.
Example Three - Thanos, "Balanced in all things." - https://imgur.com/dOqJ15z
This one promotes alternating each day between Deathmatch and X Objective. Each Objective Mode is on an eight-day rotation. If you see the image, Domination is on Monday this week, then Tuesday the next, Wednesday after that, etc etc.
Example Three is the recommended option for three reasons.
1) This solves the DM vs Objective problem. If I want to Deathmatch today, but it's actually an objective day, not a big deal. I can do something else or have a day off and come back tomorrow to PvP. Likewise for the Objective folks.
2) It promotes build diversity. You can actually have a Chaos Ball build and run it exclusively when Chaos Ball is available. Eliminating the risk of you getting in a game mode that is NOT Chaos Ball.
3) Achievements. This is for the achievement hunters out there. You can just wait for the day you want and get it done. It's a pain right now where I'm trying to get certain achievements and there's an 80% chance, I get the wrong mode and even worse when my team is counterproductive to helping me succeed.
There's a little more detail in the video, if you'd like to give it a watch.
Otherwise, I'd like to know what you guys think!
Link to the video:
https://youtu.be/bnkVcwe2xcQ
_adhyffbjjjf12 wrote: »This doesn't include DM as its unpopular
I think you’re pretty mistaken about that lol
Unified_Gaming wrote: »Death match - stays the same but change kill credit. Kill credit is given to the person who did the most damage within 5 seconds of death. Execute skill damage is ignored from this i.e. whirling blade, mages wrath, executioner etc. This would avoid mages wrath / radient beam kill steals or nightblades coming to aoe execute. The player who did the 2nd highest amount of damage within 5 seconds gets an assist medal - execute damage counts.
Capture the relic - killing somone holding a relic awards +20 to score. Killing an enemy near a relic spawn point awards +10 to score I.e. attacking/defending (note killing the same person near the same relic spawn within 30s awards 0 to prevent farming). Relics no longer return and have to be manually returned. Returning a relic awards +20 score. Capturing a relic awards +100 - you need your relic to do so. To win keep max score at 500 but change if needed.
Chaos ball - holding the chaos ball awards 5 score every 10 seconds. Killing the chaos ball carrier awards +10 score. Picking the ball up awards +20 score (encourage people to pick up). Killing an enemy near the chaos ball awards +5 score I.e. attacking/defending. Chaos ball returns to central spawn after 15s of not being held. Picking up the ball takes 2s (same as relic time). To win keep max score at 500 but change if needed.
Domination - 4 flags (1 near each spawn and 1 central one). Flag points generate 5 score every 10 seconds. Capturing a point awards +10 points instantly. Killing an enemy by a flag awards +5 points i.e. attacking/defending. Controlling all flags at once awards +10 points every 10 seconds. To win keep max score at 500 but change if needed.
Crazy king - 3 flags maximum. Points generate 5 score every 10 seconds. Flags have 60 second life time. A new flag spawns every 30 seconds. Capturing a flag awards 10 score instantly. Killing an enemy near a flag awards +5 points I.e attacking/defending. To win keep score at 500 but change if needed.
gariondavey wrote: »@Magio_ has already proven many times in other threads, @_adhyffbjjjf12 , that deathmatch has historically been far more popular than any mode (going back years when queues were available for flag, dm, etc).
It doesn't matter what guild wars 2 or hello kitty island adventure does, in eso the player base has historically preferred deathmatch. By a significant margin.