Really easy for me in 3s to go 10-0-X killing the same guy 10 times in between running and hiding like a rat, drawing little to no aggro at all. It's significantly harder to avoid aggro like that in 2s. Maybe 3s would work better in small arenas.Here's a good example to show how the target order never leaves the squishiest players in 8v8. They respawn and come back before the damage ever reaches the others, which creates an extremely unpleasant situation for everyone involved: Eight people being forced to focus the same two or three players over and over again. The only solution I see is to go back to 4v4v4.
Unholy_Holywarrior wrote: »i hope they seriously remove 'capture the relic' from pvp queue rotation... i utterly detest that mode, it should be removed like they did that one mode where you can only respawn twice and have to spectate the rest of the match...
the issue ive seen with relic games, if your team doesnt score first, the next 20 mins is a complete waste of time, 90% of the time. every relic match i play comes down to who can spawn lock the other team first. its not fun, there is very little chance to turn the tides of a match with current meta of invincible, invisible lightning guys teleport stunning everywhere
also another thing what i think needs to be retooled is waiting 20 minutes in queue, to join a horrible losing match already in progress, with no hope of winning beyond the point of turning it around. seriously, joining those kinds of matches several times in a row, makes me quit the pvp battlegrounds grind for the day...
Thumbless_Bot wrote: »Unholy_Holywarrior wrote: »i hope they seriously remove 'capture the relic' from pvp queue rotation... i utterly detest that mode, it should be removed like they did that one mode where you can only respawn twice and have to spectate the rest of the match...
the issue ive seen with relic games, if your team doesnt score first, the next 20 mins is a complete waste of time, 90% of the time. every relic match i play comes down to who can spawn lock the other team first. its not fun, there is very little chance to turn the tides of a match with current meta of invincible, invisible lightning guys teleport stunning everywhere
also another thing what i think needs to be retooled is waiting 20 minutes in queue, to join a horrible losing match already in progress, with no hope of winning beyond the point of turning it around. seriously, joining those kinds of matches several times in a row, makes me quit the pvp battlegrounds grind for the day...
I am pretty sure the respawn twice thing still exists. It is 4v4 death match. Don't do 4s much any more so not certain.
Some people really enjoy relic. I am against removing content people enjoy.
I think the answer is to allow people the ability to queue for the mode(s) they want. You know, play the way you want and all that jazz. You might have to wait longer to get a game, maybe not, but at least you'll get a game you actually want to play. Could be like dungeon queues. If you want to run x dungeon you might have to wait, especially if you're not a tank, but you get the content you want. You could also queue into any bg, just like any dungeon, for the daily bonus and xp.
Unholy_Holywarrior wrote: »Thumbless_Bot wrote: »Unholy_Holywarrior wrote: »i hope they seriously remove 'capture the relic' from pvp queue rotation... i utterly detest that mode, it should be removed like they did that one mode where you can only respawn twice and have to spectate the rest of the match...
the issue ive seen with relic games, if your team doesnt score first, the next 20 mins is a complete waste of time, 90% of the time. every relic match i play comes down to who can spawn lock the other team first. its not fun, there is very little chance to turn the tides of a match with current meta of invincible, invisible lightning guys teleport stunning everywhere
also another thing what i think needs to be retooled is waiting 20 minutes in queue, to join a horrible losing match already in progress, with no hope of winning beyond the point of turning it around. seriously, joining those kinds of matches several times in a row, makes me quit the pvp battlegrounds grind for the day...
I am pretty sure the respawn twice thing still exists. It is 4v4 death match. Don't do 4s much any more so not certain.
Some people really enjoy relic. I am against removing content people enjoy.
I think the answer is to allow people the ability to queue for the mode(s) they want. You know, play the way you want and all that jazz. You might have to wait longer to get a game, maybe not, but at least you'll get a game you actually want to play. Could be like dungeon queues. If you want to run x dungeon you might have to wait, especially if you're not a tank, but you get the content you want. You could also queue into any bg, just like any dungeon, for the daily bonus and xp.
and i simply drop the match anytime i load in to a relic match. i simply do not enjoy it. mmr, if it means anything, be damned.
No one wanted to play the objective, not even to extend the match. Just mindless spawncamping for no rhyme or reason.
Green: 1,3,5,6,7
Orange: 3,4,6,7
Assigning each of these players to a team of newcomers in 3-sided BGs: Unpredictable and fun for everyone.
Doing the exact same thing in 2-sided BGs: Disaster.
