
I have information that suggests the matchmaking we have right now is very likely the best we're going to get. Problem is I'm not sure we're allowed to discuss it. Something caused this thread to suddenly be closed without any warning whatsoever. I would prefer if it didn't happen again.@Weesacs I saw the thread you created. I can attempt to explain why the worst problems plaguing two-sided BGs have almost nothing to do with the matchmaking.
Greetings,
After review, we have decided to reopen this thread. This is a friendly reminder that all comments should adhere to our Community Rules and remain civil and constructive to avoid thread derailment.
Please note that if any additional “future of battleground” threads are created, they will be closed and the discussion will be redirected to this thread.
Thank you for your understanding





i11ionward wrote: »Greetings,
After review, we have decided to reopen this thread. This is a friendly reminder that all comments should adhere to our Community Rules and remain civil and constructive to avoid thread derailment.
Please note that if any additional “future of battleground” threads are created, they will be closed and the discussion will be redirected to this thread.
Thank you for your understanding
Thanks for reopening this thread — I really hope this is a positive signal from ZOS toward the future of Battlegrounds.
Has it been considered that the only way to fix the enormous queue times is to go back to the 3-sided format?
Impossible to lose (dom 1):Impossible to lose (dom 2):Impossible to win (ck 1): Spawncamping from start to finishImpossible to lose (relic):Impossible to lose (ck 2) :
Destruction of Battlegrounds Chapter 110: Waiting 22 minutes for a lopsided match (Solo 8v8 PC/EU)
Since it's been more than a year, maybe ZOS could enable 4v4v4 as a test to see if it fixes the queue time problem. It should at least point them in the right direction ?Has it been considered that the only way to fix the enormous queue times is to go back to the 3-sided format?
SummersetCitizen wrote: »I would love to see Vengeance rules applied to Battlegrounds. At least to one of the modes, whether teams of 4 or 8.
I would still strongly oppose the idea of going back to 4-4-4. I really like them the way they are now.
Haki_7 wrote:Here's your average match, with lots of spawncamping, horrible for everyone without exception:
Do you think that moving some of the players who were '''doing well'' to the opposing team would have made the match enjoyable?
SummersetCitizen wrote: »I would love to see Vengeance rules applied to Battlegrounds. At least to one of the modes, whether teams of 4 or 8.
I would still strongly oppose the idea of going back to 4-4-4. I really like them the way they are now.
@SummersetCitizen can you please point out what you didn't like about 4v4v4? We've only been able to identify 3 flaws so far:
We already know how to make 3-sided matches fun for everyone, regardless of skill level. Maybe with your help we can figure out how to do it in 2-sided too.SummersetCitizen wrote: »SummersetCitizen wrote: »I would love to see Vengeance rules applied to Battlegrounds. At least to one of the modes, whether teams of 4 or 8.
I would still strongly oppose the idea of going back to 4-4-4. I really like them the way they are now.
@SummersetCitizen can you please point out what you didn't like about 4v4v4? We've only been able to identify 3 flaws so far:
The new battlegrounds are more fun to play.
I see more variety of players and fewer matches with only hardcore, sweaty players. It feels more approachable for all skill levels.
I find this much more enjoyable and would never want to go back to the old format.
We already know how to make 3-sided matches fun for everyone, regardless of skill level. Maybe with your help we can figure out how to do it in 2-sided too.SummersetCitizen wrote: »SummersetCitizen wrote: »I would love to see Vengeance rules applied to Battlegrounds. At least to one of the modes, whether teams of 4 or 8.
I would still strongly oppose the idea of going back to 4-4-4. I really like them the way they are now.
@SummersetCitizen can you please point out what you didn't like about 4v4v4? We've only been able to identify 3 flaws so far:
The new battlegrounds are more fun to play.
I see more variety of players and fewer matches with only hardcore, sweaty players. It feels more approachable for all skill levels.
I find this much more enjoyable and would never want to go back to the old format.
@SummersetCitizen How can any match poisoned by these ever be fun?
Interesting. Correct me if I'm wrong, but bad 4v4v4 matches happened when:@SummersetCitizen wrote:Bad matches happened in 3-ways too. Just as often in my experience.
I think it's rather mild. I'd have used ''twisted'', ''warped'' or ''corrupted''.SummersetCitizen wrote: »“Poisoned” is a bit hyperbolic.
That's a strange thing to say. Surely you want the four flaws to be fixed?@SummersetCitizen wrote:I find 2 team battlegrounds to be more fun so I wouldn’t change them.
CameraBeardThePirate wrote: »Something that hasn't been touched on is the fact that the BG maps could (and probably should) be specific to gamemodes. There's a reason games like OW, Team Fortress 2, Counter Strike, and the majority of other objective based PvP games have maps tailored to specific gamemodes.
When you design maps with intent, you prevent teams from wandering aimlessly, mitigate balance issues, and can help prevent things like spawn camping.
BG maps are one size fits all, which is much less development work, but very clearly shows trouble in specific gamemodes. In 3 team BGs, this meant that 2 teams would engage while the third would be able to cap unimpeded, because the maps weren't designed to force players into specific areas very well. In the two team BGs this problem exists, albeit in a different form, where the maps are sprawled out and objectives are just placed willy nilly around the map, so you end up having some players getting spawn camped the whole time while a few stragglers just run objective to objective thinking they're "helping" while their team gets obliterated because they're outmanned by the enemy team.
In CTF, for example, the maps have loads of wasted space. A couple flank routes are understandable, but lets be real: 90% of the map sees no use in CTF.
Chaosball should not allow people to bring the ball back to spawn. It creates a similar problem where now 90% of the map is useless when all 3 balls are in one place. Force the players to stay in specific areas with the ball to gain points.
For the Flag games, the opposite problem exists - the flags are placed willy nilly around the map so teams get spread out with no real incentive to stick together, leading to a snowball of death picking off stragglers until one team gets spawncamped. There's very few flags that have good rotation routes to other flags, so positioning is more or less nullified and replaced with "sprint at max speed across the map as soon as the next flag spawns and never look back". Admittedly, this game mode is arguably better in 2 team than 3 team BGs, but map design still shows to be problematic when a team can just be spawncamped endlessly while a couple Timmies wander flag to flag wondering why no one is trying to stop them (or even worse, go 0-15 because they were just bee-lining straight for the Flag with no regard for their own life or their team's well-being).
In Deathmatch, you have an issue where by designing the maps for the other objective modes, you make it too easy to traverse back to spawn to spawn camp for the enemy. Deathmatch maps should have more chokepoints closer to spawns, better sightlines for the spawning team than the attacking team, etc etc. Much like pushing a porch with oils dropping in Cyrodiil, it should be dangerous to push a team at their spawn, but it's often easier to get kills on people in their spawn with how the sightlines and spawn areas work. The problem? Since the map is designed for things like CTR/Chaosball, you can't make players too strong in their own spawn or the Relic would be untouchable. And don't get me started on the release system - releasing needs to be automatic in Deathmatch to prevent teams from trickling in. When one person gets delayed by 20 seconds because they happened to push the release button in 3 seconds rather than 2 seconds, it just causes your team to lose more. No one is really standing around reviving in Deathmatch unless someone is popping an instant res with Necro Ult.
In 3 team BGs this map design problem was mitigated somewhat by the presence of the third team, but still needed some adjustment on Objective Placement (in general, fewer objectives per gamemode) to really balance out some of the modes. At the very least it felt better even if it wasn't strictly "more balanced" because the fights were more enjoyable due to the chaos of having the third team. In 2 team BGs, it's an absolute cluster because every map feels designed to encourage spawn camping.
No wonder you always wins, almost everyone is inert and overeaten in the meanwhile, having played at your side for so long time now..







