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Future of Battlegrounds

  • xylena
    xylena
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    Haki_7 wrote: »
    simple solutions
    LOL no solution in game design is ever simple.

    If you think you have good ideas for improving BGs, put them on the PTS forum where they are currently trying to test 3s BGs. Posting that same list of bad 2s over and over just breeds toxicity. Even a hardcore 3s enjoyer must admit the mode needs polish and bug fixes.

    I don't otherwise feel compelled to defend 2s anymore since it's been years now and the devs never addressed serious issues like the MMR and spawn camping. Best of luck improving 3s.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Decimus
    Decimus
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    All I can say is that there's been a total of 0 3-way BG pops on the PTS despite big BG guilds trying to organize them there, and the feedback thread is buried on the second page.

    If ZOS wants to incentivize people to play those battlegrounds on PTS they should organize some specific time for it, maybe get some developers to hop in (players love playing against devs).

    Otherwise they'll be hard pressed to find enough players motivated to hop on to PTS in order to play 3-way BGs.


    As for fixing the main BG mode:
    1. Revamp solo queue 4v4 into a 3v3 or 4v4 shuffle mode where everyone plays with/against each other across multiple rounds.
    2. Remove flag games from 4v4 (preferably 3v3).
    3. Introduce a simple win/loss MMR system, gaining or losing points based on opponents' average MMR. System tries to match you against people of similar MMR/rank.
    4. Make this MMR visible and rank people based on it - they can even use same ranks as in ToT to keep it Elder Scrolls themed.
    5. Introduce seasonal rewards unlocked at each rank and for people at the top MMR of the highest rank, similar to ToT.
    6. Add the same matchmaking system to 8v8, minus ranks and rewards. Keep the number invisible - this is the casual mode.
    7. Kick people down from spawn after 15 seconds to prevent spawn camping and toxic afk'ing to prolong matches out of spite.
    8. Add a prompt to pick up chaosball, reduce the number of chaosballs to one.
    9. In CtR move relics further away from spawn location, or move spawn locations close to middle to prevent the infinite respawn loop of interrupters while providing people the chance to intercept a relic runner instead. Would require substantial map redesign.
    10. Reduce the amount of flags in certain Domination maps or significantly increase the amount of time it takes to flip one.
    11. Add more maps.
  • imPDA
    imPDA
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    Moonspawn wrote: »
    The current matchmaking in Battlegrounds. What do you think it's based on? Medal score, damage done, time played, KDA, win rate? Something else?

    Currently, it is just random, it seems :) Every BG there are a lot of newbies or simply weak players. I have collected data about all matches I played, this is how damage done distribution looks like across all players I played with. My average is 1.6M iirc, it is 3 times more than average among of all other players (547k), and it is 96% percentile iirc. Analyzed it in the end of previous year, I don't remember fine details of it. Same for KDA, big difference with average player I played with. Probably, average medal score? Need to check this :) Never played for score tbh, except some very lame BGs I wanted to finish as fast as possible. Do you have observations how current matchmaking works?

    tb09sltow4f7.png
    Your Friendly Neighborhood PvP Enjoyer (prior to U48)
  • Haki_7
    Haki_7
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    xylena wrote: »
    ZOS_GregoryV please close this thread (again), it will only get toxic (again).
    Why ask to close this thread? Don't you want the problems plaguing Battlegrounds to be discussed and possibly resolved?

    Destruction of Battlegrounds Chapter 129: Waiting 16 minutes for a lopsided match (Solo 8v8 PC/EU)
    Chaosball, inevitable victory. We almost lost because too many surrendered to the indescribable allure of spawncamping newcomers.
    5eb94zo31s2b.png

    Relic, inevitable victory. They got their only point by stealing our relic through the wall, so we had no choice but to stay there watching the thing from all sides. It was exactly what I needed after spending 10 minutes on a pointless staring contest with chaosball holders: 15 minutes pointlessly staring at relic defenders. Very relaxing.
    nt15y0lpcl48.png

    Domination 1, inevitable defeat. We couldn't even get to the flags, but at least it ended quickly.
    58g4lxn9r78g.png

    Domination 2 & 3, inevitable victories.
    paffn22hd008.png
    0ag7xqt0eh47.png

    Deathmatch, inevitable victory. Standard 8v8 DM. Can't wait to play this for 5 days straight.
    4u9170ksy0rl.png

    Crazy King, inevitable victory.
    dedc3wbctqg0.png
    Edited by Haki_7 on February 7, 2026 1:26AM
  • Moonspawn
    Moonspawn
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    Haki_7 wrote: »
    Got it. Here it is:
    Destruction of Battlegrounds Chapter 1: Waiting 37 minutes for a lopsided match
    @Major_Toughness Why would anyone believe any of these videos was recorded at 3 AM?
    I doubt anyone actually believes that.
    Can you help solve any of the FOUR critical flaws of Two-sided BGs ?

    Looking for feedback on How to fix the 3-sided objective modes
  • xylena
    xylena
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    imPDA wrote: »
    Never played for score tbh

    Do you have observations how current matchmaking works?
    One problem with BGs is you have players effectively playing completely different games. Not just stuff like DD vs healer, if half the lobby plays deathmatch and half the lobby plays objectives, you might as well ask whether Tom Brady or Michael Jordan is a better chess player.

    Like the 10-0-0 wasn't necessarily the biggest threat, just the rat lucky enough that nobody good went after him while he was chasing down noobs between flags. The biggest threat was the 3-2-12 leading the group bombs, sending enemies scattering for the rats to pick off.

    So you would need to do something similar to sabremetrics in sports where you sort things by position and strength of opponents, so that you are comparing apples to apples. I don't think this game even has the infrastructure for that. Players don't set dungeon roles for PvP.

    For example as a deathmatcher, your stats would need to be evaluated only against other deathmatchers playing your same position of brawler, ganker, bomber, etc. Then you adjust rankings again based on who you were fighting, and how.

    Does your 1.6M dmg come mostly against other hardcore deathmatchers, or is it getting inflated by stomping noobs? How much of your 1.6M dmg directly led to kills, and how much was "garbage damage" that got trivially healed off?

    This is just the tip of the iceberg. Evaluating player performance in this game is a nightmare. Best thing I can think to do is to go back to separate DM/OBJ queues, preferably with a minimum MMR requirement for entering the DM queue at all.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • imPDA
    imPDA
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    Actually, damage done and KDA can be used to evaluate success for both objective matches and DMs, because if you are able to kill many enemies, you keep them away from flags or balls, or you can even lock them on spawn, so you team can easily control objectives. For DMs my point is obvious.

    So, my point is, I heard many times, "It is not a deathmatch, why are you playing it like this?" and my answer is above - I just can kill players even before they reach a flag, so in many objective BGs, playing it like a deathmatch was the best thing I could do, and I let my entire team chase flags easily. And in the end of these BGs, I usually got 0 score, while having probably the biggest impact on a match :D
    Edited by imPDA on February 7, 2026 12:16PM
    Your Friendly Neighborhood PvP Enjoyer (prior to U48)
  • xylena
    xylena
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    imPDA wrote: »
    And in the end of these BGs, I usually got 0 score, while having probably the biggest impact on a match :D
    The goal would be a system that scores and ranks you compared to other deathmatchers, not gives you 0 by comparing you to the objective runners. There would at least need a way for players to flag their role/position as a deathmatcher, support, objective runner, etc.

    But it also matters who you are killing, 10-0 while taking down tryhards is a bigger impact than going 20-0 by killing the same 2 irrelevant noobs over and over.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
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