''1. Since you can't use one team against another anymore, its difficult for BG regulars to engage each other without discarding everything they know about positioning and target selection.''
''3. Spawncamping is encouraged by the two-sided format itself in every gamemode.''
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »Ok so assuming that mixing high and low MMR players is inevitable, we need to find ways to make the three-sided objective modes fun for everyone, regardless of skill level.MincMincMinc wrote: »So if the matchmaking search had to expand enough it would still put players of vastly different skill levels in the same matches, right?
Yes, (...) Even if the population of bgs collapsed to say 30 people, the MMR system would still function, but in these more niche scenarios you would then start leaning on other mechanics to prevent issues.
Here's how I'd fix Domination and Crazy King:Even in the worst case scenario (two teams fight while the third flips all remaining flags uncontested), it would be impossible to end any of these matches in less than 10 minutes.
- Reduce the amount of points each flag gives per tick. Domination from 8 to 4, Crazy King from 8 to 6.
- Modify flags to require a minimum of two players to be fully captured. Solo players would still be able to hinder the opponents' progress by turning them white, but running around without even drawing weapons would no longer be the ultimate winning strategy.
@MincMincMinc Do you see any problem with these changes?
No that makes sense. Really its more like zos just needs to tune the games to be a standard duration. No matter the game mode you shouldnt be able to end it objectively in 2 mins, when other games are 15mins full duration.
Things like chaos ball being held at spawn, why not make it only held in a designated area so they are more prone to actually fighting over it?
3 team CTF is probably the hardest to deal with. Nothing to stop the third team from running 5 flags uncontested within a minute if they really wanted to. Youd probably have to require them to capture both enemy flags in order to gain points. CTF is really more of a two sided gamemode.
Crazy king also shouldn't be spamming uncontested flags all over the place, incentivizing people to not pvp
Two objective modes down, two to go. I'm leaving CTF for last, but there is a plan for that too.
Chaosball
PROBLEMSSOLUTIONS
- Ball carrier could move around the map at high speed. Would be all but impossible to catch.
- Players could take the ball to cheesy places where they couldn't be damaged OR where you had to give up your life to damage them.
- Reduce ball carrier speed by 30%
- Fix cheesy places.
Anything missing?
To fix cheesy places I think you are better off suggesting to make a delivery location or a general location on the map to hold the chaos ball to get points.
Being able to hold the ball under your own spawn is an issue and leads to players just standing around instead of actually fighting.
Wouldn't it be better for the ball carrier to move slowly around the map instead of staying still? Haki mentioned something similar earlier. By moving away in a 3-sided fight he could force the other two teams into the same space, where they would be vulnerable to ult dumps AND to each other.
Well the movement speed reduction is fine. Honestly if they saw they should prevent streak.....they should prevent any movement bonuses like major/minor or any other speed buff from the base movement speed. Then you wouldn't need the fake snare.
But what im suggesting is to prevent players from just holding under their own spawn in a heavily advantageous position. Make them have to hold the chaos ball in the center of the map where it can be contested. Or make checkpoints you have to walk through to obtain points with the ball, so you literally can't cheese certain corners or ledges for points.
i11ionward wrote: »I don’t think anyone has brought this up yet, but sometimes the new 8v8 just feels like zerg vs zerg. Most of the time it’s one giant cluster fight with almost no space for smaller skirmishes — or on the flip side, you suddenly get caught in a 1v8 and there’s nothing you can do.
With the old 4v4v4, you’d run into way more 1v2 or 2v2 fights, and that made it feel a lot closer to real small-scale PvP inside BGs. That’s the kind of gameplay I’m actually looking for.
Does anyone else miss that side of 4v4v4?
The problem with this is... many players do NOT want deathmatch at all. Which is why one or two years ago the deathmatch only BG's test failed, too few players queue'd up for those. Add to that the fact that most casuals now have a hard time getting the daily BG exp(two teams), and have no fun getting that daily bonus(spawn camping/instant-deaths/etc), and we have a recipe for empty BG's again. Tactics are a part of PvP as well, yet this tactics part always seems to get stripped away from PvP due to 'PvPers' who only want to combat other players without any distractions or thought behind it.Assuming Zenimax ever decides to spend the time (maybe two weeks?) it would take to revamp all of the three-sided objective modes, and we're granted these incredible gifts:
Chaosball >> Deathmatch with chaosball.
Crazy King >> Deathmatch with flags.
Domination >> Deathmatch all around, probably the closest we can get to a free for all.
Capture the Relic >> Deathmatch with training wheels.