No wonder you always wins, almost everyone is inert and overeaten in the meanwhile, having played at your side for so long time now..
That's good, but they all date from way before thanksgiving. Just like these:
Domination 1,2 & 3 , no way to lose:Crazy King, no way to win:Deathmatch 1 & 2, no way to lose:Chaosball, no way to lose:
Destruction of Battlegrounds Chapter 111: Waiting 23 minutes for a lopsided match (Solo 8v8 PC/EU)
SummersetCitizen wrote: »
In my opinion, BG’s are a side activity, like ToT. If you play a side activity like it is the main game, you’ll have issues.
For someone who is a hard-core BG player (based on countless match results you post) why are you playing casual 8v8 not competitive 4v4? Playing with other competitive players seems like a better place for you.
3-way matches were good for when they were introduced. The current format is best for where the player base is now.
I play a lot of Battlegrounds (BGs). My main character is a healer, and my 6-7 other characters play damage dealers and tanks. Here's what I've noticed about the changes ZOS has made:
- MMR is tied to a character, even though the total medal count for all characters on an account is combined for ranking (with the last character used appearing in the ranking).
- During prime time and weekends, the chance of encountering a Deathmarch-type BG is around 80% (or maybe more). Thanks to this, I find that Capture the Flag matches are much more respected than before. I wasn't expecting this, but it's worked, in a way.
- It's no longer uncommon to have 3v4 matches right from the start of the game, and sometimes for the entire duration. It's unfair, even if the game sometimes tries to put very strong players on the side of 3.
- At a very high MMR (league of the top 25 ranked players), some 4v4 fights are endless or completely unbalanced. Putting a tank and two healers in the same group in a deathmatch is nonsense and a guaranteed defeat.
- There's clearly a disparity in the medals a healer, tank, or damage dealer can earn.
I understand that prioritizing healer points leads to more players choosing healers and improves fight longevity, but I think that as a result, healers are almost entirely absent at low MMR levels, where players are potentially the weakest and also need healing. Conversely, at very high levels, we sometimes find groups of three healers, which makes the game really strange.
On the other hand, perhaps a medal is missing that equates a critical heal to 7500 points in a single hit. It might be interesting to have a medal for a specific 7500k point hit, for example. This would help to harmonize scores and distribute healers more evenly across the rankings and MMR.
@SummersetCitizen do not hesitate to let me know if you're having trouble acknowledging any of the flaws. I'm always looking for ways to make them easier to understand. Speaking of which, @Haki_7 can you provide the scoreboard of a balanced match?











Domination 1, zero % chance of losing. We did lose because we had too many ppl hypnotized by farming newcomers:
So was this:
