LOL no solution in game design is ever simple.simple solutions
The current matchmaking in Battlegrounds. What do you think it's based on? Medal score, damage done, time played, KDA, win rate? Something else?
Why ask to close this thread? Don't you want the problems plaguing Battlegrounds to be discussed and possibly resolved?ZOS_GregoryV please close this thread (again), it will only get toxic (again).







I doubt anyone actually believes that.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?
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.Never played for score tbh
Do you have observations how current matchmaking works?
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.And in the end of these BGs, I usually got 0 score, while having probably the biggest impact on a match
@ZOS_KevinSpecific feedback that the team is looking for includes the following:
- In general how did it feel playing 3-Sided Battlegrounds?
- What did you like about 3-Sided Battlegrounds?
- What didn't meet your satisfaction while playing?
- What game mode(s) did you participate in? (Please remember these rotate per day. This is listed above)
- Did anything not function to your expectations?
- Do you have any other general feedback?
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.







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 seemsEvery 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?
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 seemsEvery 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?
There are some things we can infer about the matchmaking by looking at two specific outliers. Namely, Haki, who only plays as healer, and the streamer Sekaar, who only plays damage dealer. What we need to ask ourselves is this:
Why does the matchmaking considers their MMR so far above everyone else that it constantly skips them?
@ZOS_Kevin Here's one of the very few balanced matches I've played:Btw, speaking about transparency, @ZOS_Kevin could you tell us more about MMR in BGs? I saw development of this started and postponed, idk why, probably because of priorities. Will this feature ever be delivered? Does it exist in some form under the hood, so complete newbies would not play against veterans, or it is absent completely? Any plans to bring it live one sunny day in the future?
Hi @imPDA, wanted to follow up here. While the team would still like to address this in the future, currently with all of our other initiatives, we don't have bandwidth to properly address the MMR tech. You are correct, it was on the roadmap for a bit and then we had a priority shift to address other longstanding issues. We still want to address this, but it will be some time before we can get to it.
The blue arrows indicate the pvpers.
- Impossible for newcomers to have fun, because the target order never leaves them.
- Impossible for pvpers to have fun, because the target order almost never reaches other pvpers, and whoever dares deviate from that gets zerged down.
Doesn't matter if it's time played, win rate, damage done or KDA. The match would have turned out the same regardless of which metric was used for MMR. This is the complete opposite of everything Battlegrounds are supposed to be. The only way to change that is to solve these four critical flaws.
Four characters, 2 on each server. 10-20 minutes queues still happen regularly on every one of them. For all the easily solvable problems keeping the population of 3-sided extremely low, I could always play just one character and never get skipped by the matchmaking.@ZOS_Kevin Here's one of the very few balanced matches I've played:Btw, speaking about transparency, @ZOS_Kevin could you tell us more about MMR in BGs? I saw development of this started and postponed, idk why, probably because of priorities. Will this feature ever be delivered? Does it exist in some form under the hood, so complete newbies would not play against veterans, or it is absent completely? Any plans to bring it live one sunny day in the future?
Hi @imPDA, wanted to follow up here. While the team would still like to address this in the future, currently with all of our other initiatives, we don't have bandwidth to properly address the MMR tech. You are correct, it was on the roadmap for a bit and then we had a priority shift to address other longstanding issues. We still want to address this, but it will be some time before we can get to it.
The blue arrows indicate the pvpers.
- Impossible for newcomers to have fun, because the target order never leaves them.
- Impossible for pvpers to have fun, because the target order almost never reaches other pvpers, and whoever dares deviate from that gets zerged down.
Doesn't matter if it's time played, win rate, damage done or KDA. The match would have turned out the same regardless of which metric was used for MMR. This is the complete opposite of everything Battlegrounds are supposed to be. The only way to change that is to solve these four critical flaws.
It's eerie how perfectly balanced that match was. Almost exactly like the example I provided all those months ago, when writing about the first critical flaw of 2-sided.
By the way, how many characters are you playing?







Meaning it's not random OR based on time played. @imPDA what is it that Haki and Sekaar have in common that sets them apart from everyone else?Four characters, 2 on each server. 10-20 minutes queues still happen regularly on every one of them. For all the easily solvable problems keeping the population of 3-sided extremely low, I could always play just one character and never get skipped by the matchmaking.@ZOS_Kevin Here's one of the very few balanced matches I've played:Btw, speaking about transparency, @ZOS_Kevin could you tell us more about MMR in BGs? I saw development of this started and postponed, idk why, probably because of priorities. Will this feature ever be delivered? Does it exist in some form under the hood, so complete newbies would not play against veterans, or it is absent completely? Any plans to bring it live one sunny day in the future?
Hi @imPDA, wanted to follow up here. While the team would still like to address this in the future, currently with all of our other initiatives, we don't have bandwidth to properly address the MMR tech. You are correct, it was on the roadmap for a bit and then we had a priority shift to address other longstanding issues. We still want to address this, but it will be some time before we can get to it.
The blue arrows indicate the pvpers.
- Impossible for newcomers to have fun, because the target order never leaves them.
- Impossible for pvpers to have fun, because the target order almost never reaches other pvpers, and whoever dares deviate from that gets zerged down.
Doesn't matter if it's time played, win rate, damage done or KDA. The match would have turned out the same regardless of which metric was used for MMR. This is the complete opposite of everything Battlegrounds are supposed to be. The only way to change that is to solve these four critical flaws.
It's eerie how perfectly balanced that match was. Almost exactly like the example I provided all those months ago, when writing about the first critical flaw of 2-sided.
By the way, how many characters are you playing?
Meaning it's not random OR based on time played. @imPDA what is it that Haki and Sekaar have in common that sets them apart from everyone else?
Meaning it's not random OR based on time played. @imPDA what is it that Haki and Sekaar have in common that sets them apart from everyone else?Four characters, 2 on each server. 10-20 minutes queues still happen regularly on every one of them. For all the easily solvable problems keeping the population of 3-sided extremely low, I could always play just one character and never get skipped by the matchmaking.@ZOS_Kevin Here's one of the very few balanced matches I've played:Btw, speaking about transparency, @ZOS_Kevin could you tell us more about MMR in BGs? I saw development of this started and postponed, idk why, probably because of priorities. Will this feature ever be delivered? Does it exist in some form under the hood, so complete newbies would not play against veterans, or it is absent completely? Any plans to bring it live one sunny day in the future?
Hi @imPDA, wanted to follow up here. While the team would still like to address this in the future, currently with all of our other initiatives, we don't have bandwidth to properly address the MMR tech. You are correct, it was on the roadmap for a bit and then we had a priority shift to address other longstanding issues. We still want to address this, but it will be some time before we can get to it.
The blue arrows indicate the pvpers.
- Impossible for newcomers to have fun, because the target order never leaves them.
- Impossible for pvpers to have fun, because the target order almost never reaches other pvpers, and whoever dares deviate from that gets zerged down.
Doesn't matter if it's time played, win rate, damage done or KDA. The match would have turned out the same regardless of which metric was used for MMR. This is the complete opposite of everything Battlegrounds are supposed to be. The only way to change that is to solve these four critical flaws.
It's eerie how perfectly balanced that match was. Almost exactly like the example I provided all those months ago, when writing about the first critical flaw of 2-sided.
By the way, how many characters are you playing?
Also, I think that if the MMR was based on time played, then it would at least separate the people who are there for the pvp from the ones who are not. We know it doesn't do that.Meaning it's not random OR based on time played. @imPDA what is it that Haki and Sekaar have in common that sets them apart from everyone else?Four characters, 2 on each server. 10-20 minutes queues still happen regularly on every one of them. For all the easily solvable problems keeping the population of 3-sided extremely low, I could always play just one character and never get skipped by the matchmaking.@ZOS_Kevin Here's one of the very few balanced matches I've played:Btw, speaking about transparency, @ZOS_Kevin could you tell us more about MMR in BGs? I saw development of this started and postponed, idk why, probably because of priorities. Will this feature ever be delivered? Does it exist in some form under the hood, so complete newbies would not play against veterans, or it is absent completely? Any plans to bring it live one sunny day in the future?
Hi @imPDA, wanted to follow up here. While the team would still like to address this in the future, currently with all of our other initiatives, we don't have bandwidth to properly address the MMR tech. You are correct, it was on the roadmap for a bit and then we had a priority shift to address other longstanding issues. We still want to address this, but it will be some time before we can get to it.
The blue arrows indicate the pvpers.
- Impossible for newcomers to have fun, because the target order never leaves them.
- Impossible for pvpers to have fun, because the target order almost never reaches other pvpers, and whoever dares deviate from that gets zerged down.
Doesn't matter if it's time played, win rate, damage done or KDA. The match would have turned out the same regardless of which metric was used for MMR. This is the complete opposite of everything Battlegrounds are supposed to be. The only way to change that is to solve these four critical flaws.
It's eerie how perfectly balanced that match was. Almost exactly like the example I provided all those months ago, when writing about the first critical flaw of 2-sided.
By the way, how many characters are you playing?







I doubt they even know where they are. We'll have to wait for 3-sided to come back to take screenshots and make videos of all the problematic locations.







tomofhyrule wrote: »I will say that the objectives do work a lot better in 3-way fights than 2-way.Granted, I'm not a huge PvPer, but I did enjoy BGs a while back before their decline. But I'm one of the casuals who find objective matches way more fun that straight deathmatch. And in each of the objectives, 3-way is more strategic than 2-way, while DM is the one that really doesn't have a major gameplay difference between them.
Looking at each mode specifically:
- 2-way Deathmatch: go kill the other team, while they try to kill you
- 3-way Deathmatch: you may be able to sit back and let the other two teams weaken each other, before sweeping in to clean up.
- 2-way Domination: mostly like a deathmatch, but on the flags. As more spawn, the fights spread out.
- 3-way Domination: more teams mean more fights going on on the flags, or more of a chance to capture undefended flags
- 2-way Crazy King: as above, but with more movement
- 3-way Crazy King: as above again, but now more chance to get undefended flags
- 2-way Chaosball: one team gets the ball and camps at base for the rest of the match while the rest of the team protects them
- 3-way Chaosball: more action since you have more people coming in to attack than you have defending, so camping isn't really possible
- 2-way Capture the Relic: completely broken. Either doesn't go at all, or one team gets one up and then they're practically a guaranteed win.
- 3-way Capture the Relic: actually requires playing the whole way through.
The objective modes were most hurt by the switch to 2-teams, and especially the Flag Games ones (CTR and Chaosball) have the strategy completely ruined by it... not to mention the fact that the swap to two-way also completely broke some achievements (Tactician can't be done since you don't have two enemy relics to get within 10 seconds).
I also think that the team/solo split is really hurting things. I get the "I don't want to play with premades!" complaint, but the population can't really support that. If they go down to one queue, then maybe they can actually use a proper MMR system to fix it, and that will be a lot better than hoping that the team people don't just all sit in Discord and queue solo together.
tldr: objective is way better with 3-team, but of course objective is not as popular of a mode as deathmatch.