The only way to make BG's more popular, is to get casuals to play these. And that is NOT going to work with deathmatch(both two and three teams), with the current damage/gear/survivability gap, and without more reasons to play BG's(hard to get daily exp due to two teams/no fun in two teams/etc).
In practically any other (MMO)-game players can jump in and PvP at ANY point while still being competitive, as their PvP modes are basically about skill alone and there are no major gaps in power or survivability between players. ESO's PvP needs to be like that for it to ever be able to hold a large enough population of regular players to sustain BGs!
Above all, BGs need to be fun for everyone!
I don't see anyone talking about the possibility that some players might be manipulating things in order to somehow have what is effectively a premade group going into a battleground. What I see day after day is extremely lopsided matches where one team seems to work like a well oiled machine with the sole purpose of racking up as many kills as possible and the other team is just there for target practice. Objectives be damned.
Oh, and there's no randomness to the match type either. When these groups of players are active, you will queue into the same match type over and over and over and over. It's not random. I suspect the organized group have all agreed to queue into a specific type of match and then somehow they are always on the same team with each other while people that queue into a random are just sent to them to fill in the match and thus become target practice.
I know this sounds like a lot of speculation, but if you play BGs enough, you will see this pattern.
You want to give Battlegrounds a future? Fix this.
I don't see anyone talking about the possibility that some players might be manipulating things in order to somehow have what is effectively a premade group going into a battleground. What I see day after day is extremely lopsided matches where one team seems to work like a well oiled machine with the sole purpose of racking up as many kills as possible and the other team is just there for target practice. Objectives be damned.
Oh, and there's no randomness to the match type either. When these groups of players are active, you will queue into the same match type over and over and over and over. It's not random. I suspect the organized group have all agreed to queue into a specific type of match and then somehow they are always on the same team with each other while people that queue into a random are just sent to them to fill in the match and thus become target practice.
I know this sounds like a lot of speculation, but if you play BGs enough, you will see this pattern.
You want to give Battlegrounds a future? Fix this.
Mostly static target order and no possibility to use one team against the other to change things up- whether to kill other pvpers or help teammates escape a sandwich. @Giraffon what platform are you on?
That depends... If the PvP would be fun for everyone especially casuals, then yes more people would probably play BGs. This can be seen in other MMO's.The problem with this is... many players do NOT want deathmatch at all. Which is why one or two years ago the deathmatch only BG's test failed, too few players queue'd up for those. Add to that the fact that most casuals now have a hard time getting the daily BG exp(two teams), and have no fun getting that daily bonus(spawn camping/instant-deaths/etc), and we have a recipe for empty BG's again. Tactics are a part of PvP as well, yet this tactics part always seems to get stripped away from PvP due to 'PvPers' who only want to combat other players without any distractions or thought behind it.Assuming Zenimax ever decides to spend the time (maybe two weeks?) it would take to revamp all of the three-sided objective modes, and we're granted these incredible gifts:
Chaosball >> Deathmatch with chaosball.
Crazy King >> Deathmatch with flags.
Domination >> Deathmatch all around, probably the closest we can get to a free for all.
Capture the Relic >> Deathmatch with training wheels.
The only way to make BG's more popular, is to get casuals to play these. And that is NOT going to work with deathmatch(both two and three teams), with the current damage/gear/survivability gap, and without more reasons to play BG's(hard to get daily exp due to two teams/no fun in two teams/etc).
In practically any other (MMO)-game players can jump in and PvP at ANY point while still being competitive, as their PvP modes are basically about skill alone and there are no major gaps in power or survivability between players. ESO's PvP needs to be like that for it to ever be able to hold a large enough population of regular players to sustain BGs!
Above all, BGs need to be fun for everyone!
@Sarannah But if we had unpredictable and competitive matches with the potential to be fun for everyone, regardless of skill level, then people would want to play them, yes?
That depends... If the PvP would be fun for everyone especially casuals, then yes more people would probably play BGs. This can be seen in other MMO's.The problem with this is... many players do NOT want deathmatch at all. Which is why one or two years ago the deathmatch only BG's test failed, too few players queue'd up for those. Add to that the fact that most casuals now have a hard time getting the daily BG exp(two teams), and have no fun getting that daily bonus(spawn camping/instant-deaths/etc), and we have a recipe for empty BG's again. Tactics are a part of PvP as well, yet this tactics part always seems to get stripped away from PvP due to 'PvPers' who only want to combat other players without any distractions or thought behind it.Assuming Zenimax ever decides to spend the time (maybe two weeks?) it would take to revamp all of the three-sided objective modes, and we're granted these incredible gifts:
Chaosball >> Deathmatch with chaosball.
Crazy King >> Deathmatch with flags.
Domination >> Deathmatch all around, probably the closest we can get to a free for all.
Capture the Relic >> Deathmatch with training wheels.
The only way to make BG's more popular, is to get casuals to play these. And that is NOT going to work with deathmatch(both two and three teams), with the current damage/gear/survivability gap, and without more reasons to play BG's(hard to get daily exp due to two teams/no fun in two teams/etc).
In practically any other (MMO)-game players can jump in and PvP at ANY point while still being competitive, as their PvP modes are basically about skill alone and there are no major gaps in power or survivability between players. ESO's PvP needs to be like that for it to ever be able to hold a large enough population of regular players to sustain BGs!
Above all, BGs need to be fun for everyone!
@Sarannah But if we had unpredictable and competitive matches with the potential to be fun for everyone, regardless of skill level, then people would want to play them, yes?
Not sure on these numbers, but I believe it was only 10% of the population who does any PvP at all. That means if ZOS can get even a small percentage of those other 90% into PvP, that would massively increase the PvP population.
I don't see anyone talking about the possibility that some players might be manipulating things in order to somehow have what is effectively a premade group going into a battleground. What I see day after day is extremely lopsided matches where one team seems to work like a well oiled machine with the sole purpose of racking up as many kills as possible and the other team is just there for target practice. Objectives be damned.
Oh, and there's no randomness to the match type either. When these groups of players are active, you will queue into the same match type over and over and over and over. It's not random. I suspect the organized group have all agreed to queue into a specific type of match and then somehow they are always on the same team with each other while people that queue into a random are just sent to them to fill in the match and thus become target practice.
I know this sounds like a lot of speculation, but if you play BGs enough, you will see this pattern.
You want to give Battlegrounds a future? Fix this.
Mostly static target order and no possibility to use one team against the other to change things up- whether to kill other pvpers or help teammates escape a sandwich. @Giraffon what platform are you on?
PC NA
Lots of excellent suggestions. On my end, I just want a "Concede" option; some matches are just hopeless.
@MincMincMinc How? Healing values vary greatly based on match duration, game mode, whether teammates stay together, and whether they are taking damage.MincMincMinc wrote: »[*] Balance match made teams based on previous match's healing values
[/list]
@MincMincMinc How? Healing values vary greatly based on match duration, game mode, whether teammates stay together, and whether they are taking damage.MincMincMinc wrote: »[*] Balance match made teams based on previous match's healing values
[/list]
MincMincMinc wrote: »@MincMincMinc How? Healing values vary greatly based on match duration, game mode, whether teammates stay together, and whether they are taking damage.MincMincMinc wrote: »[*] Balance match made teams based on previous match's healing values
[/list]
You are right, its not a perfect metric. However it does generally allow you to determine a healer vs a dps. Even just making sure matches don't group up known healers all on one team.
This isn't to base an MMR value off of healing, but to simply ensure one team doesnt get 4 players that healed last game compared to the other team if that makes sense.
MincMincMinc wrote: »@MincMincMinc How? Healing values vary greatly based on match duration, game mode, whether teammates stay together, and whether they are taking damage.MincMincMinc wrote: »[*] Balance match made teams based on previous match's healing values
[/list]
You are right, its not a perfect metric. However it does generally allow you to determine a healer vs a dps. Even just making sure matches don't group up known healers all on one team.
This isn't to base an MMR value off of healing, but to simply ensure one team doesnt get 4 players that healed last game compared to the other team if that makes sense.
Having MRR look at outward heals could help “spread the wealth” so to speak in helping both sides have primary healing characters; better than the one sided matches we see now.
That said, if this were to happen and we end up with BG teams that have a more even number of healing based players … does this mean BG’s essentially become “heal-offs”? … where we see MORE of players doing “ring around the rosie” with line of sight break objects as 4 opposing Templars trot around the map in a near-persistent state of prayer??? …. Something tells me I don’t have to spend the $0.99 per minute to call the psychic line to find out
Unholy_Holywarrior wrote: »i hope they seriously remove 'capture the relic' from pvp queue rotation... i utterly detest that mode, it should be removed like they did that one mode where you can only respawn twice and have to spectate the rest of the match...
its hard to enjoy someone's very flawed design, they could've give each team a healer so its fair but nope it have to be super random / also watch as my comment gets deleted for "bashing"